Formationtype spot = Playground.number * Playground.numberval at :
half_w:Playground.number ->
half_h:Playground.number ->
up:bool ->
spot ->
Playground.number * Playground.numberval belongs :
pull:Playground.number ->
home:(Playground.number * Playground.number) ->
ball:(Playground.number * Playground.number) ->
Playground.number * Playground.numberval nearest :
('p -> Playground.number * Playground.number) ->
('p -> bool) ->
(Playground.number * Playground.number) ->
'p list ->
int optionval run_to :
speed:Playground.number ->
bounds:(Playground.number * Playground.number) ->
(Playground.number * Playground.number) ->
(Playground.number * Playground.number) ->
(Playground.number * Playground.number)
* (Playground.number * Playground.number)