anchor.diff:    with aNode.FieldList do
       for I := 0 to Count-1 do
         if (gAIFields.Influences.AvoidBuilding[Items[I].Y, Items[I].X] < NODE_TYPE) then
  +      begin
           gAIFields.Influences.AvoidBuilding[Items[I].Y, Items[I].X] := NODE_TYPE;
  +        gAIFields.Eye.BuildFF.ActualizeTile(Items[I].X, Items[I].Y);
  +      end;
   end;
   
   
  
positive.code:   HMA := gAIFields.Eye.HousesMapping;
    // Free all tiles inside house plan
    for I := Low(HMA[aHT].Tiles) to High(HMA[aHT].Tiles) do
      gAIFields.Influences.AvoidBuilding[aLoc.Y + HMA[aHT].Tiles[I].Y, aLoc.X + HMA[aHT].Tiles[I].X] := AVOID_BUILDING_UNLOCK;
    // Free all tiles in distance 1 from house plan
    Dist := 1;
    for Dir := Low(HMA[aHT].Surroundings[Dist]) to High(HMA[aHT].Surroundings[Dist]) do
  
negative.code:     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;
  
  