anchor.diff:          gtMounted:   Threat[IdxE].Risk := Threat[IdxE].WeightedCount * AI_Par[ATTACK_SUPERVISOR_EvalTarget_ThreatGainMounted];
         end;
         Threat[IdxE].Risk := + Threat[IdxE].Risk
  -                           - Threat[IdxE].DistRanged * AI_Par[ATTACK_SUPERVISOR_EvalTarget_ThreatGainRangDist]
  -                           - Threat[IdxE].Distance   * AI_Par[ATTACK_SUPERVISOR_EvalTarget_ThreatGainDist];
  +                           - Threat[IdxE].DistRanged * AI_Par[ATTACK_SUPERVISOR_EvalTarget_ThreatGainRangDist] * Byte(Threat[IdxE].DistRanged <> 1E6)
  +                           - Threat[IdxE].Distance   * AI_Par[ATTACK_SUPERVISOR_EvalTarget_ThreatGainDist]  * Byte(Threat[IdxE].Distance <> 1E6);
       end;
   
       {$IFDEF DEBUG_BattleLines}
  
positive.code:   COLOR_BLUE = $FF0000;
  {$IFDEF DEBUG_BattleLines}
    var
      K, L, M, PL: Integer;
      MaxThreat,MinThreat: Single;
      Owner: TKMHandID;
  
negative.code: const
    SQR_DANGEROUS_DISTANCE = 15*15;
    SQR_OFFENSIVE_DISTANCE = 30*30;
    INFLUENCE_THRESHOLD = 150;
    ARMY_IN_HOSTILE_CITY = 200;
    TARGET_HOUSE_IN_INFLUENCE = 150;
  var
  