anchor.diff:    SNAP_TO_EDGE = 5;
     FIELD_PRICE = 1;
     DIR_PRICE: array[TDirection] of Byte = (5,15,20,15); //(dirN,dirE,dirS,dirW);
  -  AVOID_BUILDING_HOUSE_OUTSIDE_LOCK = 30;
     PRICE_ARR_CONST: TDirArrInt = (0,0,0,0);
     CNT_ARR_CONST: TDirArrByte = (0,0,0,0);
   var
  
positive.code:           for I := 0 to BuildFF.Locs.Count - 1 do
            begin
              Loc := BuildFF.Locs.Items[I];
              Bid := 10000 - BuildFF.Distance[Loc] * 5 + SnapCrit(aHT, Loc);
              if (Bid > BestBid) then
              begin
                BestBid := Bid;
  
negative.code:       IgnoreTrees := False;
        IgnoreAvoidBuilding := True;
        MaxCnt := 30;
        MaxDist := 11;
      end;
  
      StoneLocs := gAIFields.Eye.GetStoneLocs(); // Find stone locs
  