- game.enemies[ll].power -= 800.0 # If firepower is lost, die
- if game.enemies[ll].power <= 0.0:
- deadkl(neighbor, iquad, neighbor)
- break
- newc = neighbor + neighbor - hits[-1]
- proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
- if not newc.valid_sector():
- # can't leave quadrant
- skip(1)
- break
- iquad1 = game.quad[newc.i][newc.j]
- if iquad1 == ' ':
- proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
- skip(1)
- deadkl(neighbor, iquad, newc)
- break
- if iquad1 != '.':
- # can't move into something else
- skip(1)
- break
- proutn(_(", buffeted to Sector %s") % newc)
- game.quad[neighbor.i][neighbor.j] = '.'
- game.quad[newc.i][newc.j] = iquad
- game.enemies[ll].move(newc)
+ if target is not None:
+ target.power -= 800.0 # If firepower is lost, die
+ if target.power <= 0.0:
+ deadkl(neighbor, iquad, neighbor)
+ continue # neighbor loop
+ # Else enemy gets flung by the blast wave
+ newc = neighbor + neighbor - hits[-1]
+ proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+ if not newc.valid_sector():
+ # can't leave quadrant
+ skip(1)
+ continue
+ iquad1 = game.quad[newc.i][newc.j]
+ if iquad1 == ' ':
+ proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
+ skip(1)
+ deadkl(neighbor, iquad, newc)
+ continue
+ if iquad1 != '.':
+ # can't move into something else
+ skip(1)
+ continue
+ proutn(_(", buffeted to Sector %s") % newc)
+ game.quad[neighbor.i][neighbor.j] = '.'
+ game.quad[newc.i][newc.j] = iquad
+ target.move(newc)