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dynamic.dm
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/// This is the only ruleset that should be picked this round, used by admins and should not be on rulesets in code.
#define ONLY_RULESET (1 << 0)
/// Only one ruleset with this flag will be picked.
#define HIGH_IMPACT_RULESET (1 << 1)
/// This ruleset can only be picked once. Anything that does not have a scaling_cost MUST have this.
#define LONE_RULESET (1 << 2)
/// This is a "heavy" midround ruleset, and should be run later into the round
#define MIDROUND_RULESET_STYLE_HEAVY "Heavy"
/// This is a "light" midround ruleset, and should be run early into the round
#define MIDROUND_RULESET_STYLE_LIGHT "Light"
/// No round event was hijacked this cycle
#define HIJACKED_NOTHING "HIJACKED_NOTHING"
/// This cycle, a round event was hijacked when the last midround event was too recent.
#define HIJACKED_TOO_RECENT "HIJACKED_TOO_RECENT"
/// Kill this ruleset from continuing to process
#define RULESET_STOP_PROCESSING 1
/// Requirements when something needs a lot of threat to run, but still possible at low-pop
#define REQUIREMENTS_VERY_HIGH_THREAT_NEEDED list(90,90,90,80,60,50,40,40,40,40)
/// Max number of teams we can have for the abductor ruleset
#define ABDUCTOR_MAX_TEAMS 4
// Ruletype defines
#define ROUNDSTART_RULESET "Roundstart"
#define LATEJOIN_RULESET "Latejoin"
#define MIDROUND_RULESET "Midround"
#define RULESET_NOT_FORCED "not forced"
/// Ruleset should run regardless of population and threat available
#define RULESET_FORCE_ENABLED "force enabled"
/// Ruleset should not run regardless of population and threat available
#define RULESET_FORCE_DISABLED "force disabled"