anchor.diff:            AND (HA[K].CheckResIn(wt_Stone) > 1)
             AND HA[K].HasOwner then // Ignore towers without stone and without recruit inside
           begin
  -          Dist := KMDistanceSqr(AvaiableSquads[GT].Squads[I].Position, HA[K].GetPosition);
  +          Dist := KMDistanceSqr(AvailableSquads[GT].Squads[I].Position, HA[K].GetPosition);
             if (Dist > BestDist) then
             begin
               BestDist := Dist;
  
positive.code:   begin
      Cnt := 0;
      for GT := Low(TKMGroupType) to High(TKMGroupType) do
        Cnt := Cnt + AvaiableSquads[GT].Count;
  
      if (Cnt = 0) then
        Exit;
  
negative.code: 
  function TAICompany.OrderToAttack(aActualPosition: TKMPoint; UA: TKMUnitArray; UGA: TKMUnitGroupArray; HA: TKMHouseArray): Boolean;
  var
    AvailableSquads: TKMSquadsArray;
    //fTargetU: TKMTargetSelection;
  
    procedure FindAvailableSquads();
    var
      I: Integer;
      GT: TKMGroupType;
  