locked_ 1 3: 
-- explain
goto frombehind
locked_ 1 1: 
-- explain
if missile ready then gosub
boogieman
goto deadahead
locked_ 1 2: 
-- explain
scan relative 1 
-- explain
if value #scan <> 0 then move backward
if value #inbound = 0 then if value #enemy_x
<> #x_pos then if value #enemy_y <> #y_pos then goto
err_ #cur_head  -- explain
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain
if value #inbound >= 1 then goto
locked_ #cur_head #inbound  --
explain
locked_ 1 4: 
-- explain
scan relative 1 
-- explain
if value #scan <> 0 then move backward
if value #inbound = 0 then if value #enemy_x
<> #x_pos then if value #enemy_y <> #y_pos then goto
err_ #cur_head  -- explain
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain
if value #inbound >= 1 then goto
locked_ #cur_head #inbound  --
explain
locked_ 3 1: 
-- explain
goto frombehind
 
locked_ 3 3: 
-- explain
if missile ready then gosub
boogieman
goto deadahead
locked_ 3 2: 
-- explain
scan relative 1 
-- explain
if value #scan <> 0 then move backward
if value #inbound = 0 then if value #enemy_x
<> #x_pos then if value #enemy_y <> #y_pos then goto
err_ #cur_head  -- explain
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain
if value #inbound >= 1 then goto
locked_ #cur_head #inbound  --
explain
locked_ 3 4: 
-- explain
scan relative 1 
-- explain
if value #scan <> 0 then move backward
if value #inbound = 0 then if value #enemy_x
<> #x_pos then if value #enemy_y <> #y_pos then goto
err_ #cur_head  -- explain
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain
if value #inbound >= 1 then goto
locked_ #cur_head #inbound  --
explain
locked_ 2 4: 
-- explain
goto frombehind
locked_ 2 2: 
-- explain
if missile ready then gosub
boogieman
goto deadahead
locked_ 2 1: 
-- explain
scan relative 1 
-- explain
if value #scan <> 0 then move backward
if value #inbound = 0 then if value #enemy_x
<> #x_pos then if value #enemy_y <> #y_pos then goto
err_ #cur_head  -- explain
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain
if value #inbound >= 1 then goto
locked_ #cur_head #inbound  --
explain
locked_ 2 3: 
-- explain
scan relative 1 
-- explain
if value #scan <> 0 then move backward
if value #inbound = 0 then if value #enemy_x
<> #x_pos then if value #enemy_y <> #y_pos then goto
err_ #cur_head  -- explain
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain
if value #inbound >= 1 then goto
locked_ #cur_head #inbound  --
explain
locked_ 4 2: 
-- explain
goto frombehind
locked_ 4 4: 
-- explain
if missile ready then gosub
boogieman
goto deadahead
locked_ 4 1: 
-- explain
scan relative 1 
-- explain
if value #scan <> 0 then move backward
if value #inbound = 0 then if value #enemy_x
<> #x_pos then if value #enemy_y <> #y_pos then goto
err_ #cur_head  -- explain
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain
if value #inbound >= 1 then goto
locked_ #cur_head #inbound  --
explain
locked_ 4 3: 
-- explain
scan relative 1 
-- explain
if value #scan <> 0 then move backward
if value #inbound = 0 then if value #enemy_x
<> #x_pos then if value #enemy_y <> #y_pos then goto
err_ #cur_head  -- explain
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain
if value #inbound >= 1 then goto
locked_ #cur_head #inbound  --
explain
deadahead: 
-- explain
lay mines on
move backward
lay mines off
if bump barrier then goto
evade  -- explain
scan perimeter 
-- explain
if value #scan <> 3 then goto
#scan  -- explain
move backward
if value #enemy_x <> #x_pos then if value
#enemy_y <> #y_pos then goto
evade
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain
frombehind: 
-- explain
lay mines on
move forward
lay mines off
if bump barrier then goto
evade  -- explain
scan perimeter 
-- explain
if value #scan <> 3 then goto
#scan  -- explain
move forward
if value #enemy_x <> #x_pos then if value
#enemy_y <> #y_pos then goto
evade
if value #x_pos = #enemy_x then goto
same_x_ #cur_head  -- explain
if value #y_pos = #enemy_y then goto
same_y_ #cur_head  -- explain