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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Patrick 'Quezler' Mounier 2020-12-27 19:32:04 +01:00 committed by GitHub
parent f174d1b2b4
commit 2239ca6372
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2 changed files with 11 additions and 11 deletions

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