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Revamped improvement system
end
end
function EquipmentData:improvement()
function EquipmentData:improvement_products()
return not not self._improvement
if self._products_keys ~= nil then
return self._products_keys
end
if self._improvements and self._improvements._products then
self._products_keys = {}
for key, _ in pairs(self._improvements._products) do
table.insert(self._products_keys, key)
end
table.sort(self._products_keys)
return self._products_keys
else
self._products_keys = false
end
end
function EquipmentData:improvement_ships(product)
if self._improvements and self._improvements._products then
if self._ships_keys == nil then
self._ships_keys = {}
end
if not self._ships_keys[product] then
self._ships_keys[product] = {}
for ship, _ in pairs(self._improvements._products[product]) do
table.insert(self._ships_keys[product])
end
table.sort(self._ships_keys[product])
end
return self._ships_keys[product]
end
end
function EquipmentData:improvement_resources(slider, product, stars)
if self._improvements and self._improvements._products and self._improvements._products[product] then
local product_info = self._improvements._product[products]
if not stars then
return {
fuel = product_info._fuel,
ammo = product_info._ammo,
steel = product_info._steel,
bauxite = product_info._bauxite,
}
elseif product_info[stars] then
return {
devmat = slider and product_info[stars]._development_material_x or product_info[stars]._development_material,
screw = slider and product_info[stars]._improvement_material_x or product_info[stars]._improvement_material,
equipment = product_info._equipment,
}
end
end
end
function EquipmentData:improvement_availability(product, ship)
if self._improvements and self._improvements._products and self._improvements._products[product] then
return self._improvements._products[product][ship]
end
end
end