diff --git a/core/src/mindustry/core/GameState.java b/core/src/mindustry/core/GameState.java index e801e86f59..b4b753db0c 100644 --- a/core/src/mindustry/core/GameState.java +++ b/core/src/mindustry/core/GameState.java @@ -36,9 +36,9 @@ public class GameState{ state = astate; } - /**Note that being in a campaign does not necessarily mean having a sector. */ + /** Note that being in a campaign does not necessarily mean having a sector. */ public boolean isCampaign(){ - return rules.sector != null; + return rules.sector != null || rules.satellite != null; } public boolean hasSector(){ diff --git a/core/src/mindustry/game/Rules.java b/core/src/mindustry/game/Rules.java index 3f7ee413cb..d657d5bfde 100644 --- a/core/src/mindustry/game/Rules.java +++ b/core/src/mindustry/game/Rules.java @@ -1,5 +1,6 @@ package mindustry.game; +import arc.util.ArcAnnotate.*; import mindustry.annotations.Annotations.*; import arc.struct.*; import arc.graphics.*; @@ -56,8 +57,10 @@ public class Rules{ public float bossWaveMultiplier = 3f; /** How many times longer a launch wave takes. */ public float launchWaveMultiplier = 2f; - /** Zone for saves that have them.*/ - public Sector sector; + /** Sector for saves that have them.*/ + public @Nullable Sector sector; + /** Satellite that save is on. Indicates campaign. */ + public @Nullable Satellite satellite; /** Spawn layout. */ public Array spawns = new Array<>(); /** Determines if there should be limited respawns. */ diff --git a/gradle.properties b/gradle.properties index 99b67b3a16..6a5b0bc804 100644 --- a/gradle.properties +++ b/gradle.properties @@ -1,3 +1,3 @@ org.gradle.daemon=true org.gradle.jvmargs=-Xms256m -Xmx1024m -archash=e925e63ed9201fd2f20a06cc6736f07c936f6882 +archash=8f106aca9385924404e9f2125006d2b16457af4b