anchor.diff:  begin
     fDefLinesRequired := True;
     BackwardFlood();
  +  fFilterFF.FilterDefenceLine(BestDefLines);
     Result := BestDefLines;
   end;
   
  
positive.code:   POLYGON_CNT_PENALIZATION = 2; // Polygon count penalization (more polygons = worse defensive line)
    OPTIMAL_INFLUENCE_ADD = 1; // Improve criterium of actual defence line in case that influence is in <MIN_OPTIMAL_INFLUENCE, ALLY_INFLUENCE_LIMIT>
    ALLY_INFLUENCE_PENALIZATION = 4; // Ally penalization (dont place defences inside of ally city)
    ENEMY_INFLUENCE_PENALIZATION = 4; // Enemy penalization (dont place defences inside of enemy city)
    MINIMAL_DEFENCE_DISTANCE = 5; // Minimal distance of defensive lines (minimal distance is also affected by OWNER_INFLUENCE_LIMIT)
    MAXIMAL_DEFENCE_DISTANCE = 100; // Maximal defence distance (maximal distance is also affected by MAX_ENEMY_INFLUENCE)
  
  implementation
  uses
    KM_AIFields, KM_AIInfluences, KM_NavMesh;
  
  
  { TForwardFF }
  
negative.code:     ClearVisitIdx();
    end;
    // Reset VisitIdx if needed
    if (fVisitedIdx >= High(Byte)-3) then
      ClearVisitIdx();
    // Init also backward FF
    fBackwardFF.NewQueue(fVisitedIdx+1);
  