anchor.diff:  
   
   implementation
  -uses
  -  Classes, Math,
  -  KM_Game, KM_Hand, KM_HandsCollection, KM_Terrain, KM_AIFields,
  -  KM_Houses, KM_HouseBarracks,
  -  KM_ResHouses, KM_NavMesh, KM_CommonUtils;
  +uses
  +  Classes, Math,
  +  KM_Game, KM_Hand, KM_HandsCollection, KM_Terrain, KM_AIFields,
  +  KM_Houses, KM_HouseBarracks,
  +  KM_ResHouses, KM_NavMesh, KM_CommonUtils;
   
   
   const
  
positive.code:   //Find target
    case aTarget of
      att_ClosestUnit:                  TargetUnit := gHands.GetClosestUnit(aGroup.Position, fOwner, at_Enemy);
      att_ClosestBuildingFromArmy:      TargetHouse := gHands.GetClosestHouse(aGroup.Position, fOwner, at_Enemy, false);
      att_ClosestBuildingFromStartPos:  TargetHouse := gHands.GetClosestHouse(fSetup.StartPosition, fOwner, at_Enemy, false);
      att_CustomPosition:               begin
                                          TargetHouse := gHands.HousesHitTest(aCustomPos.X, aCustomPos.Y);
                                          if (TargetHouse <> nil) and
  
negative.code: 
  //See if we can attack our enemies
  procedure TKMGeneral.OrderAttack(aGroup: TKMUnitGroup; aTarget: TAIAttackTarget; aCustomPos: TKMPoint);
  const
    TARGET_HOUSES: THouseTypeSet = [HOUSE_MIN..HOUSE_MAX];
  var
    TargetHouse: TKMHouse;
    TargetUnit: TKMUnit;
  