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