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Add "Send Supplies" mission
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@@ -15,17 +15,6 @@ namespace RebelCommand
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// applies to RegionSaveInfo.actionLevels: use the MSB as the active flag since I don't expect it to be used otherwise
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constexpr UINT8 ADMIN_ACTION_ACTIVE_BIT = 1 << 7;
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// for rebelCommandSaveInfo.uBitMask
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// requirement breakdown
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// 1 bit for notification toggle
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// 5 * 4 bits for random mission selection (2off, 2def) = 32 choices each
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// need some bits to track mission area (friendly/hostile? num towns?)
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// remaining bits to track up/downgrades?
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// some should be ASD specific?
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// can we not do this and just check strategic events? GetAllStrategicEventsOfType(). could be costly. iterates over event LL on each call
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// can we cache in-flight events on load? no real need to save this, right?
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//constexpr UINT64 AGENT_NOTIFICATION_BIT = 1 << 0;
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// the FIRST and SECOND strategic events share the same type (EVENT_REBELCOMMAND - no need to have multiple types yet, I think...)
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// so the 32-bit int will have to block out information for both events
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// FIRST EVENT BREAKDOWN
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@@ -35,8 +24,7 @@ namespace RebelCommand
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// C (8 bit) - the profile number of the merc that was sent. invalid if B == 0
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// D (8 bit) - the mission ID. should match up with RebelCommandAgentMissions enum
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// E (8 bit) - the mission duration, in hours. if 0, mission failed.
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// the rest of the bits depend on the mission?
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//
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// extra bits are mission-specific
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// SECOND EVENT BREAKDOWN
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// A####### #######B CCCCCCCC DDDDDDDD
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@@ -44,7 +32,7 @@ namespace RebelCommand
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// B (1 bit) - 0 if the player sent a generic rebel agent, 1 if the player sent one of their own mercs
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// C (8 bit) - the profile number of the merc that was sent. invalid if B == 0
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// D (8 bit) - the mission ID. should match up with RebelCommandAgentMissions enum
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// extra bits are for ???????????
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// extra bits are mission-specific
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enum RebelCommandDirectives
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{
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@@ -96,19 +84,17 @@ enum RebelCommandAgentMissions
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RCAM_REDUCE_UNALERTED_ENEMY_VISION, // aka Lower Readiness
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RCAM_SABOTAGE_INFANTRY_EQUIPMENT, // aka Sabotage Equipment
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RCAM_SABOTAGE_MECHANICAL_UNITS, // aka Sabotage Vehicles
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RCAM_SEND_SUPPLIES_TO_TOWN, // ignores minimum loyalty requirement
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RCAM_SOLDIER_BOUNTIES_KINGPIN,
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RCAM_TRAIN_MILITIA_ANYWHERE,
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RCAM_NUM_MISSIONS,
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// ideas/unimplemented
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RCAM_SEND_SUPPLIES_TO_TOWN, // store agent location townid in extrabits
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RCAM_BOOST_TOWN_ADMIN_ACTIONS, // store agent location townid in extrabits
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RCAM_PROCURE_ITEMS,
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RCAM_MILITIA_SKILL_TRAITS, // should override militia skill traits ini option - split into multiple (weapon spec, bodybuilding, athletic, night ops)
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RCAM_OBSERVE_SECTORS, // ??? competes with scouts?
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RCAM_PURCHASE_SUPPLIES, // increase daily supply income, decrease daily $ income
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RCAM_SABOTAGE_MINE,
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RCAM_REDUCE_ENEMY_POOL, // need to make sure enemy pool is not infinite // giReinforcementPool, also gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
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// militia/mercs get bonus vision (???)
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// share vision with civilians?
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