   @doc """
   Player requests turn to given theta.
   """
-  def new_heading(ship_id, theta) do
-    GenServer.cast(via(ship_id), {:new_heading, theta})
-  end
+  def new_heading(ship_id, theta), do: GenServer.cast(via(ship_id), {:new_heading, theta})
 
   @doc """
   Move the ship to a random position on the map
   and prevent it firing.
   """
-  def hyperspace(ship_pid) when is_pid(ship_pid) do
-    GenServer.cast(ship_pid, :hyperspace)
-  end
-
-  def hyperspace(ship_id) do
-    GenServer.cast(via(ship_id), :hyperspace)
-  end
+  def hyperspace(ship_pid) when is_pid(ship_pid), do: GenServer.cast(ship_pid, :hyperspace)
+
+  def hyperspace(ship_id), do: GenServer.cast(via(ship_id), :hyperspace)
 
   @doc """
   Remove the ship from the game.


  def handle_cast({:new_heading, theta}, ship) do
    if valid_theta?(theta) do
      new_ship = %{ship | :target_theta => normalize_radians(theta)}
      {:noreply, new_ship}
    else
      {:noreply, ship}
    end

  Player pulls trigger, which may fire a bullet
  if the ship is recharged.
  """
  def player_pulls_trigger(ship_id), do: GenServer.cast(via(ship_id), :player_pulls_trigger)

  def game_state(ship_id), do: GenServer.call(via(ship_id), :game_state)

  # GenServer callbacks

