 
   defp handle_bullets_hitting_ships(game, bullet_ships, game_pid) do
     Enum.each(bullet_ships, fn {b, s} ->
-      Game.Server.say_player_shot_ship(game_pid, b.id, s)
+      Game.Server.say_player_shot_ship(game_pid, b.id, s.id)
     end)
 
     bullet_ships

  end

  defp check_for_collisions(game, game_pid) do
    all_asteroids = Map.values(game.state.asteroids)
    # TODO move to game process
    all_bullets = Map.values(game.state.bullets) |> Enum.reject(fn b -> b == :spawn end)
    all_ships = Map.values(game.state.ships)

    bullet_ships = detect_bullets_hitting_ships(all_bullets, all_ships)
    # List of {BulletLoc, Ship Tuple}

    stop_bullets(dud_bullets)
  end

  defp remove_spawns(xs), do: Enum.reject(xs, fn b -> b == :spawn end)

  defp handle_asteroid_hitting_ships(asteroid_ships, game_pid) do
    Enum.map(asteroid_ships, fn {a, s} ->
      Game.Server.say_ship_hit_by_asteroid(game_pid, s.is)
      # TODO send to ship directly
      Game.Server.hyperspace_ship(game_pid, s.id
      # TODO send to Asteroid directly
      Game.Server.asteroid_hit(game_pid, a.id)
    end)
  end
