anchor.diff:      function HousesHitTest(X,Y: Integer): TKMHouse;
       function UnitsHitTest(X, Y: Integer): TKMUnit;
       function GroupsHitTest(X, Y: Integer): TKMUnitGroup;
  -    function GetClosestUnit(aLoc: TKMPoint; aExceptHand: THandIndex; aAlliance: TAllianceType): TKMUnit;
  +    function GetClosestUnit(aLoc: TKMPoint; aIndex: THandIndex; aAlliance: TAllianceType): TKMUnit;
       function GetClosestHouse(aLoc: TKMPoint; aIndex: THandIndex; aAlliance: TAllianceType; aOnlyCompleted: Boolean = True): TKMHouse;
       function DistanceToEnemyTowers(aLoc: TKMPoint; aIndex: THandIndex): Single;
       procedure GetUnitsInRect(aRect: TKMRect; List: TList);
  
positive.code: end;
  
  
  function TKMHandsCollection.GetClosestUnit(aLoc: TKMPoint; aExceptHand: THandIndex; aAlliance: TAllianceType): TKMUnit;
  var
    I: Integer;
    U: TKMUnit;
  
negative.code: end;
  
  
  //Check opponents for closest House with given Alliance setting
  //Note: we check by house cells, not by entrance
  function TKMHandsCollection.GetClosestHouse(aLoc: TKMPoint; aIndex: THandIndex; aAlliance: TAllianceType; aOnlyCompleted: Boolean = True): TKMHouse;
  var
    I: Integer;
  