anchor.diff:    for I := Low(HMA[aHT].Tiles) to High(HMA[aHT].Tiles) do
     begin
       Point := KMPointAdd( fPlannedHouses[aHT].Plans[aIdx].Loc, HMA[aHT].Tiles[I] );
  -    if gTerrain.ObjectIsChopableTree(Point.X, Point.Y) then
  +    if gTerrain.ObjectIsChopableTree(Point, [caAge1,caAge2,caAge3,caAgeFull]) then
         aField.Add(Point);
     end;
     if (aField.Count > 0) then
  
positive.code:   begin
      X := aLoc.X + HMA[aHT].Tiles[I].X;
      Y := aLoc.Y + HMA[aHT].Tiles[I].Y;
      Tree := Tree + Byte(gTerrain.ObjectIsChopableTree(X, Y));
      Road := Road + Byte(tpWalkRoad in gTerrain.Land[Y, X].Passability);
    end;
    Result := Tree * GA_PLANNER_ObstaclesInHousePlan_Tree + Road * GA_PLANNER_ObstaclesInHousePlan_Road;
  
negative.code:   KM_Game, KM_HouseCollection, KM_HouseSchool, KM_HandsCollection, KM_Hand, KM_Terrain, KM_Resource,
    KM_AIFields, KM_Units, KM_UnitTaskDelivery, KM_UnitActionWalkTo, KM_UnitTaskGoEat, KM_UnitsCollection,
    KM_NavMesh, KM_HouseMarket, KM_HouseWoodcutters, KM_Eye,
    KM_RenderAux, KM_ResMapElements;
  
  
  
  