Improved sector mission display
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@@ -42,15 +42,13 @@ 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.missions", selected == null || selected.completedMissions >= selected.missions.size
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? Bundles.get("text.none") : selected.missions.size)
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+ "[WHITE] " /*+ (selected == null ? "" : Bundles.format("text.save.difficulty", "[LIGHT_GRAY]" + selected.getDifficulty().toString()))*/);
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content().label(() -> Bundles.format("text.mission", selected == null || selected.completedMissions >= selected.missions.size
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? Bundles.get("text.none") : selected.getDominantMission().menuDisplayString()));
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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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buttons().addImageTextButton("$text.sector.deploy", "icon-play", 10*3, () -> {
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hide();
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ui.loadLogic(() -> world.sectors.playSector(selected));
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}).size(210f, 64f).disabled(b -> selected == null)
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.update(t -> t.setText(selected != null && selected.hasSave() ? "$text.sector.resume" : "$text.sector.deploy"));
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