Better mission display / Improved tutorial item amounts
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@@ -60,11 +60,13 @@ text.sector.unexplored=[accent][[Unexplored]
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text.mission=Mission:[LIGHT_GRAY] {0}
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text.mission=Mission:[LIGHT_GRAY] {0}
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text.mission.complete=Mission complete!
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text.mission.complete=Mission complete!
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text.mission.complete.body=Sector {0},{1} has been conquered.
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text.mission.complete.body=Sector {0},{1} has been conquered.
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text.mission.wave=Survive [accent]{0} []waves.
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text.mission.wave=Survive [accent]{0}/{1} []waves
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text.mission.battle=Destroy the enemy base.
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text.mission.wave.menu=Survive [accent]{0} []waves
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text.mission.battle=Destroy the enemy core
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text.mission.resource=Obtain {0} x{1}
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text.mission.resource=Obtain {0} x{1}
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text.mission.block=Create {0}
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text.mission.block=Create {0}
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text.mission.unit=Create {0} Unit
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text.mission.unit=Create {0} Unit
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text.mission.display=[accent]Mission:[LIGHT_GRAY] {0}
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text.none=<none>
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text.none=<none>
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text.close=Close
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text.close=Close
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text.quit=Quit
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text.quit=Quit
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@@ -48,7 +48,7 @@ public class Vars{
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public static final int maxNameLength = 40;
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public static final int maxNameLength = 40;
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public static final float itemSize = 5f;
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public static final float itemSize = 5f;
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public static final int tilesize = 8;
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public static final int tilesize = 8;
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public static final int sectorSize = 140;
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public static final int sectorSize = 130;
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public static final int mapPadding = 3;
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public static final int mapPadding = 3;
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public static final int invalidSector = Integer.MAX_VALUE;
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public static final int invalidSector = Integer.MAX_VALUE;
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public static Locale[] locales;
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public static Locale[] locales;
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@@ -260,6 +260,7 @@ public class Sectors{
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new WaveMission(5),
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new WaveMission(5),
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new ExpandMission(1, 0),
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new ExpandMission(1, 0),
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new ItemMission(Items.lead, 30),
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new ItemMission(Items.lead, 30),
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new ItemMission(Items.copper, 150),
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new BlockMission(CraftingBlocks.smelter),
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new BlockMission(CraftingBlocks.smelter),
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new ItemMission(Items.densealloy, 30),
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new ItemMission(Items.densealloy, 30),
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new BlockMission(PowerBlocks.combustionGenerator),
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new BlockMission(PowerBlocks.combustionGenerator),
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@@ -268,7 +269,7 @@ public class Sectors{
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new ItemMission(Items.silicon, 30),
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new ItemMission(Items.silicon, 30),
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new BlockMission(UnitBlocks.daggerFactory),
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new BlockMission(UnitBlocks.daggerFactory),
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new UnitMission(UnitTypes.dagger),
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new UnitMission(UnitTypes.dagger),
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new ExpandMission(0, 1),
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new ExpandMission(-1, 0),
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new BattleMission()
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new BattleMission()
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));
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));
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}else{
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}else{
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@@ -13,8 +13,15 @@ import io.anuke.ucore.scene.ui.layout.Table;
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public interface Mission{
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public interface Mission{
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boolean isComplete();
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boolean isComplete();
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/**Returns the string that is displayed in-game near the menu.*/
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String displayString();
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String displayString();
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/**Returns the info string displayed in the sector dialog (menu)*/
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default String menuDisplayString(){
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return displayString();
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}
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default GameMode getMode(){
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default GameMode getMode(){
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return GameMode.noWaves;
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return GameMode.noWaves;
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}
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}
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@@ -37,7 +37,12 @@ public class WaveMission implements Mission{
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@Override
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@Override
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public String displayString(){
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public String displayString(){
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return Bundles.format("text.mission.wave", state.wave);
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return Bundles.format("text.mission.wave", state.wave, target);
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}
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@Override
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public String menuDisplayString(){
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return Bundles.format("text.mission.wave.menu", target);
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}
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}
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@Override
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@Override
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@@ -43,7 +43,7 @@ public class SectorsDialog extends FloatingDialog{
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(selected.hasSave() ? " [accent]/[white] " + Bundles.format("text.sector.time", selected.getSave().getPlayTime()) : ""))));
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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().row();
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content().label(() -> Bundles.format("text.mission", selected == null || selected.completedMissions >= selected.missions.size
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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.missions.get(selected.completedMissions).displayString())
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? Bundles.get("text.none") : selected.missions.get(selected.completedMissions).menuDisplayString())
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+ "[WHITE] " + (selected == null ? "" : Bundles.format("text.save.difficulty", "[LIGHT_GRAY]" + selected.getDifficulty().toString())));
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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().row();
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content().add(new SectorView()).grow();
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content().add(new SectorView()).grow();
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@@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.math.Interpolation;
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import com.badlogic.gdx.math.Interpolation;
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import com.badlogic.gdx.utils.Align;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Scaling;
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import com.badlogic.gdx.utils.Scaling;
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import io.anuke.mindustry.core.GameState.State;
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import io.anuke.mindustry.core.GameState.State;
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@@ -320,7 +321,9 @@ public class HudFragment extends Fragment{
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IntFormat timef = new IntFormat("text.wave.waiting");
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IntFormat timef = new IntFormat("text.wave.waiting");
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table.background("button");
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table.background("button");
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table.left().labelWrap(() -> world.getSector() == null ? wavef.get(state.wave) : world.getSector().currentMission().displayString()).left().growX();
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table.labelWrap(() -> world.getSector() == null ? wavef.get(state.wave) :
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Bundles.format("text.mission.display", world.getSector().currentMission().displayString())).growX()
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.get().setAlignment(Align.center, Align.center);
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table.visible(() -> !((world.getSector() == null && state.mode.disableWaves) || !state.mode.showMission));
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table.visible(() -> !((world.getSector() == null && state.mode.disableWaves) || !state.mode.showMission));
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