//script created by palota
global Map =
{
	BoatPos = -1,
	tankDamaged = true,
	sideWallDestroyed = false,
	entranceBlown = false,
	bridgeBuilt = false,
	Movers = { "MOVER_tank", "MOVER_boat1_move", },

	NavDoor = function(_this)
	{
		wpinfo = _this.navigation.wpinfo;
		if(wpinfo==null)
		{
			wpinfo = Util.WpNameInfo(_this.CurrentNavigation);
			_this.navigation.wpinfo = wpinfo;
		}
		pos = wpinfo.position;
		vec = wpinfo.facing.Normalize();
		pos1 = pos - vec * 50;
		pos1 = Vector3(pos1.x, pos1.y, pos.z);
		pos2 = pos + vec * 140;
		pos2 = Vector3(pos2.x, pos2.y, pos.z);

		for(i=0; i<4; i+=1)
		{
			if(_this.Goto(pos) == EVENT.PATH_FAILED )
			{
				return;
			}
			_this.AddAimRequest(Priority.High, "facing", wpinfo.facing);
			tr = TraceLine(pos, pos2, null, TRACE.SOLID, 0, true);
			if(tr.fraction == 1)
			{
				_this.Bot.MoveTowards(pos2);
				sleep(0.8);
				break;
			}
			sleep(0.1);
			_this.Bot.PressButton(BTN.USE);
			_this.Bot.MoveTowards(pos1);
			//wait while door opens
			sleep(1);
		}
	},

	Nav_well_down = function(_this,x,y)
	{
		_this.AddAimRequest(Priority.High, "facing", Vector3(x,y,1.5));
		sleep(0.5);
		_this.Bot.HoldButton(BTN.BACKWARD, 3.7);
		sleep(3.7);
	},

	Navigation =
	{
		axis_door1 =
		{
			navigate = function(_this) { Map.NavDoor(_this); },
		},
		axis_door2 =
		{
			navigate = function(_this) { Map.NavDoor(_this); },
		},
		axis_door3 =
		{
			navigate = function(_this) { Map.NavDoor(_this); },
		},
		axis_door4 =
		{
			navigate = function(_this) { Map.NavDoor(_this); },
		},
		axis_door5 =
		{
			navigate = function(_this) { Map.NavDoor(_this); },
		},
		axis_door6 =
		{
			navigate = function(_this) { Map.NavDoor(_this); },
		},
		/*documents =
		{
			gotowp = "doc",
			navigate = function(_this)
			{
				for(i=0; i<40 && !_this.Bot.HasEntityFlag(ENTFLAG.CARRYINGGOAL); i+=1){
					_this.Bot.MoveTowards(_this.wpinfo.position);
					_this.AddAimRequest(Priority.High, "facing", _this.wpinfo.facing);
					_this.Bot.PressButton(BTN.USE);
					sleep(0.3);
				}
			}
		},*/
		water_trap =
		{
			navigate = function(_this)
			{
				_this.Bot.HoldButton(BTN.JUMP, 4);
				_this.Bot.HoldButton(BTN.STRAFE_R, 4);
				_this.Bot.HoldButton(BTN.FORWARD, 4);
				sleep(4);
			}
		},
		roof_hole =
		{
			navigate = function(_this)
			{
				for(j=0; j<10 && _this.Bot.GetPosition().x > -4800; j+=1){
					_this.Bot.HoldButton(BTN.JUMP, 1);
					sleep(1);
				}
			}
		},
		tower_ladder =
		{
			navigate = function(_this)
			{
				_this.AddAimRequest(Priority.High, "facing", Vector3(-1,0,1));
				_this.Bot.HoldButton(BTN.FORWARD, 1);
				sleep(1);
				_this.Bot.HoldButton(BTN.CROUCH, 1);
				_this.Bot.HoldButton(BTN.BACKWARD, 2);
				sleep(2);
			}
		},
		well_north =
		{
			navigate = function(_this)
			{
				Map.Nav_well_down(_this, 1, 0);
			}
		},
		well_west =
		{
			navigate = function(_this)
			{
				Map.Nav_well_down(_this, 0, -1);
			}
		},
		well_east =
		{
			navigate = function(_this)
			{
				Map.Nav_well_down(_this, -1, 0);
			}
		},
	},

	RideMovers =
	{
		boat =
		{
			movergoal = "MOVER_boat1_move",
			rideposition = Vector3(0,0,39),
			startwp = "boat_start",
			exitwp = "boat_end",
			stance = BTN.CROUCH,
			board = function(_this)
			{
				return Map.BoatPos == 1;
			},

			leave = function(_this)
			{
				if(_this.Bot.GetPosition().z < 630){
					_this.Finished();
					return true;
				}
				return Map.BoatPos == 2;
			},
		},
	},

	Boat_Start =
	{
		Name = "Boat_Start",
		TriggerOnEntity = GetGoal("MOVER_boat1_move").GetEntity(),
		OnEnter = function(ent)
		{
			Map.BoatPos = 1;
		},
		OnExit = function(ent) { Map.BoatPos = -1; },
	},

	Boat_End =
	{
		Name = "Boat_End",
		TriggerOnEntity = GetGoal("MOVER_boat1_move").GetEntity(),
		OnEnter = function(ent)
		{
			Map.BoatPos = 2;
		},
		OnExit = function(ent) { Map.BoatPos = -1; },
	},

	Axis_Build_Barriers = function()
	{
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"BUILD_West_Barrier",
			"BUILD_South_Barrier",
			"BUILD_East_Barrier",
		});
	},

	SetCheckpoint = function(axis)
	{
		if (Map.entranceBlown){
			if (axis){ p = 60; }else{ p = 20; }
			Util.SetPercentInProgress(p, "CHECKPOINT_forward_bunker");
		}
		SetAvailableMapGoals( TEAM.AXIS, axis, {
			".*MG42_barrier2",
			"MOBILEMORTAR.*",
			"SNIPE_bridge",
		});
		SetAvailableMapGoals( TEAM.ALLIES, axis, ".*MG42_allied" );
		SetAvailableMapGoals( TEAM.ALLIES, !axis && !Map.entranceBlown, "DEFEND_barrier2_.*" );
	},

	SetBridge = function()
	{
		SetAvailableMapGoals( TEAM.AXIS, Map.bridgeBuilt && !Map.entranceBlown, "DEFEND_sidewall.*" );
		SetAvailableMapGoals( TEAM.AXIS, Map.sideWallDestroyed && !Map.entranceBlown, "PLANT_Bridge" );
		SetAvailableMapGoals( TEAM.ALLIES, Map.bridgeBuilt || Map.entranceBlown, "PLANT_Side_Wall" );
		b = Map.bridgeBuilt && Map.sideWallDestroyed || Map.entranceBlown;
		SetAvailableMapGoals( TEAM.ALLIES, b, {
			"FLAG_allied_obj",
			"CAPPOINT_radio",
			"PLANT_West_Barrier",
			"PLANT_South_Barrier",
			"PLANT_East_Barrier",
			"PLANT_Axis_Command_Post",
		});
		SetAvailableMapGoals( TEAM.AXIS, b, "DEFEND_doc_room.*" );
	},

	forward_bunker_Allies_Captured = function( trigger )
	{
		Map.SetCheckpoint(false);
		Util.MapDebugPrint( "forward_bunker_Allies_Captured" );
	},

	forward_bunker_Axis_Captured = function( trigger )
	{
		Map.SetCheckpoint(true);
		Util.MapDebugPrint( "forward_bunker_Axis_Captured" );
	},

	Tank_At_South_Corner = function( trigger )
	{
		Server.MinClassCount[TEAM.ALLIES][CLASS.SOLDIER] = 0;
		Server.MinClassCount[TEAM.ALLIES][CLASS.ENGINEER] = 3;
		SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_south.*" );
		Util.OnTriggerPosition( "MOVER_tank", "barrier1", 250.0, Map.Tank_At_Barrier1 );
		Util.MapDebugPrint("Tank_At_South_Corner");
	},

	Tank_At_Barrier1 = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ESCORT_tank",
			"SNIPE_allied_tower",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_checkpoint.*",
			"BUILD_Axis_Command_Post",
			"SNIPE_sidewall.*",
		});
		SetGoalPriority( "PLANT_Tank_Barrier", 0.9, TEAM.ALLIES);
		SetGoalPriority( "BUILD_Tank", 0.9, TEAM.ALLIES);
		Util.OnTriggerPosition( "MOVER_tank", "barrier1_2", 210.0, Map.Tank_Passed_Barrier1 );
		Util.MapDebugPrint("Tank_At_Barrier1");
	},

	Tank_Passed_Barrier1 = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, "AIRSTRIKE_south_mg" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_barrier2_.*",
			"PLANTMINE_entrance.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_tank" );
		Map.Axis_Build_Barriers();
		Util.OnTriggerPosition( "MOVER_tank", "barrier2_1", 180.0, Map.Tank_At_Barrier2 );
		Util.MapDebugPrint("Tank_Passed_Barrier1");
	},

	Tank_At_Barrier2 = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_south.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ESCORT_tank",
			"SNIPE_radio1",
			".*MG42_allied",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "PLANTMINE_outer.*" );
		SetGoalPriority( "MOUNT_tank", 0.59);
		SetGoalPriority( "PLANT_Tank_Barrier_1", 0.9, TEAM.ALLIES);
		SetGoalPriority( "CHECKPOINT_forward_bunker", 0.91, TEAM.ALLIES, CLASS.ENGINEER);
		Util.MapDebugPrint("Tank_At_Barrier2");
	},

	Bridge_Built = function( trigger )
	{
		Map.bridgeBuilt = true;
		Map.SetBridge();
		Util.MapDebugPrint( "Bridge_Built" );
	},

	Bridge_Destroyed = function( trigger )
	{
		Map.bridgeBuilt = false;
		Map.SetBridge();
		Util.MapDebugPrint( "Bridge_Destroyed" );
	},

	Side_Wall_Destroyed = function( trigger )
	{
		Map.sideWallDestroyed = true;
		Map.SetBridge();
		Map.Axis_Build_Barriers();
		SetAvailableMapGoals( TEAM.ALLIES, false, "SNIPE_radio1" );
		SetAvailableMapGoals( TEAM.AXIS, true, "PLANTMINE_outer.*" );
		Util.MapDebugPrint( "Side_Wall_Destroyed" );
	},

	Main_Entrance_Blown = function( trigger )
	{
		Map.entranceBlown = true;
		Map.SetBridge();
		Map.SetCheckpoint(false);
		Util.EnableGoal("HEALTHCAB_.*");
		Util.EnableGoal("AMMOCAB_.*");
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"PLANTMINE_entrance.*",
			".*_sidewall.*",
			"DEFEND_checkpoint.*",
			"DEFEND_barrier2_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, "MOUNT_tank" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"MOBILEMG42_entrance.*",
			"SNIPE_axis_tower.*",
			"DEFEND_entrance.*",
			".*MG42_roof",
			"PLANTMINE_inner.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANTMINE_door.*" );
		SetGoalPriority("FLAG_allied_obj", 0.5);
		Util.SetMaxUsersInProgress(99, "FLAG_allied_obj");
		SetGoalPriority( "CHECKPOINT_forward_bunker", 0.6, TEAM.ALLIES, CLASS.ENGINEER);
		Server.MinClassCount[TEAM.ALLIES][CLASS.ENGINEER] = 1;
		Server.MinClassCount[TEAM.ALLIES][CLASS.COVERTOPS] = 3;
		Util.MapDebugPrint( "Main_Entrance_Blown" );
	},

	Tank_Repaired = function( trigger )
	{
		Map.tankDamaged = false;
		SetAvailableMapGoals( TEAM.AXIS, true, "MOUNTMG42_barrier2" );
		Util.MapDebugPrint( "Tank_Repaired" );
	},

	Tank_Damaged = function( trigger )
	{
		Map.tankDamaged = true;
		SetAvailableMapGoals( TEAM.AXIS, false, "MOUNTMG42_barrier2" );
		Util.MapDebugPrint( "Tank_Damaged" );
	},

	Barrier_Built = function(which)
	{
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_doc_" + which + ".*" );
		Util.DisableGoal("ROUTE_gate_" + which);
		Util.EnableGoal("ROUTE_ladder_" + which);
		Util.MapDebugPrint( which + " Barrier_Built" );
	},

	Barrier_Destroyed = function(which)
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_doc_" + which + ".*" );
		Util.EnableGoal("ROUTE_gate_" + which);
		Util.DisableGoal("ROUTE_ladder_" + which);
		Util.MapDebugPrint( which + " Barrier_Destroyed" );
	},

	South_Barrier_Built = function( trigger )
	{
		Map.Barrier_Built("south");
	},

	West_Barrier_Built = function( trigger )
	{
		Map.Barrier_Built("west");
	},

	East_Barrier_Built = function( trigger )
	{
		Map.Barrier_Built("east");
	},

	South_Barrier_Destroyed = function( trigger )
	{
		Map.Barrier_Destroyed("south");
	},

	West_Barrier_Destroyed = function( trigger )
	{
		Map.Barrier_Destroyed("west");
	},

	East_Barrier_Destroyed = function( trigger )
	{
		Map.Barrier_Destroyed("east");
	},

	Documents_Taken = function( trigger )
	{
		Util.EnableGoal("ATTACK_radio.*");
		Util.MapDebugPrint( "Documents_Taken" );
	},

	Documents_Returned = function( trigger )
	{
		Util.DisableGoal("ATTACK_radio.*");
		Util.MapDebugPrint( "Documents_Returned" );
	},
};

global OnMapLoad = function()
{
	OnTriggerRegion(AABB(-4870,-2700,600, -4820,-2600,650), Map.Boat_Start);
	OnTriggerRegion(AABB(-2450,-2700,600, -2400,-2600,650), Map.Boat_End);

	OnTrigger( "The tank has been repaired!", Map.Tank_Repaired );
	OnTrigger( "The tank has been damaged!", Map.Tank_Damaged );
	OnTrigger( "Axis reclaim the Forward Bunker!", Map.forward_bunker_Axis_Captured );
	OnTrigger( "Allies capture the Forward Bunker!", Map.forward_bunker_Allies_Captured );
	OnTrigger( "The Bridge has been constructed.", Map.Bridge_Built );
	OnTrigger( "The Bridge has been destroyed.", Map.Bridge_Destroyed );
	OnTrigger( "^1The Allied have blown the Side Wall!", Map.Side_Wall_Destroyed );
	OnTrigger("^1The Allied have blown the Main Entrance!", Map.Main_Entrance_Blown);
	OnTrigger( "The West Barrier has been constructed.", Map.West_Barrier_Built );
	OnTrigger( "The South Barrier has been constructed.", Map.South_Barrier_Built );
	OnTrigger( "The East Barrier has been constructed.", Map.East_Barrier_Built );
	OnTrigger( "The West Barrier has been destroyed.", Map.West_Barrier_Destroyed );
	OnTrigger( "The South Barrier has been destroyed.", Map.South_Barrier_Destroyed );
	OnTrigger( "The East Barrier has been destroyed.", Map.East_Barrier_Destroyed );
	OnTrigger( "Allies have stolen Secret War Dokuments!", Map.Documents_Taken );
	OnTrigger( "Flag returned allied_obj!", Map.Documents_Returned );

	Util.DisableGoal(".*", true);
	Util.EnableGoal("HEALTHCAB_.*1");
	Util.EnableGoal("AMMOCAB_.*1");

	SetAvailableMapGoals( TEAM.AXIS, true, {
		"DEFEND_south.*",
		"ATTACK_south.*",
		"PLANT_Allied_Command_Post",
		"BUILD_Tank_Barrier",
		"BUILD_Tank_Barrier_1",
		"CHECKPOINT_forward_bunker",
		"AMMOCAB_south_ammocabinet",
		"HEALTHCAB_south_healthcabinet",
		"AIRSTRIKE_south_mg",
	});

	SetGoalPriority( "ATTACK_south.*", 0.75, TEAM.AXIS);
	SetGoalPriority( "BUILD_Axis_Command_Post", 0.8, TEAM.AXIS);
	SetGoalPriority( "PLANT_Allied_Command_Post", 0.58, TEAM.AXIS);
	SetGoalPriority( "BUILD_Tank_Barrier", 1.5, TEAM.AXIS);
	SetGoalPriority( "BUILD_Tank_Barrier_1", 1.3, TEAM.AXIS);
	SetGoalPriority( "BUILD_West_Barrier", 1.2, TEAM.AXIS );
	SetGoalPriority( "BUILD_South_Barrier", 1.2, TEAM.AXIS );
	SetGoalPriority( "BUILD_East_Barrier", 1.2, TEAM.AXIS );
	SetGoalPriority( "ATTACK_radio.*", 0.59, TEAM.AXIS );
	SetGoalPriority( ".*MG42_roof", 0.51, TEAM.AXIS );
	SetGoalPriority( "DEFEND_doc_south.*", 0.51, TEAM.AXIS );
	SetGoalPriority( "DEFEND_doc_east.*", 0.51, TEAM.AXIS );
	SetGoalPriority( "DEFEND_doc_west.*", 0.51, TEAM.AXIS );
	SetGoalPriority( "MOUNTMG42.*", 0.5, TEAM.AXIS, CLASS.ENGINEER );

	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"ESCORT_tank",
		"MOUNT_tank",
		"CHECKPOINT_forward_bunker",
		"BUILD_Tank",
		"BUILD_Bridge",
		"BUILD_Allied_Command_Post",
		"PLANT_Tank_Barrier",
		"PLANT_Tank_Barrier_1",
		"SNIPE_allied_tower",
		"SNIPE_radio1",
	});

	SetGoalPriority( "BUILD_Bridge", 0.92, TEAM.ALLIES);
	SetGoalPriority( "PLANT_Side_Wall", 0.92, TEAM.ALLIES);
	SetGoalPriority( "PLANT_Tank_Barrier", 0.8, TEAM.ALLIES);
	SetGoalPriority( "PLANT_Tank_Barrier_1", 0.79, TEAM.ALLIES);
	SetGoalPriority( "ESCORT_tank", 0.75, TEAM.ALLIES);
	SetGoalPriority( "SNIPE_allied_tower", 0.9, TEAM.ALLIES);
	SetGoalPriority( "BUILD_Tank", 0.95, TEAM.ALLIES);
	SetGoalPriority( "PLANTMINE_door.*", 0.81, TEAM.ALLIES);
	SetGoalPriority( "REPAIRMG42_allied", 0.9, TEAM.ALLIES);

	Map.SetCheckpoint(true);

	foreach (goal in { ".*MG42.*", "SNIPE.*", "BUILD_Bridge", "PLANT_Side_Wall",
		"PLANT_Bridge", "BUILD_Axis_Command_Post" }){
		Util.SetMaxUsers(1, goal);
	}
	Util.SetMaxUsers(5, "ATTACK_radio.*");
	Util.SetMaxUsersInProgress(2, "FLAG_allied_obj");

	Util.AddUseWp("PLANT_Bridge", "bridge");
	Util.AddUseWp("PLANT_Side_Wall", "sidewall");
	Util.AddUseWp("PLANT_Side_Wall", "sidewall2");

	SetMapGoalProperties( "DEFEND.*", {mincamptime=30, maxcamptime=100} );
	SetMapGoalProperties( "SNIPE_.*", {mincamptime=60, maxcamptime=160} );

	Util.OnTriggerPosition( "MOVER_tank", "south_corner", 150.0, Map.Tank_At_South_Corner );

	ETUtil.SetCabinets();

	MapRoutes =
	{
		CHECKPOINT_forward_bunker = {
			ROUTE_allies_spawn = {
				ROUTE_allies_south = { Weight=2, ROUTE_allies1 = {}},
				ROUTE_allies2 = {},
				ROUTE_allies4 = {},
			},
			ROUTE_axis_spawn = {
				ROUTE_axis_door_east = {},
				ROUTE_entrance = { ROUTE_axis_door_south = {} },
			},
		},
		BUILD_Allied_Command_Post = {
			ROUTE_allies_spawn = {
				ROUTE_radio_south = {},
			},
		},
		FLAG_allied_obj = {
			ROUTE_flag = {
				ROUTE_sewer = { Weight=2 },
				ROUTE_cellar = {},
				ROUTE_gate_south = { Weight=6 },
				ROUTE_gate_west = { Weight=6,
					ROUTE_attic = {},
					ROUTE_entrance = {},
				},
				ROUTE_gate_east = { Weight=6,
					ROUTE_attic = {},
					ROUTE_entrance = {},
				},
			},
		},
		CAPPOINT_radio = {
			ROUTE_doc = {
				ROUTE_slide = { ROUTE_sidewall = {} },
				ROUTE_gate_south = {},
				ROUTE_gate_west = {},
				ROUTE_gate_east = { ROUTE_sidewall = {} },
				ROUTE_ladder_south = {},
				ROUTE_ladder_west = {},
				ROUTE_ladder_east = { ROUTE_sidewall = {} },
			},
		},
		MOBILEMG42_entrance2 = {
			ROUTE_axis_spawn = {
				ROUTE_entrance = {}
			}
		},
	};
	MapRoutes.PLANT_Tank_Barrier = MapRoutes.CHECKPOINT_forward_bunker;
	MapRoutes.PLANT_Tank_Barrier_1 = MapRoutes.CHECKPOINT_forward_bunker;
	Util.Routes(MapRoutes);
};
