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Move air_power down from EnemyShipData, add installation property
function ShipData:type()
function ShipData:type()
return self._type
return self._type
end
function ShipData:is_installation()
return self._installation
end
end
end
end
function ShipData:air_power()
local air_power = 0
for i = 1, self:slots() or 0 do
local slot_equipment, slot_space = self:slot(i)
if slot_equipment == nil or slot_space == nil then
--we have missing information, fall back to hard-coded air power
air_power = self._as_rating
break
elseif slot_equipment ~= false then
--if there is an equipment
local slot_equipment_type = slot_equipment:type()
local slot_equipment_aa = slot_equipment:aa()
if slot_equipment_aa and
(slot_equipment_type == 6 or
slot_equipment_type == 7 or
slot_equipment_type == 8 or
slot_equipment_type == 11) then
air_power = air_power +
math.floor(math.sqrt(slot_space) * slot_equipment_aa)
elseif slot_equipment_aa == nil then
--we have missing information, fall back to hard-coded air power
air_power = self._as_rating
break
end
end
end
return air_power
end
function ShipData:night_bombing()
function ShipData:night_bombing()
return self._night_bombing
return self._night_bombing