diff --git a/core/assets-raw/sprites/blocks/campaign/interplanetary-accelerator.png b/core/assets-raw/sprites/blocks/campaign/interplanetary-accelerator.png index a83ba863a9..41019a2c7d 100644 Binary files a/core/assets-raw/sprites/blocks/campaign/interplanetary-accelerator.png and b/core/assets-raw/sprites/blocks/campaign/interplanetary-accelerator.png differ diff --git a/core/src/mindustry/game/Rules.java b/core/src/mindustry/game/Rules.java index 046b2128cb..e0db8ac94a 100644 --- a/core/src/mindustry/game/Rules.java +++ b/core/src/mindustry/game/Rules.java @@ -28,7 +28,7 @@ public class Rules{ public boolean pvp; /** Whether to pause the wave timer until all enemies are destroyed. */ public boolean waitEnemies = false; - /** Determinates if gamemode is attack mode */ + /** Determinates if gamemode is attack mode. */ public boolean attackMode = false; /** Whether this is the editor gamemode. */ public boolean editor = false; @@ -36,7 +36,7 @@ public class Rules{ public boolean canGameOver = true; /** Whether reactors can explode and damage other blocks. */ public boolean reactorExplosions = true; - /** Whether schematics are allowed */ + /** Whether schematics are allowed. */ public boolean schematicsAllowed = true; /** Whether friendly explosions can occur and set fire/damage other blocks. */ public boolean damageExplosions = true; @@ -58,7 +58,7 @@ public class Rules{ public float buildCostMultiplier = 1f; /** Multiplier for building speed. */ public float buildSpeedMultiplier = 1f; - /** Multiplier for percentage of materials refunded when deconstructing */ + /** Multiplier for percentage of materials refunded when deconstructing. */ public float deconstructRefundMultiplier = 0.5f; /** No-build zone around enemy core radius. */ public float enemyCoreBuildRadius = 400f; @@ -70,17 +70,17 @@ public class Rules{ public int winWave = 0; /** Base unit cap. Can still be increased by blocks. */ public int unitCap = 0; - /** Sector for saves that have them.*/ + /** Sector for saves that have them. */ public @Nullable Sector sector; /** Spawn layout. */ public Seq spawns = new Seq<>(); - /** Starting items put in cores */ + /** Starting items put in cores. */ public Seq loadout = ItemStack.list(Items.copper, 100); /** Weather events that occur here. */ public Seq weather = new Seq<>(1); /** Blocks that cannot be placed. */ public ObjectSet bannedBlocks = new ObjectSet<>(); - /** Reveals blocks normally hidden by build visibility */ + /** Reveals blocks normally hidden by build visibility. */ public ObjectSet revealedBlocks = new ObjectSet<>(); /** Unlocked content names. Only used in multiplayer when the campaign is enabled. */ public ObjectSet researched = new ObjectSet<>(); @@ -91,20 +91,20 @@ public class Rules{ public boolean enemyLights = true; /** Ambient light color, used when lighting is enabled. */ public Color ambientLight = new Color(0.01f, 0.01f, 0.04f, 0.99f); - /** team of the player by default */ + /** team of the player by default. */ public Team defaultTeam = Team.sharded; - /** team of the enemy in waves/sectors */ + /** team of the enemy in waves/sectors. */ public Team waveTeam = Team.crux; /** name of the custom mode that this ruleset describes, or null. */ public @Nullable String modeName; - /** special tags for additional info */ + /** special tags for additional info. */ public StringMap tags = new StringMap(); /** A team-specific ruleset. */ public static class TeamRule{ /** Whether to use building AI. */ public boolean ai; - /** TODO Tier of blocks/designs that the AI uses for building. [0, 1]*/ + /** TODO Tier of blocks/designs that the AI uses for building. [0, 1] */ public float aiTier = 1f; /** Whether, when AI is enabled, ships should be spawned from the core. */ public boolean aiCoreSpawn = true; @@ -121,7 +121,7 @@ public class Rules{ return JsonIO.copy(this); } - /** Returns the gamemode that best fits these rules.*/ + /** Returns the gamemode that best fits these rules. */ public Gamemode mode(){ if(pvp){ return Gamemode.pvp;