anchor.diff:                          X = x1;
                           Y = y1;
                           OwnerId = 0;
  -                        Health = 0.0;
  +                        Health = 0;
                           Radius = 0.0;
                       }
                       let ob1 = obstaclesBetween gameMap ship.Entity intermediateTarget
  
positive.code:     // #endregion
  
      // #region entity
  
      // X coordinate
      type X = float
  
negative.code:         OwnerId: int;
          X: X;
          Y: Y;
          Radius: Radius;
          Health: Health;
      }
  
      // Ship is a player controlled Entity made for the purpose of doing combat and mining Halite
      type Ship = {
          Entity: Entity;
          VelX: Velocity;
          VelY: Velocity;
          PlanetId: int;
          DockingStatus: DockingStatus;
          DockingProgress: SpaceUnit;
          WeaponCooldown: SpaceUnit;
      }
  
      // Planet object from which Halite is mined
      type Planet = {
          Entity: Entity;
          NumDockingSpots: int;
          NumDockedShips: int;
          CurrentProduction: int;
          RemainingResources: int;
          DockedShipIds: int[];
          DockedShips: Ship[] option;
          Owned: int;
      }
  
      // calculateDistanceTo returns a euclidean distance to the target
  