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Remove mainshop_availability_bools
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7879de1ee9
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@ -231,34 +231,6 @@ function Public.progress_to_destination(destination_index)
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-- starting_boatposition = {x = -destination_data.static_params.width/2 + BoatData.width + 10, y = Dock.Data.player_boat_top - BoatData.height/2}
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Common.current_destination().dynamic_data.time_remaining = 180
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-- memory.mainshop_availability_bools.sell_iron = true
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memory.mainshop_availability_bools.buy_iron = true
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memory.mainshop_availability_bools.buy_copper = true
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-- memory.mainshop_availability_bools.buy_fast_loader = true
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-- memory.mainshop_availability_bools.sell_copper = true
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memory.mainshop_availability_bools.upgrade_cannons = true
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local boat_for_sale_type = Common.current_destination().static_params.boat_for_sale_type
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if boat_for_sale_type then
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if boat_for_sale_type == Boats.enum.CUTTER then
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memory.mainshop_availability_bools.new_boat_cutter = true
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elseif boat_for_sale_type == Boats.enum.CUTTER_WITH_HOLD then
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memory.mainshop_availability_bools.new_boat_cutter_with_hold = true
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elseif boat_for_sale_type == Boats.enum.SLOOP_WITH_HOLD then
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memory.mainshop_availability_bools.new_boat_sloop_with_hold = true
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end
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end
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local upgrade_for_sale = Common.current_destination().static_params.upgrade_for_sale
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if upgrade_for_sale then
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for _, u in pairs(Upgrades.List) do
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if upgrade_for_sale == u then
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memory.mainshop_availability_bools[u] = true
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end
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end
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end
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-- Delay.add(Delay.enum.PLACE_DOCK_JETTY_AND_BOATS)
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Task.set_timeout_in_ticks(2, place_dock_jetty_and_boats, { crew_id = memory.id })
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else
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@ -392,21 +364,6 @@ function Public.check_for_end_of_boat_movement(boat)
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Boats.place_boat(boat, CoreData.static_boat_floor, false, false)
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return true
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elseif leaving_dock and boat.position.x >= game.surfaces[boat.surface_name].map_gen_settings.width / 2 - 60 then
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memory.mainshop_availability_bools.new_boat_cutter = false
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memory.mainshop_availability_bools.new_boat_cutter_with_hold = false
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memory.mainshop_availability_bools.new_boat_sloop_with_hold = false
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-- memory.mainshop_availability_bools.sell_iron = false
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memory.mainshop_availability_bools.buy_iron = false
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memory.mainshop_availability_bools.buy_copper = false
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-- memory.mainshop_availability_bools.buy_fast_loader = false
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-- memory.mainshop_availability_bools.sell_copper = false
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memory.mainshop_availability_bools.upgrade_cannons = false
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memory.mainshop_availability_bools.extra_hold = false
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memory.mainshop_availability_bools.upgrade_power = false
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memory.mainshop_availability_bools.unlock_merchants = false
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memory.mainshop_availability_bools.rockets_for_sale = false
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Public.go_from_currentdestination_to_sea()
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return true
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@ -480,10 +437,6 @@ function Public.undock_from_dock(manual)
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Boats.place_boat(boat, CoreData.moving_boat_floor, false, false)
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memory.mainshop_availability_bools.new_boat_cutter = false
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memory.mainshop_availability_bools.new_boat_cutter_with_hold = false
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memory.mainshop_availability_bools.new_boat_sloop_with_hold = false
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Crew.summon_crew()
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local force = memory.force
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@ -71,10 +71,6 @@ function Public.execute_boat_purchase()
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Hold.connect_up_linked_belts_to_deck()
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Cabin.connect_up_linked_belts_to_deck()
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-- memory.mainshop_availability_bools.new_boat_cutter_with_hold = false
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-- memory.mainshop_availability_bools.new_boat_sloop_with_hold = false
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-- memory.mainshop_availability_bools.new_boat_cutter = false
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end
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function Public.place_dock_jetty_and_boats()
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