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Remove 4 square blocks from the accelerator (#4139)
* Normalize rule comment line endings Just so i can get a new patch-## branch where i can drag my accelerator sprite on since github isn't smart enough yet to see that as a possible pull request by itself. * Add files via upload * Add files via upload
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@ -28,7 +28,7 @@ public class Rules{
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public boolean pvp;
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/** Whether to pause the wave timer until all enemies are destroyed. */
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public boolean waitEnemies = false;
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/** Determinates if gamemode is attack mode */
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/** Determinates if gamemode is attack mode. */
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public boolean attackMode = false;
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/** Whether this is the editor gamemode. */
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public boolean editor = false;
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@ -36,7 +36,7 @@ public class Rules{
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public boolean canGameOver = true;
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/** Whether reactors can explode and damage other blocks. */
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public boolean reactorExplosions = true;
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/** Whether schematics are allowed */
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/** Whether schematics are allowed. */
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public boolean schematicsAllowed = true;
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/** Whether friendly explosions can occur and set fire/damage other blocks. */
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public boolean damageExplosions = true;
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@ -58,7 +58,7 @@ public class Rules{
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public float buildCostMultiplier = 1f;
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/** Multiplier for building speed. */
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public float buildSpeedMultiplier = 1f;
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/** Multiplier for percentage of materials refunded when deconstructing */
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/** Multiplier for percentage of materials refunded when deconstructing. */
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public float deconstructRefundMultiplier = 0.5f;
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/** No-build zone around enemy core radius. */
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public float enemyCoreBuildRadius = 400f;
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@ -70,17 +70,17 @@ public class Rules{
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public int winWave = 0;
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/** Base unit cap. Can still be increased by blocks. */
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public int unitCap = 0;
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/** Sector for saves that have them.*/
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/** Sector for saves that have them. */
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public @Nullable Sector sector;
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/** Spawn layout. */
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public Seq<SpawnGroup> spawns = new Seq<>();
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/** Starting items put in cores */
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/** Starting items put in cores. */
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public Seq<ItemStack> loadout = ItemStack.list(Items.copper, 100);
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/** Weather events that occur here. */
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public Seq<WeatherEntry> weather = new Seq<>(1);
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/** Blocks that cannot be placed. */
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public ObjectSet<Block> bannedBlocks = new ObjectSet<>();
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/** Reveals blocks normally hidden by build visibility */
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/** Reveals blocks normally hidden by build visibility. */
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public ObjectSet<Block> revealedBlocks = new ObjectSet<>();
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/** Unlocked content names. Only used in multiplayer when the campaign is enabled. */
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public ObjectSet<String> researched = new ObjectSet<>();
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@ -91,20 +91,20 @@ public class Rules{
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public boolean enemyLights = true;
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/** Ambient light color, used when lighting is enabled. */
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public Color ambientLight = new Color(0.01f, 0.01f, 0.04f, 0.99f);
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/** team of the player by default */
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/** team of the player by default. */
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public Team defaultTeam = Team.sharded;
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/** team of the enemy in waves/sectors */
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/** team of the enemy in waves/sectors. */
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public Team waveTeam = Team.crux;
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/** name of the custom mode that this ruleset describes, or null. */
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public @Nullable String modeName;
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/** special tags for additional info */
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/** special tags for additional info. */
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public StringMap tags = new StringMap();
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/** A team-specific ruleset. */
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public static class TeamRule{
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/** Whether to use building AI. */
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public boolean ai;
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/** TODO Tier of blocks/designs that the AI uses for building. [0, 1]*/
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/** TODO Tier of blocks/designs that the AI uses for building. [0, 1] */
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public float aiTier = 1f;
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/** Whether, when AI is enabled, ships should be spawned from the core. */
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public boolean aiCoreSpawn = true;
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@ -121,7 +121,7 @@ public class Rules{
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return JsonIO.copy(this);
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}
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/** Returns the gamemode that best fits these rules.*/
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/** Returns the gamemode that best fits these rules. */
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public Gamemode mode(){
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if(pvp){
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return Gamemode.pvp;
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