anchor.diff:          OwnerId: int;
           X: X;
           Y: Y;
  -        Radius: float;
  -        Health: float;
  +        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: X;
  -        VelY: Y;
  +        VelX: Velocity;
  +        VelY: Velocity;
           PlanetId: int;
           DockingStatus: DockingStatus;
  -        DockingProgress: float;
  -        WeaponCooldown: float;
  +        DockingProgress: SpaceUnit;
  +        WeaponCooldown: SpaceUnit;
       }
   
       // Planet object from which Halite is mined
       type Planet = {
           Entity: Entity;
  -        NumDockingSpots: float;
  -        NumDockedShips: float;
  -        CurrentProduction: float;
  -        RemainingResources: float;
  +        NumDockingSpots: int;
  +        NumDockedShips: int;
  +        CurrentProduction: int;
  +        RemainingResources: int;
           DockedShipIds: int[];
           DockedShips: Ship[] option;
  -        Owned: float;
  +        Owned: int;
       }
   
       // calculateDistanceTo returns a euclidean distance to the target
  
positive.code:             Owned = planetOwned;
          }
  
          (planet, tokens.[(11 + planetNumDockedShipsInt)..])
  
      // parsePlayer from a slice of game state tokens
      let parsePlayer (tokens: string[]) =
  
negative.code:         let planetId = tokens.[0] |> int
          let planetX = tokens.[1] |> float
          let planetY = tokens.[2] |> float
          let planetHealth = tokens.[3] |> int
          let planetRadius = tokens.[4] |> float
          let planetNumDockingSpots = tokens.[5] |> int
          let planetCurrentProduction = tokens.[6] |> int
          let planetRemainingResources = tokens.[7] |> int
          let planetOwned = tokens.[8] |> int
          let planetOwnerId = tokens.[9] |> int
          let planetNumDockedShips = tokens.[10] |> int
  
          let planetEntity = {
              Id = planetId;
  