parameters: (self, ship, target, ignore=())
return_statement: return obstacles
docstring: Check whether there is a straight-line path to the given point, without planetary obstacles in between.
  
          :param entity.Ship ship: Source entity
          :param entity.Entity target: Target entity
          :param entity.Entity ignore: Which entity type to ignore
          :return: The list of obstacles between the ship and target
          :rtype: list[entity.Entity]
docstring_summary: Check whether there is a straight-line path to the given point, without planetary obstacles in between.
docstring_tokens: Check whether there is a straight - line path to the given point without planetary obstacles in between .
function: def obstacles_between(self, ship, target, ignore=()):
          """
          Check whether there is a straight-line path to the given point, without planetary obstacles in between.
  
          :param entity.Ship ship: Source entity
          :param entity.Entity target: Target entity
          :param entity.Entity ignore: Which entity type to ignore
          :return: The list of obstacles between the ship and target
          :rtype: list[entity.Entity]
          """
          obstacles = []
          entities = ([] if issubclass(entity.Planet, ignore) else self.all_planets()) \
              + ([] if issubclass(entity.Ship, ignore) else self._all_ships())
          for foreign_entity in entities:
              if foreign_entity == ship or foreign_entity == target:
                  continue
              if collision.intersect_segment_circle(ship, target, foreign_entity, fudge=ship.radius + 0.1):
                  obstacles.append(foreign_entity)
          return obstacles
function_tokens: def obstacles_between ( self , ship , target , ignore = ( ) ) : obstacles = [ ] entities = ( [ ] if issubclass ( entity . Planet , ignore ) else self . all_planets ( ) ) + ( [ ] if issubclass ( entity . Ship , ignore ) else self . _all_ships ( ) ) for foreign_entity in entities : if foreign_entity == ship or foreign_entity == target : continue if collision . intersect_segment_circle ( ship , target , foreign_entity , fudge = ship . radius + 0.1 ) : obstacles . append ( foreign_entity ) return obstacles