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
This commit is contained in:
Patrick 'Quezler' Mounier 2020-12-27 19:32:04 +01:00 committed by GitHub
parent f174d1b2b4
commit 2239ca6372
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 11 additions and 11 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.9 KiB

After

Width:  |  Height:  |  Size: 11 KiB

View File

@ -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<SpawnGroup> spawns = new Seq<>();
/** Starting items put in cores */
/** Starting items put in cores. */
public Seq<ItemStack> loadout = ItemStack.list(Items.copper, 100);
/** Weather events that occur here. */
public Seq<WeatherEntry> weather = new Seq<>(1);
/** Blocks that cannot be placed. */
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<>();
/** Unlocked content names. Only used in multiplayer when the campaign is enabled. */
public ObjectSet<String> 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;