anchor.diff:    //}
     end;
   end;
  -
  -
   
   
   
  
positive.code: const
    RESOURCES: array[0..4] of TBiomeType = (btIron,btGold,btStone,btCoal,btCoal);
    VORONOI_STEP = 3;
    DIST_FROM_BOTTOM = 3; // Iron, Gold and Stone mines will be placed in distance [DIST_FROM_BOTTOM] of Voronoi steps from bottom of the map
    RES_PROB: array[0..4] of Single = (0.000001,0.000001,0.15,0.08,0.08); // Probability penalization (only afect final shape: 0 = circle, 1 = multiple separated mountains)
    //SPEC_RES_RADIUS: array[0..4] of Byte = (5, 5, 5, 5, 5); // Iron, Gold, Stone, Coal, Coal
    RES_AMOUNT: array[0..4] of Integer = (50, 50, 200, 100, 50);
  
negative.code:     SetLength(aPointArr, elements);
    end;
  
    procedure MarkEdges(var aCountArr: TInteger2Array);
    const
      DIST_FROM_BOTTOM = 3; // Iron, Gold and Stone mines will be placed in distance [DIST_FROM_BOTTOM] of Voronoi steps from bottom of the map
    var
      X,Y,XMin,YMin,XMax,YMax: Integer;
    begin
      YMin := Low(aCountArr);
      YMax := High(aCountArr);
      XMin := Low(aCountArr[YMin]);
      XMax := High(aCountArr[YMin]);
      for Y := Max(YMax-DIST_FROM_BOTTOM, YMin) to YMax do
        for X := XMin to XMax do
          aCountArr[Y,X] := -aCountArr[Y,X];
      for Y := YMin to Max(YMax-DIST_FROM_BOTTOM-1, YMin) do
      begin
        aCountArr[Y,XMin] := -aCountArr[Y,XMin];
        aCountArr[Y,XMax] := -aCountArr[Y,XMax];
      end;
      for X := XMin to XMax do
        aCountArr[YMin,X] := -aCountArr[YMin,X];
    end;
  
  var
    X,Y,Loc,I,K,overflow, ALL_RES_RADIUS, cnt_FINAL, cnt_ACTUAL, cnt_PREVIOUS, cnt_REQUESTED, RESOURCE, size_Mountain, new_Size: Integer;
  