//////////////////////////////////////////////////////////////////////////////
// Section common to all game types
//////////////////////////////////////////////////////////////////////////////
include common.txt

if startup1 then triggerdelay 1000 MarkAllTroopersStrategic

//////////////////////////////////////////////////////////////////////////////
// Node Control specific section
//////////////////////////////////////////////////////////////////////////////

// these are per node bonuses so when you own 5 nodes you score
// 5 * own5NodesBonus per score interval thus giving an exponential effect
variable own1NodeBonus 4
variable own2NodesBonus 6
variable own3NodesBonus 8
variable own4NodesBonus 10
variable own5NodesBonus 12

variable nodeScoreDelay 10000

include node_common.txt

//////////////////////////////////////////////////////////////////////////////
// Capture the flag specific section
//////////////////////////////////////////////////////////////////////////////
variable captureFlagBonus 250
include ctf_common.txt


//////////////////////////////////////////////////////////////////////////////
// section for scoring when an enemy unit is killed by my army
//////////////////////////////////////////////////////////////////////////////

variable killedUnitScore 0

// @1 = color killed, @2 = color of killer
macro killed_unit 2
{
	if killed @1 trooper by @2 testvar isAlly @1 @2 = 0 then
		setvar killedUnitScore 10,
		trigger @2KilledUnit
}

// @1 = color of scorer, @2-4 are other colors
macro score_for_each_unit_killed 4
{
	if @1KilledUnit then
		addvar @1score killedUnitScore,
		playsound "mp_death.wav" (0,0) 1 2,
		trigger check@1wins

	expand killed_unit ( @1 @2 )
	expand killed_unit ( @1 @3 )
	expand killed_unit ( @1 @4 )
}

expand score_for_each_unit_killed ( green tan   blue grey )
expand score_for_each_unit_killed ( tan   green blue grey )
expand score_for_each_unit_killed ( blue  green tan  grey )
expand score_for_each_unit_killed ( grey  green tan  blue )




