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adjusted AI SAM site repairs:
- SAM sites are no longer repaired instantly when AI takes control of a sector - repairs begin 24 hours after the AI takes control, and repeat every 24 hours until the SAM is back at 100% - repairs can be interrupted by the player regaining control of the SAM site - time to repair a fully-destroyed SAM site depends on difficulty: novice takes 5 repair cycles, experienced takes 4, expert 3, and insane 2 - moved RepairSamSite() from ASD.h (where it was unused) into strategicmap.h - this sets up the existing but previously unused strategic event hook EVENT_SAMSITE_REPAIRED git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9349 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -83,6 +83,10 @@ extern BOOLEAN gfUseAlternateMap;
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#define SECTOR_INFO_TO_STRATEGIC_INDEX( i ) ( CALCULATE_STRATEGIC_INDEX ( SECTORX( i ), SECTORY( i ) ) )
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#define STRATEGIC_INDEX_TO_SECTOR_INFO( i ) ( SECTOR( GET_X_FROM_STRATEGIC_INDEX( i ), GET_Y_FROM_STRATEGIC_INDEX( i ) ) )
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#define AI_SAMSITE_REPAIR_EASY 20
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#define AI_SAMSITE_REPAIR_MEDIUM 25
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#define AI_SAMSITE_REPAIR_HARD 34
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#define AI_SAMSITE_REPAIR_INSANE 50
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// grab the town id value
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UINT8 GetTownIdForSector( INT16 sMapX, INT16 sMapY );
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@@ -128,6 +132,8 @@ BOOLEAN DoesSamCoverSector( UINT8 usSam, UINT8 usSector, BOOLEAN* apSamIsWorking
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BOOLEAN IsThisSectorASAMSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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void RepairSamSite( UINT16 aSector );
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// init sam sites
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void InitializeSAMSites( void );
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