anchor.diff:  end;
   
   
  -function TUnitActionWalkTo.IntSolutionDodge(fOpponent:TKMUnit; HighestInteractionCount:integer):boolean;
  +function TUnitActionWalkTo.IntSolutionDodge(fOpponent: TKMUnit; HighestInteractionCount:integer):boolean;
   var
     I: Byte; //Test 2 options really
     TempPos: TKMPoint;
  
positive.code: function TUnitActionWalkTo.CanAbandonInternal: boolean;
  begin
    Result := (fInteractionStatus <> kis_Pushed) //Can be removed, but decreases effectiveness
              and (not fDoExchange); //Other unit could have set this
  end;
  
  
  { Returns true only when unit is stuck for some reason }
  function TUnitActionWalkTo.CanAbandonExternal: boolean;
  begin
    Result := (not fDoExchange) //Other unit could have set this
  
negative.code: //If the blockage won't go away because it's busy (Locked by other unit) then try going around it
  //by re-routing our route and avoiding that tile and all other Locked tiles
  function TUnitActionWalkTo.IntSolutionAvoid(fOpponent: TKMUnit): Boolean;
  var
    NewNodeList: TKMPointList;
  begin
    Result := False;
  
  