| Line 14: |
Line 14: |
| | EnemyShipData.luck_leveled = EnemyShipData.luck | | EnemyShipData.luck_leveled = EnemyShipData.luck |
| | | | |
| − | function EnemyShipData: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
| |
| − |
| |
| | EnemyShipData.__call = EnemyShipData.create | | EnemyShipData.__call = EnemyShipData.create |
| | | | |
| | return EnemyShipData | | return EnemyShipData |