def _doBlockedImpulseMove(self, quadrant: Quadrant, enterpriseCoordinates: Coordinates, results: LineOfSightResponse):
        """
        Handle an impulse move where the Enterprise was blocked by an obstacle

        Args:
            quadrant:               The current quadrant
            enterpriseCoordinates:  Then enterprise sector coordinates
            results:                The results from the line of sight query
        """
        self._messageConsole.displayMessage(f'Destination is blocked by: {results.obstacle.id}')
        self._soundMachine.playSound(SoundType.PleaseRepeatRequest)

        baseGamePiece:      BaseGamePiece = cast(BaseGamePiece, results.obstacle)
        blockerCoordinates: Coordinates    = baseGamePiece.gameCoordinates
        stopEnergy:         float          = self._gameEngine.computeEnergyWhenBlocked(startSector=enterpriseCoordinates, endSector=blockerCoordinates)
        self._gameState.energy -= stopEnergy

        directionData: DirectionData = self._determineCloseCoordinatesToBlockedObject(quadrant=quadrant, targetCoordinates=blockerCoordinates)
        self.logger.info(f'Move Enterprise to: {directionData.coordinates}')

        self.__updateQuadrant(quadrant=quadrant, currentCoordinates=enterpriseCoordinates, targetCoordinates=directionData.coordinates)
        quadrant.enterprise.inMotion   = True
        quadrant.enterpriseCoordinates = directionData.coordinates

        self._gameEngine.impulse(newCoordinates=directionData.coordinates, quadrant=quadrant, enterprise=quadrant.enterprise)
        self._soundMachine.playSound(SoundType.EnterpriseBlocked)
    def _doImpulseMove(self, quadrant: Quadrant, enterpriseCoordinates: Coordinates, targetCoordinates: Coordinates):
        """
        Handle impulse move if we are not blocked by any obstacles.

        Args:
            quadrant:               The current quadrant
            enterpriseCoordinates:  Then enterprise sector coordinates
            targetCoordinates:      Where the player indicated we were moving
        """

        self.__updateQuadrant(quadrant=quadrant, currentCoordinates=enterpriseCoordinates, targetCoordinates=targetCoordinates)
        quadrant.enterprise.destinationPoint = GamePiece.gamePositionToScreenPosition(gameCoordinates=targetCoordinates)
        quadrant.enterpriseCoordinates = targetCoordinates
        quadrant.enterprise.inMotion   = True

        self._gameEngine.impulse(newCoordinates=targetCoordinates, quadrant=quadrant, enterprise=quadrant.enterprise)
        self._soundMachine.playSound(SoundType.Impulse)
        if quadrant.klingonCount > 0 or quadrant.commanderCount > 0 or quadrant.superCommanderCount > 0:
            self._gameState.shipCondition = ShipCondition.Red
        else:
            self._gameState.shipCondition = ShipCondition.Green