// 2007-7-11 ,version 2 ,By Hank_Officer

global Map =
{
	Build_teleporter1 = "BUILD_South_Teleporter",
	Build_teleporter2 = "BUILD_North_Teleporter",
	Build_const_tc = "BUILD_Starbase_Entrance_Barrier",
	Build_const_td = "BUILD_Base_Controls",
	Build_const_te = "BUILD_Forward_Spawn",

	Destroy_const_td = "PLANT_Base_Controls",
	Destroy_const_tc = "PLANT_Starbase_Entrance_Barrier",
	Destroy_const_te = "PLANT_Forward_Spawn",
	Destroy_blast_door_1 = "PLANT_Starbase_Blast_Door",
	Destroy_blast_door_2 = "PLANT_Starbase_Blast_Door_1",
	Destroy_teleporter1 = "PLANT_South_Teleporter",
	Destroy_teleporter2 = "PLANT_North_Teleporter",
	Destroy_processor = "PLANT_Gravitational_Processor",

	AMMOCAB_245 = "AMMOCAB_122",
	AMMOCAB_133 = "AMMOCAB_133",
	AMMOCAB_194 = "AMMOCAB_194",
	AMMOCAB_310 = "AMMOCAB_310",

	barrier_status = 0, // 0 = destroyed, 1 = constructed

	Navigation =
	{
		jump_1_pt =
		{
			navigate = function(_this)
			{
				_this.Bot.HoldButton(BTN.JUMP, 0.5);
				_this.Bot.HoldButton(BTN.FORWARD, 0.5);
				sleep(0.5);
			},
		},
	},

	blastdoor1_destroyed = function( trigger )
	{

		// Axis
		SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_blast1A_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			Map.Destroy_const_tc,
			"ATTACK_frontattack_.*",
		});

		// Allies
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"DEFEND_frontdefend_.*",
			"DEFEND_fronttopdefend_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_blast1A_.*",
			"ATTACK_blast2A_.*",
		});

		if( Map.barrier_status == 0 )
		{
			// Allies
			SetAvailableMapGoals( TEAM.ALLIES, false, {
				"DEFEND_frontdefend_.*",
				"DEFEND_fronttopdefend_.*",
				Map.Build_const_tc,
			});
			SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_forwardD_.*" );

			// Axis
			SetGoalPriority( Map.Build_const_te, 2.0 );
			SetAvailableMapGoals( TEAM.AXIS, true, Map.Build_const_te );
		}
		else
		{
			// Allies
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"DEFEND_frontdefend_.*",
				"DEFEND_fronttopdefend_.*",
				Map.Build_const_tc,
			});
			SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_forwardD_.*" );

			// Axis
			SetGoalPriority( Map.Build_const_te, 1.0 );
			SetAvailableMapGoals( TEAM.AXIS, false, Map.Build_const_te );
		}

		Util.MapDebugPrint( "blastdoor1_destroyed" );
	},

	blastdoor2_destroyed = function( trigger )
	{
		// Axis
		SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_blast2A_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			Map.Destroy_const_tc,
			"ATTACK_frontattack_.*",
		});

		// Allies
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"DEFEND_frontdefend_.*",
			"DEFEND_fronttopdefend_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_blast1A_.*",
			"ATTACK_blast2A_.*",
		});

		if( Map.barrier_status == 0 )
		{
			// Allies
			SetAvailableMapGoals( TEAM.ALLIES, false, {
				"DEFEND_frontdefend_.*",
				"DEFEND_fronttopdefend_.*",
				Map.Build_const_tc,
			});
			SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_forwardD_.*" );

			// Axis
			SetGoalPriority( Map.Build_const_te, 2.0 );
			SetAvailableMapGoals( TEAM.AXIS, true, Map.Build_const_te );
		}
		else
		{
			// Allies
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"DEFEND_frontdefend_.*",
				"DEFEND_fronttopdefend_.*",
				Map.Build_const_tc,
			});
			SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_forwardD_.*" );

			// Axis
			SetGoalPriority( Map.Build_const_te, 1.0 );
			SetAvailableMapGoals( TEAM.AXIS, false, Map.Build_const_te );
		}

		Util.MapDebugPrint( "blastdoor1_destroyed" );
	},

	barrier_constructed = function( trigger )
	{

		Map.barrier_status = 1;

		Util.MapDebugPrint( "barrier_constructed" );
	},

	barrier_destroyed = function( trigger )
	{

		Map.barrier_status = 0;

		// Allies
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"DEFEND_frontdefend_.*",
			"DEFEND_fronttopdefend_.*",
			Map.Build_const_tc,
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_forwardD_.*" );

		// Axis
		SetGoalPriority( Map.Build_const_te, 2.0 );
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Build_const_te );

		Util.MapDebugPrint( "barrier_destroyed" );
	},

	Forward_constructed = function( trigger )
	{

		// Allies
		SetGoalPriority( Map.Build_teleporter2, 2.0 );
		SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_forwardD_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			Map.Build_teleporter1,
			Map.Build_teleporter2,
			Map.Destroy_const_td,
			"DEFEND_maproomD_.*",
			"DEFEND_centerD_.*",
			"DEFEND_basecontrolD_.*",
		});

		// Axis
		SetGoalPriority( Map.Destroy_processor, 2.0 );
		SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_frontattack_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"ATTACK_NEARendobjA_.*",
			Map.Destroy_processor,
			Map.Build_const_td,
			Map.Destroy_teleporter1,
			Map.Destroy_teleporter2,
		});

		Util.MapDebugPrint( "Forward_constructed" );
	},

	Forward_destroyed = function( trigger )
	{

		// Allies
		SetAvailableMapGoals( TEAM.ALLIES, true, Map.Build_const_tc );

		Util.MapDebugPrint( "Forward_destroyed" );
	},

	defend_endobj = function( trigger )
	{

		// Allies
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"DEFEND_maproomD_.*",
			"DEFEND_centerD_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"DEFEND_endobjD_.*",
			"DEFEND_NEARendobjD_.*",
			"Map.AMMOCAB_310",
		});

		Util.MapDebugPrint( "defend_endobj" );
	},

	endobj_planted = function( trigger )
	{

		// Allies
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"DEFEND_NEARendobjD_.*",
			"DEFEND_basecontrolD_.*",
		});

		// Axis
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_endobjD_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_NEARendobjA_.*" );

		Util.MapDebugPrint( "endobj_planted" );
	},

	endobj_defused = function( trigger )
	{

		// Allies
		SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_NEARendobjD_.*" );

		// Axis
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_endobjD_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_NEARendobjA_.*" );

		Util.MapDebugPrint( "endobj_defused" );
	},

	barrier_planted = function( trigger )
	{

		if( Map.barrier_status == 1 )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_forwardD_.*" );
		}

		Util.MapDebugPrint( "barrier_planted" );
	},

	barrier_defused = function( trigger )
	{

		if( Map.barrier_status == 1 )
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_forwardD_.*" );
		}

		Util.MapDebugPrint( "barrier_defused" );
	},
};

global OnMapLoad = function()
{
	Util.MapDebugPrint( "MLB-Starbase waypoints by Hank_Officer" );

	OnTrigger( "^3The ^1Axis Forward spawn ^3has been constructed", Map.Forward_constructed );
	OnTrigger( "^3The ^1Axis Forward spawn ^1has been destroyed", Map.Forward_destroyed );
	OnTrigger( "^1Axis have breached the Starbase North Blast door !!", Map.blastdoor1_destroyed );
	OnTrigger( "^1Axis have breached the Starbase South blast door !!", Map.blastdoor2_destroyed );
	OnTrigger( "^3The Starbase ^1entrance barrier ^3has been constructed", Map.barrier_constructed );
	OnTrigger( "^3The Starbase ^1entrance barrier ^3has been destroyed", Map.barrier_destroyed );
	OnTrigger( "^3The ^1North Teleporter ^3has been constructed", Map.defend_endobj );
	OnTrigger( "Planted at Gravitational Processor.", Map.endobj_planted );
	OnTrigger( "Defused at Gravitational Processor.", Map.endobj_defused );
	OnTrigger( "Planted at Starbase Entrance Barrier.", Map.barrier_planted );
	OnTrigger( "Defused at Starbase Entrance Barrier.", Map.barrier_defused );

	SetAvailableMapGoals( TEAM.ALLIES, false, "Map.AMMOCAB_310" );
	SetAvailableMapGoals( TEAM.AXIS, false, "Map.AMMOCAB_310" );

	SetMapGoalProperties( "ATTACK_.*", {MinCampTime=10, MaxCampTime=30});
	SetMapGoalProperties( "BUILD_.*", {ignoretarget=true});
	SetMapGoalProperties( "PLANT_.*", {ignoretarget=true});

	SetGoalPriority( "MOUNTMG42_.*", 0.0, 0, CLASS.ENGINEER );

	// allies
	SetGoalPriority( Map.Build_const_tc, 2.0 );
	SetAvailableMapGoals( TEAM.ALLIES, false, {
		"ATTACK.*",
		"DEFEND.*",
		Map.Build_teleporter1,
		Map.Build_teleporter2,
		Map.Destroy_const_td,
		Map.Destroy_const_te,
	});
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		Map.Build_const_tc,
		"ATTACK_blast1A_.*",
		"ATTACK_blast2A_.*",
	});

	// axis
	SetGoalPriority( Map.Destroy_const_tc, 2.0 );
	SetGoalPriority( Map.Destroy_blast_door_1, 5.0 );
	SetGoalPriority( Map.Destroy_blast_door_2, 5.0 );
	SetAvailableMapGoals( TEAM.AXIS, false, {
		"ATTACK.*",
		"DEFEND.*",
		Map.Destroy_const_tc,
		Map.Build_const_td,
		Map.Build_const_te,
		Map.Destroy_teleporter1,
		Map.Destroy_teleporter2,
		Map.Destroy_processor,
	});
	SetAvailableMapGoals( TEAM.AXIS, true, {
		"ATTACK_blast1A_.*",
		"ATTACK_blast2A_.*",
	});

	MapRoutes =
	{
		PLANT_Gravitational_Processor =
		{
			ROUTE_forwardspawn =
			{
				ROUTE_Maproom =
				{
					ROUTE_centerA =
					{
						ROUTE_TOPorBOM =
						{
							ROUTE_TOPrightendobjA = {},
							ROUTE_TOPleftendobjA = {},
							ROUTE_BOMrightendobjA = {Weight = 3},
							ROUTE_BOMleftendobjA = {Weight = 3},
						},
					},
					ROUTE_TOalliesspawn =
					{
						ROUTE_TOPrightendobjA = {Weight = 3},
						ROUTE_TOPleftendobjA = {Weight = 3},
						ROUTE_BOMrightendobjA = {},
						ROUTE_BOMleftendobjA = {},
					},
				},
				ROUTE_basecontrolA =
				{
					ROUTE_TOPrightendobjA = {Weight = 3},
					ROUTE_TOPleftendobjA = {Weight = 3},
					ROUTE_BOMrightendobjA = {},
					ROUTE_BOMleftendobjA = {},
				},
				ROUTE_TPcenter =
				{
					ROUTE_centerA =
					{
						ROUTE_TOPorBOM =
						{
							ROUTE_NEARendobj_north = {},
							ROUTE_NEARendobj_south = {},
						},
					},
				},
			},
		},
		ATTACK_frontattack_1 =
		{
			ROUTE_axisspawn_1 =
			{
				ROUTE_downattack =
				{
					ROUTE_blastdoor1 = {},
				},
				ROUTE_blastdoor2 = {},
				ROUTE_blastdoor2side = {},
			},
		},
		DEFEND_forwardD_1 =
		{
			ROUTE_alliesspawn =
			{
				ROUTE_center = {},
				ROUTE_front = {},
			},
		},
		DEFEND_NEARendobjD_1 =
		{
			ROUTE_alliesspawn =
			{
				ROUTE_northTP = {},
				ROUTE_southTP = {},
				ROUTE_Alliesmain = {},
				ROUTE_Alliesside = {},
			},
		},
		DEFEND_maproomD_1 =
		{
			ROUTE_alliesspawn =
			{
				ROUTE_center = {},
			},
		},
		DEFEND_fronttopdefend_1 =
		{
			ROUTE_alliesfrontspawn = {},
			ROUTE_alliesspawn =
			{
				ROUTE_front = {},
			},
		},
		PLANT_Starbase_Blast_Door =
		{
			ROUTE_axisspawn_1 =
			{
				ROUTE_blastdoor1 = {},
			},
		},
		PLANT_Starbase_Blast_Door_1 =
		{
			ROUTE_axisspawn_1 =
			{
				ROUTE_blastdoor2 = {},
			},
		},
	};

	MapRoutes.DEFEND_frontdefend_2 = MapRoutes.DEFEND_fronttopdefend_1;
	MapRoutes.DEFEND_frontdefend_3 = MapRoutes.DEFEND_fronttopdefend_1;
	MapRoutes.DEFEND_frontdefend_4 = MapRoutes.DEFEND_fronttopdefend_1;
	MapRoutes.DEFEND_frontdefend_5 = MapRoutes.DEFEND_fronttopdefend_1;
	MapRoutes.DEFEND_frontdefend_5 = MapRoutes.DEFEND_fronttopdefend_1;
	MapRoutes.DEFEND_fronttopdefend_2 = MapRoutes.DEFEND_fronttopdefend_1;
	MapRoutes.DEFEND_fronttopdefend_3 = MapRoutes.DEFEND_fronttopdefend_1;
	MapRoutes.DEFEND_fronttopdefend_4 = MapRoutes.DEFEND_fronttopdefend_1;

	MapRoutes.DEFEND_maproomD_2 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_maproomD_3 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_maproomD_4 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_maproomD_5 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_maproomD_6 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_maproomD_7 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_maproomD_8 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_maproomD_9 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_centerD_1 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_centerD_2 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_centerD_3 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_centerD_4 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_centerD_5 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_basecontrolD_1 = MapRoutes.DEFEND_maproomD_1;
	MapRoutes.DEFEND_basecontrolD_2 = MapRoutes.DEFEND_maproomD_1;

	MapRoutes.DEFEND_endobjD_1 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_endobjD_2 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_endobjD_3 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_endobjD_4 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_endobjD_5 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_endobjD_6 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_endobjD_7 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_endobjD_8 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_NEARendobjD_2 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_NEARendobjD_3 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_NEARendobjD_4 = MapRoutes.DEFEND_NEARendobjD_1;
	MapRoutes.DEFEND_NEARendobjD_5 = MapRoutes.DEFEND_NEARendobjD_1;

	MapRoutes.DEFEND_forwardD_2 = MapRoutes.DEFEND_forwardD_1;
	MapRoutes.DEFEND_forwardD_3 = MapRoutes.DEFEND_forwardD_1;
	MapRoutes.DEFEND_forwardD_4 = MapRoutes.DEFEND_forwardD_1;
	MapRoutes.DEFEND_forwardD_5 = MapRoutes.DEFEND_forwardD_1;
	MapRoutes.DEFEND_forwardD_6 = MapRoutes.DEFEND_forwardD_1;

	MapRoutes.ATTACK_frontattack_2 = MapRoutes.ATTACK_frontattack_1;
	MapRoutes.ATTACK_frontattack_3 = MapRoutes.ATTACK_frontattack_1;

	MapRoutes.ATTACK_NEARendobjA_1 = MapRoutes.PLANT_Gravitational_Processor;
	MapRoutes.ATTACK_NEARendobjA_2 = MapRoutes.PLANT_Gravitational_Processor;
	MapRoutes.ATTACK_NEARendobjA_3 = MapRoutes.PLANT_Gravitational_Processor;
	MapRoutes.ATTACK_NEARendobjA_4 = MapRoutes.PLANT_Gravitational_Processor;

	Util.Routes(MapRoutes);
};

global OnBotJoin = function( bot )
{
};
