anchor.diff:  end;
   
   
  -//Get closest house. Note: we check by house cells, not by entrance
  +//Check opponents for closest House with given Alliance setting
  +//Note: we check by house cells, not by entrance
   function TKMHandsCollection.GetClosestHouse(aLoc: TKMPoint; aIndex: THandIndex; aAlliance: TAllianceType; aOnlyCompleted: Boolean = True): TKMHouse;
   var
     I: Integer;
  
positive.code:   Result := nil;
  
    for I := 0 to fCount - 1 do
    if (I <> aExceptHand) and (fHandsList[aExceptHand].Alliances[I] = aAlliance) then
    begin
      U := fHandsList[I].Units.GetClosestUnit(aLoc);
      if (U <> nil)
  
negative.code: end;
  
  
  //Check opponents for closest Unit with given Alliance setting
  function TKMHandsCollection.GetClosestUnit(aLoc: TKMPoint; aIndex: THandIndex; aAlliance: TAllianceType): TKMUnit;
  var
    I: Integer;
    U: TKMUnit;
  