Lock state implementation
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@@ -280,18 +280,19 @@ public class PlanetDialog extends FloatingDialog{
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batch.proj().mul(planet.getTransform(mat));
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for(Sector sec : planet.sectors){
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if(sec.locked()){
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draw(sec, shadowColor, -0.001f);
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}
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if(selectAlpha > 0.01f){
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float stroke = 0.026f;
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if(sec.hasBase()){
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drawSelection(sec, Tmp.c1.set(Team.sharded.color).mul(0.8f).a(selectAlpha), stroke, -0.01f);
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}else if(sec.preset != null){
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drawSelection(sec, Tmp.c1.set(Team.derelict.color).mul(0.8f).a(selectAlpha), stroke, -0.02f);
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}else if(sec.hasEnemyBase()){
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drawSelection(sec, Tmp.c1.set(Team.crux.color).mul(0.8f).a(selectAlpha), stroke, -0.02f);
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if(sec.unlocked()){
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float stroke = 0.026f;
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if(sec.hasBase()){
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drawSelection(sec, Tmp.c1.set(Team.sharded.color).mul(0.8f).a(selectAlpha), stroke, -0.005f);
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}else if(sec.preset != null){
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drawSelection(sec, Tmp.c1.set(Team.derelict.color).mul(0.8f).a(selectAlpha), stroke, -0.005f);
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}else if(sec.hasEnemyBase()){
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drawSelection(sec, Tmp.c1.set(Team.crux.color).mul(0.8f).a(selectAlpha), stroke, -0.005f);
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}
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}else{
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draw(sec, Tmp.c1.set(shadowColor).mul(1, 1, 1, selectAlpha), -0.001f);
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}
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}
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}
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@@ -309,13 +310,13 @@ public class PlanetDialog extends FloatingDialog{
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batch.flush(Gl.triangles);
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//render arcs
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for(Sector sec : planet.sectors){
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if(sec.preset != null){
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for(Objective o : sec.preset.requirements){
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if(o instanceof ZoneObjective){
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SectorPreset preset = ((ZoneObjective)o).preset;
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if(selected != null && selected.preset != null){
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for(Objective o : selected.preset.requirements){
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if(o instanceof ZoneObjective){
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SectorPreset preset = ((ZoneObjective)o).preset;
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drawArc(planet, sec.tile.v, preset.sector.tile.v);
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if(true){
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drawArc(planet, selected.tile.v, preset.sector.tile.v);
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}
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}
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}
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@@ -341,11 +342,12 @@ public class PlanetDialog extends FloatingDialog{
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points.clear();
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points.addAll(Tmp.v33.set(a).setLength(outlineRad), Tmp.v31, Tmp.v34.set(b).setLength(outlineRad));
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Tmp.bz3.set(points);
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float points = 20;
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float points = 25;
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for(int i = 0; i < points + 1; i++){
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float f = i / points;
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batch.color(Pal.accent);
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Tmp.c1.set(Pal.accent).lerp(Color.clear, (f+Time.globalTime()/80f)%1f);
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batch.color(Tmp.c1);
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batch.vertex(Tmp.bz3.valueAt(Tmp.v32, f));
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}
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