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Difficulty display / More starting resources / Recipe tweaks
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@ -48,7 +48,6 @@ text.loadgame=Load Game
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text.joingame=Join Game
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text.addplayers=Add/Remove Players
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text.customgame=Custom Game
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text.campaign=Campaign
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text.sectors=Sectors
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text.sector=Sector: [LIGHT_GRAY]{0}
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text.sector.time=Time: [LIGHT_GRAY]{0}
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@ -132,11 +132,11 @@ public class Recipes implements ContentList{
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//new Recipe(units, UpgradeBlocks.deltaFactory, new ItemStack(Items.tungsten, 30), new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 30));
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//actual unit related stuff
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new Recipe(units, UnitBlocks.dronePad, new ItemStack(Items.tungsten, 50), new ItemStack(Items.lead, 90), new ItemStack(Items.silicon, 130));
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new Recipe(units, UnitBlocks.fabricatorPad, new ItemStack(Items.carbide, 70), new ItemStack(Items.thorium, 60), new ItemStack(Items.lead, 130), new ItemStack(Items.silicon, 200));
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new Recipe(units, UnitBlocks.dronePad, new ItemStack(Items.tungsten, 50), new ItemStack(Items.lead, 90), new ItemStack(Items.silicon, 90));
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new Recipe(units, UnitBlocks.fabricatorPad, new ItemStack(Items.carbide, 70), new ItemStack(Items.thorium, 60), new ItemStack(Items.lead, 90), new ItemStack(Items.silicon, 200));
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new Recipe(units, UnitBlocks.daggerPad, new ItemStack(Items.lead, 80), new ItemStack(Items.silicon, 70));
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new Recipe(units, UnitBlocks.titanPad, new ItemStack(Items.thorium, 90), new ItemStack(Items.lead, 140), new ItemStack(Items.silicon, 180));
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new Recipe(units, UnitBlocks.titanPad, new ItemStack(Items.thorium, 90), new ItemStack(Items.lead, 140), new ItemStack(Items.silicon, 100));
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new Recipe(units, UnitBlocks.interceptorPad, new ItemStack(Items.titanium, 40), new ItemStack(Items.lead, 80), new ItemStack(Items.silicon, 90));
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new Recipe(units, UnitBlocks.monsoonPad, new ItemStack(Items.plastanium, 70), new ItemStack(Items.titanium, 100), new ItemStack(Items.lead, 130), new ItemStack(Items.silicon, 220));
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@ -220,7 +220,7 @@ public class World extends Module{
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public void loadSector(Sector sector){
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currentSector = sector;
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state.mode = sector.missions.peek().getMode();
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state.difficulty = sector.missions.peek().getDifficulty(sector);
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state.difficulty = sector.getDifficulty();
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Timers.mark();
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Timers.mark();
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@ -2,6 +2,7 @@ package io.anuke.mindustry.maps;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.utils.Array;
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import io.anuke.mindustry.game.Difficulty;
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import io.anuke.mindustry.game.Saves.SaveSlot;
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import io.anuke.mindustry.game.SpawnGroup;
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import io.anuke.mindustry.maps.missions.Mission;
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@ -35,6 +36,19 @@ public class Sector{
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/**Items the player starts with on this sector.*/
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public transient Array<ItemStack> startingItems;
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/**Returns scaled difficulty. This is not just the difficulty ordinal.*/
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public Difficulty getDifficulty(){
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if(difficulty == 0){
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return Difficulty.easy;
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}else if(difficulty < 4){
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return Difficulty.normal;
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}else if(difficulty < 9){
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return Difficulty.hard;
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}else{
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return Difficulty.insane;
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}
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}
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public Mission currentMission(){
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return missions.get(Math.min(completedMissions, missions.size - 1));
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}
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@ -149,18 +149,19 @@ public class Sectors{
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//add all ores for now since material differences aren't well handled yet
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sector.ores.addAll(Items.tungsten, Items.coal, Items.lead, Items.thorium, Items.titanium);
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//set starter items
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if(sector.difficulty > 12){ //now with titanium
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 600), new ItemStack(Items.lead, 450), new ItemStack(Items.carbide, 400), new ItemStack(Items.silicon, 250), new ItemStack(Items.titanium, 150));
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 150), new ItemStack(Items.lead, 460), new ItemStack(Items.carbide, 440), new ItemStack(Items.silicon, 440), new ItemStack(Items.titanium, 200));
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}else if(sector.difficulty > 8){ //just more resources
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 450), new ItemStack(Items.lead, 350), new ItemStack(Items.carbide, 250), new ItemStack(Items.silicon, 160));
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 1200), new ItemStack(Items.lead, 360), new ItemStack(Items.carbide, 280), new ItemStack(Items.silicon, 220));
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}else if(sector.difficulty > 5){ //now with silicon
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 350), new ItemStack(Items.lead, 250), new ItemStack(Items.carbide, 150), new ItemStack(Items.silicon, 80));
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 800), new ItemStack(Items.lead, 260), new ItemStack(Items.carbide, 160), new ItemStack(Items.silicon, 110));
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}else if(sector.difficulty > 3){ //now with carbide
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 220), new ItemStack(Items.lead, 160), new ItemStack(Items.carbide, 70));
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 500), new ItemStack(Items.lead, 170), new ItemStack(Items.carbide, 80));
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}else if(sector.difficulty > 1){ //more starter items for faster start
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 170), new ItemStack(Items.lead, 110));
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 300), new ItemStack(Items.lead, 130));
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}else{ //base starting items to prevent grinding much
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 50), new ItemStack(Items.lead, 50));
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sector.startingItems = Array.with(new ItemStack(Items.tungsten, 100), new ItemStack(Items.lead, 50));
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}
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}
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@ -3,10 +3,8 @@ package io.anuke.mindustry.maps.missions;
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import com.badlogic.gdx.math.GridPoint2;
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import com.badlogic.gdx.utils.Array;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.game.Difficulty;
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import io.anuke.mindustry.game.GameMode;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.maps.Sector;
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import io.anuke.mindustry.maps.generation.FortressGenerator;
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import io.anuke.mindustry.maps.generation.Generation;
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import io.anuke.ucore.scene.ui.layout.Table;
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@ -14,12 +12,6 @@ import io.anuke.ucore.util.Bundles;
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public class BattleMission implements Mission{
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private final static int coreX = 60, coreY = 60;
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@Override
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public Difficulty getDifficulty(Sector sector){
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return Difficulty.normal;
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}
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@Override
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public void display(Table table){
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table.add("$text.mission.battle");
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@ -3,7 +3,6 @@ package io.anuke.mindustry.maps.missions;
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import com.badlogic.gdx.math.GridPoint2;
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import com.badlogic.gdx.utils.Array;
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import io.anuke.mindustry.content.blocks.StorageBlocks;
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import io.anuke.mindustry.game.Difficulty;
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import io.anuke.mindustry.game.GameMode;
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import io.anuke.mindustry.game.SpawnGroup;
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import io.anuke.mindustry.game.Team;
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@ -15,7 +14,6 @@ public interface Mission{
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boolean isComplete();
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String displayString();
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GameMode getMode();
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Difficulty getDifficulty(Sector sector);
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void display(Table table);
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default Array<SpawnGroup> getWaves(Sector sector){
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@ -1,9 +1,7 @@
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package io.anuke.mindustry.maps.missions;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.game.Difficulty;
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import io.anuke.mindustry.game.GameMode;
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import io.anuke.mindustry.maps.Sector;
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import io.anuke.mindustry.type.Item;
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import io.anuke.ucore.scene.ui.layout.Table;
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import io.anuke.ucore.util.Bundles;
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@ -17,11 +15,6 @@ public class ResourceMission implements Mission{
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this.amount = amount;
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}
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@Override
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public Difficulty getDifficulty(Sector sector){
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return Difficulty.normal;
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}
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@Override
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public void display(Table table){
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@ -17,19 +17,6 @@ public class WaveMission implements Mission{
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this.target = target;
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}
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@Override
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public Difficulty getDifficulty(Sector sector){
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if(sector.difficulty == 0){
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return Difficulty.easy;
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}else if(sector.difficulty < 4){
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return Difficulty.normal;
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}else if(sector.difficulty < 9){
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return Difficulty.hard;
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}else{
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return Difficulty.insane;
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}
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}
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@Override
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public Array<SpawnGroup> getWaves(Sector sector){
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Array<SpawnGroup> spawns = new Array<>();
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@ -41,7 +41,8 @@ public class SectorsDialog extends FloatingDialog{
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+ (selected.saveID == -1 ? " " + Bundles.get("text.sector.unexplored") :
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(selected.hasSave() ? " [accent]/[white] " + Bundles.format("text.sector.time", selected.getSave().getPlayTime()) : ""))));
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content().row();
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content().label(() -> Bundles.format("text.mission", selected == null || selected.completedMissions >= selected.missions.size ? Bundles.get("text.none") : selected.missions.get(selected.completedMissions).displayString()));
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content().label(() -> Bundles.format("text.mission", selected == null || selected.completedMissions >= selected.missions.size ? Bundles.get("text.none") : selected.missions.get(selected.completedMissions).displayString())
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+ " [WHITE]" + (selected == null ? "" : Bundles.format("text.save.difficulty", "[LIGHT_GRAY]" + selected.getDifficulty().toString())));
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content().row();
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content().add(new SectorView()).grow();
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content().row();
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@ -146,7 +146,7 @@ public class MenuFragment extends Fragment{
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dialog.addCloseButton();
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dialog.content().defaults().height(66f).width(w).padRight(5f);
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dialog.content().add(new MenuButton("icon-play-2", "$text.campaign", () -> {
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dialog.content().add(new MenuButton("icon-play-2", "$text.sectors", () -> {
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dialog.hide();
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ui.sectors.show();
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})).width(bw).colspan(2);
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