/// 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" // Flavor ruletypes, used by station traits /// Rulesets selected by dynamic at default #define RULESET_CATEGORY_DEFAULT (1 << 0) /// Rulesets not including crew antagonists, non-witting referring to antags like obsessed which aren't really enemies of the station #define RULESET_CATEGORY_NO_WITTING_CREW_ANTAGONISTS (1 << 1)