global Map =
{
	Navigation =
	{
		spawnladder =
		{
			navigate = function(_this)
			{
				_this.Bot.HoldButton(BTN.FORWARD, 3);
				//_this.Bot.SayVoice(VOICE.CLEAR_PATH);
				sleep(3.0);
				_this.Bot.HoldButton(BTN.STRAFE_R, 0.8);
			},
		},
	},

	Ammo_Cabinet_armoury_trigger_ammo = "AMMOCAB_armoury_trigger_ammo",
	Checkpoint_allied_east_fwd_flag = "CHECKPOINT_allied_east_fwd_flag",
	Checkpoint_allied_west_fwd_flag = "CHECKPOINT_allied_west_fwd_flag",
	Flag_axis_fuel = "FLAG_axis_fuel",
	Build_Allied_Command_Post = "BUILD_Allied_Command_Post",
	Build_Armoury_Door = "BUILD_Armoury_Door",
	Build_Assault_Ramp = "BUILD_Assault_Ramp",
	Build_Axis_Command_Post = "BUILD_Axis_Command_Post",
	Build_Radio_Mast = "BUILD_Radio_Mast",
	Build_Tiger = "BUILD_Tiger",
	Build_Truck = "BUILD_Truck:_it_moves_if_an_Engineer_of_either_team_gets_in_the_back",
	Build_communication_cables = "BUILD_communication_cables",
	Plant_Allied_Command_Post = "PLANT_Allied_Command_Post",
	Plant_Armoury_Door = "PLANT_Armoury_Door",
	Plant_Assault_Ramp = "PLANT_Assault_Ramp",
	Plant_Axis_Command_Post = "PLANT_Axis_Command_Post",
	Plant_Radio_Mast = "PLANT_Radio_Mast",
	Plant_Town_Hall_Rear_Door = "PLANT_Town_Hall_Rear_Door",
	Plant_communication_cables = "PLANT_communication_cables",
	Mover_tank = "MOVER_tank",
	Mover_truck = "MOVER_truck",

	Debug = 0,

	// Some initial status settings for conditionals
	TankGunIsEnabled = true,
	RadioIsIntact = true,
	EastRouteIsActive = false,
	WestRouteIsActive = false,
	FuelPouredWest = false,
	TruckNearWestFireWall = false,

	Movers =
	{
		"MOVER_petrol_west",
		"MOVER_petrol_east",
		"MOVER_truck",
		"MOVER_tank",
	},

	Switches =
	{
		radio =
		{
			Enabled = true,
			Priority = 1.0,
			//Debug = true,
			WaypointName = "radio_switch",
			LimitTeam = (1<<TEAM.ALLIES),
			LimitClass = (1<<CLASS.FIELDOPS),
			LimitBots = 1,
			Timeout = 10000
		},

		gun_switch =
		{
			Enabled = false,
			Priority = 0.8,
			//Debug = true,
			WaypointName = "gun_switch",
			LimitTeam = (1<<TEAM.AXIS),
			LimitClass = Util.AllClasses,
			LimitDistance = 1000,
			LimitBots = 1,
			AimPosition = Vector3(6680.347,5978.513,116.125),
		},

		gun_switch2 =
		{
			Enabled = false,
			Priority = 1.1,
			//Debug = true,
			WaypointName = "gun_switch2",
			LimitTeam = (1<<TEAM.AXIS),
			LimitClass = Util.AllClasses,
			LimitDistance = 100,
			LimitBots = 1,
			AimPosition = Vector3(5496.875,4927.973,116.125),
		},
	},

	radioTriggerTable =
	{
		Name="RadioTrigger",
		TriggerOnClass = CLASS.FIELDOPS,
		OnEnter = function(ent)
		{
			//Util.MapDebugPrint(GetEntName(ent) + " entered aabb trigger", true);
			if (Map.TankGunIsEnabled)
			{
				Map.Switches.gun_switch.Enabled = true;
			}
		},
		OnExit = function(ent)
		{
			//Util.MapDebugPrint(GetEntName(ent) + " exited aabb trigger", true);
			Map.Switches.gun_switch.Enabled = false;
		},
	},

	gunTriggerTable =
	{
		Name="GunTrigger",
		TriggerOnCategory = CAT.PLAYER,
		OnEnter = function(ent)
		{
			//Util.MapDebugPrint(GetEntName(ent) + " entered gun trigger", true);
			if (GetEntTeam(ent) == TEAM.ALLIES)
			{
				Map.Switches.gun_switch2.Enabled = true;
			}
			else if (GetEntTeam(ent) == TEAM.AXIS)
			{
				Map.Switches.gun_switch2.Enabled = false;
			}
		},
		OnExit = function(ent)
		{
			//Util.MapDebugPrint(GetEntName(ent) + " exited gun trigger", true);
			if (GetEntTeam(ent) == TEAM.ALLIES)
			{
				Map.Switches.gun_switch2.Enabled = false;
			}
		},
	},

	Allied_Command_Post_Built = function( trigger )
	{
		Util.MapDebugPrint( "Allied_Command_Post_Built" );
	},

	Armoury_Door_Built = function( trigger )
	{
		Util.MapDebugPrint( "Armoury_Door_Built" );
	},

	Assault_Ramp_Built = function( trigger )
	{
		Util.MapDebugPrint( "Assault_Ramp_Built" );
	},

	Axis_Command_Post_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "SNIPE_command_post.*" );
		Util.MapDebugPrint( "Axis_Command_Post_Built" );
	},

	Radio_Mast_Built = function( trigger )
	{
		Map.RadioIsIntact = true;
		if (Map.TankGunIsEnabled)
		{
			Map.Switches.radio.LimitTeam = (1<<TEAM.ALLIES);
		}
		else
		{
			Map.Switches.radio.LimitTeam = (1<<TEAM.AXIS);
		}

		Util.MapDebugPrint( "Radio_Mast_Built" );
	},

	Tiger_Built = function( trigger )
	{
		Util.MapDebugPrint( "Tiger_Built" );
	},

	communication_cables_Built = function( trigger )
	{
		Wp.SetWaypointFlag("cables1", "closed", false);
		Util.MapDebugPrint( "communication_cables_Built" );
	},

	Allied_Command_Post_Destroyed = function( trigger )
	{
		Util.MapDebugPrint( "Allied_Command_Post_Destroyed" );
	},

	Armoury_Door_Destroyed = function( trigger )
	{
		Util.MapDebugPrint( "Armoury_Door_Destroyed" );
	},

	Assault_Ramp_Destroyed = function( trigger )
	{
		Util.MapDebugPrint( "Assault_Ramp_Destroyed" );
	},

	Axis_Command_Post_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_command_post.*" );
		Util.MapDebugPrint( "Axis_Command_Post_Destroyed" );
	},

	Radio_Mast_Destroyed = function( trigger )
	{
		Map.RadioIsIntact = false;
		Map.Switches.radio.LimitTeam = 0;
		Util.MapDebugPrint( "Radio_Mast_Destroyed" );
	},

	Town_Hall_Rear_Door_Destroyed = function( trigger )
	{
		Util.MapDebugPrint( "Town_Hall_Rear_Door_Destroyed" );
	},

	communication_cables_Destroyed = function( trigger )
	{
		Wp.SetWaypointFlag("cables1", "closed", true);
		Util.MapDebugPrint( "communication_cables_Destroyed" );
	},

	axis_fuel_Taken = function( trigger )
	{
		Util.MapDebugPrint( "axis_fuel_Taken" );
	},

	allied_east_fwd_flag_Axis_Captured = function( trigger )
	{
		Util.MapDebugPrint( "allied_east_fwd_flag_Axis_Captured" );
	},

	allied_east_fwd_flag_Allies_Captured = function( trigger )
	{
		Util.MapDebugPrint( "allied_east_fwd_flag_Allies_Captured" );
	},

	allied_west_fwd_flag_Axis_Captured = function( trigger )
	{
		Util.MapDebugPrint( "allied_west_fwd_flag_Axis_Captured" );
	},

	allied_west_fwd_flag_Allies_Captured = function( trigger )
	{
		Util.MapDebugPrint( "allied_west_fwd_flag_Allies_Captured" );
	},

	allied_west_fwd_flag_Available = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, "CHECKPOINT_allied_east_fwd_flag" );
		SetAvailableMapGoals( TEAM.AXIS, true, "CHECKPOINT_allied_west_fwd_flag" );
		SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_west_phase.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"ATTACK_west_phase2",
			"FLAG_axis_fuel",
			"CAPPOINT_west",
		});

		SetAvailableMapGoals( TEAM.ALLIES, false, "CHECKPOINT_allied_east_fwd_flag" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "CHECKPOINT_allied_west_fwd_flag" );
		Util.MapDebugPrint( "allied_west_fwd_flag_Available" );
	},

	allied_east_fwd_flag_Available = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "CHECKPOINT_allied_east_fwd_flag" );
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CHECKPOINT_allied_west_fwd_flag",
			"ATTACK_east_phase1.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"ATTACK_east_phase2.*",
			"SNIPE_east_escape.*",
		});

		SetAvailableMapGoals( TEAM.ALLIES, true, "CHECKPOINT_allied_east_fwd_flag" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"CHECKPOINT_allied_west_fwd_flag",
			"ATTACK_east_phase1.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_east_phase2.*" );

		SetAvailableMapGoals( TEAM.AXIS, true, {
			"CAPPOINT_east",
			"FLAG_axis_fuel",
		});
		Util.MapDebugPrint( "allied_east_fwd_flag_Available" );
	},

	fuel_east_poured = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_east" );
		Util.MapDebugPrint( "fuel_east_poured" );
	},

	fuel_east_ignited = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, "GRENADE_EastFireWall" );
		Util.MapDebugPrint( "fuel_east_ignited" );
	},

	fuel_west_poured = function( trigger )
	{
		Map.FuelPouredWest = true;
		if ( Map.TruckNearWestFireWall == true )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, "GRENADE_WestFireWall" );
		}
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CAPPOINT_west",
			"FLAG_axis_fuel",
		});
		Util.MapDebugPrint( "fuel_west_poured" );
	},

	fuel_west_ignited = function( trigger )
	{
		Map.FuelPouredWest = false;
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"GRENADE_WestFireWall",
			"CAPPOINT_west",
			"FLAG_axis_fuel",
		});
		Util.MapDebugPrint( "fuel_west_ignited" );
	},

	fuel_west_burnt_out = function( trigger )
	{
		if ( Map.TruckNearWestFireWall == true )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"CAPPOINT_west",
				"FLAG_axis_fuel",
			});
		}
		Map.FuelPouredWest = false;
		SetAvailableMapGoals( TEAM.AXIS, false, "GRENADE_WestFireWall" );
		Util.MapDebugPrint( "fuel_west_burnt_out" );
	},

	truck_west_Arrived = function( trigger )
	{
		Map.WestRouteIsActive = true;
		Map.EastRouteIsActive = false;
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"SNIPE_east_escape.*",
			"ATTACK_west_.*",
			"ATTACK_east_.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_west_phase1.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_west_.*",
			"ATTACK_east_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_west_phase1.*" );
		Util.OnTriggerPosition( "MOVER_truck", "west_trigger", 100.0, Map.truck_near_firewall );
		Util.MapDebugPrint( "truck_west_Arrived" );
	},

	truck_near_firewall = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_west_phase1.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"ATTACK_west_phase2.*",
			"FLAG_axis_fuel",
			"CAPPOINT_west",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_west_phase1.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_west_phase2.*" );
		Map.TruckNearWestFireWall = true;
		if ( Map.FuelPouredWest == true )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, "GRENADE_WestFireWall" );
		}
		Util.MapDebugPrint( "truck_near_firewall" );
	},

	truck_past_firewall = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "CHECKPOINT_allied_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CHECKPOINT_allied_.*",
			"CAPPOINT_.*",
			"FLAG_axis_fuel",
		});

		if(Map.WestRouteIsActive)
		{
			SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_west_phase2.*" );
			SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_west_phase3.*" );
			SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_west_phase2.*" );
			SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_west_phase3.*" );
			Map.TruckNearWestFireWall = false;
			SetAvailableMapGoals( TEAM.AXIS, false, "GRENADE_WestFireWall" );
		}

		if(Map.EastRouteIsActive)
		{
			SetAvailableMapGoals( TEAM.AXIS, false, "GRENADE_EastFireWall" );
		}
		Util.MapDebugPrint( "truck_past_firewall" );
	},

	truck_east_Arrived = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"ATTACK_east_.*",
			"ATTACK_west_.*",
			"SNIPE_east_escape.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_east_phase1.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_west_.*",
			"ATTACK_east_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_east_phase1.*" );
		Map.WestRouteIsActive = false;
		Map.EastRouteIsActive = true;
		Util.MapDebugPrint( "truck_east_Arrived" );
	},

	truck_Destroyed = function( trigger )
	{
		Map.WestRouteIsActive = false;
		Map.EastRouteIsActive = false;
		Map.TruckNearWestFireWall = false;
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"GRENADE_WestFireWall",
			"CAPPOINT_west",
			"FLAG_axis_fuel",
			"ATTACK_east_.*",
			"ATTACK_west_.*",
		});
		Util.MapDebugPrint( "truck_Destroyed" );
	},

	tank_gun_Disabled = function( trigger )
	{
		Map.TankGunIsEnabled = false;
		if (Map.RadioIsIntact)
		{
			Map.Switches.radio.LimitTeam = (1<<TEAM.AXIS);
		}
		else
		{
			Map.Switches.radio.LimitTeam = 0;
		}
		Util.MapDebugPrint( "tank_gun_Disabled" );
	},

	tank_gun_Loaded = function( trigger )
	{
		Map.TankGunIsEnabled = true;
		if (Map.RadioIsIntact)
		{
			Map.Switches.radio.LimitTeam = (1<<TEAM.ALLIES);
		}
		else
		{
			Map.Switches.radio.LimitTeam = 0;
		}
		Util.MapDebugPrint( "tank_gun_Loaded" );
	},

};

global OnMapLoad = function()
{
	// *** TRIGGERS ***
	OnTrigger( "MISSING_STRING", Map.Allied_Command_Post_Built );
	OnTrigger( "MISSING_STRING", Map.Allied_Command_Post_Destroyed );
	OnTrigger( "MISSING_STRING", Map.Armoury_Door_Built );
	OnTrigger( "MISSING_STRING", Map.Armoury_Door_Destroyed );
	OnTrigger( "MISSING_STRING", Map.Assault_Ramp_Built );
	OnTrigger( "MISSING_STRING", Map.Assault_Ramp_Destroyed );
	OnTrigger( "MISSING_STRING", Map.Tiger_Built );
	OnTrigger( "MISSING_STRING", Map.Town_Hall_Rear_Door_Destroyed );
	OnTrigger( "MISSING_STRING", Map.axis_fuel_Taken );
	OnTrigger( "axis_hq_compost_constructed", Map.Axis_Command_Post_Built );
	OnTrigger( "axis_hq_compost_damaged", Map.Axis_Command_Post_Destroyed );
	OnTrigger( "goldrush_axis_truck_barrier1", Map.truck_past_firewall );
	OnTrigger( "axis_tank_gun_loaded", Map.tank_gun_Loaded );
	OnTrigger( "axis_tank_gun_disabled", Map.tank_gun_Disabled );
	OnTrigger( "^1*** ^7Axis have repaired the Radio Mast! ^1***", Map.Radio_Mast_Built );
	OnTrigger( "^4*** ^7The Allies have destroyed the Radio Mast! ^4***", Map.Radio_Mast_Destroyed );
	OnTrigger( "^3*** ^7Axis have repaired the communication cables - Axis respawn time improved by 5 seconds! ^3***", Map.communication_cables_Built );
	OnTrigger( "^3*** ^7Axis have repaired the communication cables - Axis respawn time", Map.communication_cables_Built );
	OnTrigger( "^3*** ^7Allies have destroyed the communication cables - Axis respawn time delayed by 5 seconds! ^3***", Map.communication_cables_Destroyed );
	OnTrigger( "^3*** ^7Allies have destroyed the communication cables - Axis respawn t", Map.communication_cables_Destroyed );
	OnTrigger( "^3*** ^7An Allied truck has arrived on the southeast route, heading north ^3***", Map.truck_east_Arrived );
	OnTrigger( "^3*** ^7An Allied truck has arrived on the southeast route, heading nor", Map.truck_east_Arrived );
	OnTrigger( "^3*** ^7An Allied truck has arrived on the southwest route, heading north ^3***", Map.truck_west_Arrived );
	OnTrigger( "^3*** ^7An Allied truck has arrived on the southwest route, heading nor", Map.truck_west_Arrived );
	OnTrigger( "^1*** ^7The Truck has been destroyed! ^1***", Map.truck_Destroyed );
	OnTrigger( "^3*** ^7Fuel has been poured into the western firewall hollow!  A spark will set it off! ^3***", Map.fuel_west_poured );
	OnTrigger( "^3*** ^7Fuel has been poured into the western firewall hollow!  A spark", Map.fuel_west_poured );
	OnTrigger( "^3*** ^7Fuel has been poured into the eastern firewall hollow!  A spark will set it off! ^3***", Map.fuel_east_poured );
	OnTrigger( "^3*** ^7Fuel has been poured into the eastern firewall hollow!  A spark", Map.fuel_east_poured );
	OnTrigger( "^3*** ^7Eastern firewall ignited!  It will burn for 60 seconds! ^3***", Map.fuel_east_ignited );
	OnTrigger( "^3*** ^7Western firewall ignited!  It will burn for 60 seconds! ^3***", Map.fuel_west_ignited );
	OnTrigger( "^3*** ^7The western firewall has burnt out! ^3***", Map.fuel_west_burnt_out );
	OnTrigger( "^3*** ^7Allied east forward spawn flag now available! ^3***", Map.allied_east_fwd_flag_Available );
	OnTrigger( "^3*** ^7Allied west forward spawn flag now available! ^3***", Map.allied_west_fwd_flag_Available );
	OnTrigger( "^1*** ^7Axis have taken the Allied East Forward Spawn! ^1***", Map.allied_east_fwd_flag_Axis_Captured );
	OnTrigger( "^4*** ^7Allies have captured the Allied East Forward Spawn! ^4***", Map.allied_east_fwd_flag_Allies_Captured );
	OnTrigger( "^1*** ^7Axis have taken the Allied West Forward Spawn! ^1***", Map.allied_west_fwd_flag_Axis_Captured );
	OnTrigger( "^4*** ^7Allies have captured the Allied West Forward Spawn! ^4***", Map.allied_west_fwd_flag_Allies_Captured );

	Map.serial1 = OnTriggerRegion( Vector3(4610,5415,280), 800, Map.radioTriggerTable );
	bnds = AABB();
	bnds.Set( Vector3(3400,4850,5), Vector3(5400,5020,200) );
	Map.serial2 = OnTriggerRegion(bnds, Map.gunTriggerTable );
 	//DrawDebugAABB(bnds, COLOR.GREEN, 0.5);

	// *** AXIS GOALS ***
	SetAvailableMapGoals( TEAM.AXIS, false, {
		"CHECKPOINT_allied_.*",
		"FLAG_axis_fuel",
		"CAPPOINT_east",
		"CAPPOINT_west",
		"ATTACK_west_.*",
		"ATTACK_east_.*",
		"SNIPE_command_post.*",
		"SNIPE_east_escape.*",
	});

	// *** ALLIED GOALS ***
	SetAvailableMapGoals( TEAM.ALLIES, false, {
		"DEFEND_.*",
		"ATTACK_west_.*",
		"ATTACK_east_.*",
		"CHECKPOINT_allied_.*",
		"CAPPOINT_.*",
	});
	//SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Assault_Ramp" );
	ETUtil.LimitToClass( "RIDE_truck", TEAM.ALLIES, CLASS.ENGINEER );

	// Flag communication cable waypoint closed until cables are built
	Wp.SetWaypointFlag("cables1", "closed", true);

	Util.SetMaxUsersInProgress( 1, "BUILD_.*" );
	Util.SetMaxUsersInProgress( 1, "PLANT_Command_Post" );
	Util.SetMaxUsersInProgress( 1, "FLAG_axis_fuel" );
	Util.SetMaxUsersInUse( 1, "FLAG_axis_fuel" );
	Util.SetMaxUsersInProgress( 2, "CHECKPOINT_allied_.*" );
	Util.SetMaxUsersInUse( 1, "DEFEND_gun_switch.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_gun_switch.*" );

	// Make some goals easier to reach
	Util.SetGoalPosition( 6548, 6548, 688, "BUILD_communication_cables" );
	Util.SetGoalOffset( 0, 0, -60, Map.Build_Armoury_Door );
	Util.SetGoalOffset( 0, 70, 0, "MOVER_petrol_west" );
	Util.SetGoalOffset( 0, 40, 0, Map.Build_Axis_Command_Post );
	Util.SetGoalOffset( 0, 40, 0, Map.Build_Allied_Command_Post );

	SetGoalPriority( "RIDE_truck", 0.9 );
	SetGoalPriority( "BUILD_Assault_Ramp", 0.8 );
	SetGoalPriority( "BUILD_communication_cables", 1.1 );
	SetGoalPriority( "DEFEND_gun_switch2", 0.6 );
	Util.UpdateSwitchData();

	Util.MapDebugPrint( "Omni-bot map script for Tiger executed." );
};

global OnBotJoin = function( bot )
{
	bot.TargetBreakableDist = 90.0;
	bot.IgnoreTarget( GetGoal("MOVER_petrol_east").GetEntity(), 9999 );
	bot.IgnoreTarget( GetGoal("MOVER_petrol_west").GetEntity(), 9999 );
};
