anchor.diff:    TARGET_HOUSES: THouseTypeSet = [htBarracks, htStore, htSchool];
     // Houses in SCAN_HOUSES will be destroyed when they are in radius (it should also contain TARGET_HOUSES)
     SCAN_HOUSES: THouseTypeSet = [htWatchTower, htBarracks, htStore, htSchool];
  +  // All houses for final stage of attack algorithm
  +  ALL_HOUSES: THouseTypeSet = [HOUSE_MIN..HOUSE_MAX];
   
   implementation
   uses
  
positive.code:     CenterPoint: TKMPoint;
      CloseThreat, DistantThreat: Single;
    end;
    TKMCompanyMode = (cm_Attack, cm_Defence);
    TKMCompanyState = (cs_Attack, cs_Walking, cs_Idle);
  
    TAISquad = class
  
negative.code:       for I := 0 to fSquads[GT].Count - 1 do
        begin
          Squad := fSquads[GT].Items[I];
          if not Squad.InFight
            AND ((fCompanyMode <> cm_Destruction) OR (Squad.TargetHouse = nil)) then
          begin
            // Make sure that unit will not hunt target over the whole map and better stay inside company
            if (GT <> gt_Ranged) then // ranged units are fixed in Squad class (set / reset target cause that they dont shoot)
  