anchor.diff:      begin
         Point := KMPointAdd(aLoc, HMA[aHT].Surroundings[Dist,Dir,I]);
         if (gAIFields.Influences.AvoidBuilding[Point.Y, Point.X] < AVOID_BUILDING_HOUSE_INSIDE_LOCK) then
  +      begin
           gAIFields.Influences.AvoidBuilding[Point.Y, Point.X] := AVOID_BUILDING_HOUSE_OUTSIDE_LOCK;
  +        gAIFields.Eye.BuildFF.ActualizeTile(Point.X, Point.Y);
  +      end;
       end;
   end;
   
  
positive.code:   with aNode.FieldList do
      for I := 0 to Count-1 do
        if (gAIFields.Influences.AvoidBuilding[Items[I].Y, Items[I].X] < NODE_TYPE) then
          gAIFields.Influences.AvoidBuilding[Items[I].Y, Items[I].X] := NODE_TYPE;
  end;
  
  
  
negative.code:     procedure LockHouseLoc(aHT: TKMHouseType; aLoc: TKMPoint);
      procedure UnlockHouseLoc(aHT: TKMHouseType; aLoc: TKMPoint);
  
      procedure LogStatus(var aBalanceText: UnicodeString);
      procedure Paint();
    end;
  