//==========================================================================================
//
//	warehouse.gm
//
//	Who  	When		What
//------------------------------------------------------------------------------------------
//	^4Tardis	24 June 2014	Initial Script
//	^4Tardis	03 Mar 2015	Defend Spots, Switches ,attack spots, movers, goals -ect
//    TO DO Routes
//==========================================================================================
//

global Map =
{
	Debug = 1, // please set to zero before distributing your script
	Talk = true, //set Talk to false if you don't want the bots to cheer after winning game:

	Bomb_Dyno = 0,
	Command_Post_Dyno = 0,
	MG42_Dyno = 0,
	Security_Doors_Dyno = 0,
	Service_Door_Dyno = 0,

	Movers =
	{
		"MOVER_door_left",
		"MOVER_door_right",
		"MOVER_hatch",
	},

	main_door = false, //closed
	hatch_door = false, //closed

	//door
	main_door = function( trigger )
	{
		Util.MapDebugPrint("main_door moving", true);
		Map.Switches.maindoor.Enabled = false;
		Map.Switches.maindoora.Enabled = false;
		sleep(6);

		y = ToVector(trigger.Action).y;
		if (y > 0)
		{
			Util.MapDebugPrint("main_door OPEN", true);
			sleep(6);
			Map.Switches.maindoor.Enabled = false;
			Map.Switches.maindoora.Enabled = true;
			Map.main_door = true;
			SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_maindoorA" );
			SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_maindoor" );

		}
		else if (y < 0)
		{
			Util.MapDebugPrint("main_door CLOSED", true);
			sleep(6);
			Map.Switches.maindoor.Enabled = true;
			Map.Switches.maindoora.Enabled = false;
			Map.main_door = false;
			SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_maindoorA" );
			SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_maindoor" );
		}
	},
	//hatch
	hatch = function(trigger)
	{
		Util.MapDebugPrint("hatch moving", true);
		Map.Switches.door.Enabled = false;
		sleep(3);

		z = ToVector(trigger.Action).z;
		if (z < 0)
		{
			Util.MapDebugPrint("HATCH OPEN", true);
			sleep(3);
			Map.Switches.door.Enabled = true;
			Map.hatch_door = true;
			SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_door" );

		}
		else if (z > 0)
		{
			Util.MapDebugPrint("HATCH CLOSED", true);
			sleep(3);
			Map.Switches.door.Enabled = false;
			Map.hatch_door = false;
			SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_door" );
		}
	},

	hatch_door = function( trigger )
	{
		if ( trigger.Action == true )
		{
			Map.Switches.door.Enabled = true;
			SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_door" );
			Util.MapDebugPrint("HATCH Door is Open", true);
		}
		else if ( trigger.Action == false )
		{
			Map.Switches.door.Enabled = false;
			SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_door" );
			Util.MapDebugPrint("HATCH Door is Open", true);

			Util.MapDebugPrint("HATCH Door is Closed", true);
		}
	},
	//switches
	Switches =
	{
		door =
		{
			Enabled = false,
			WaypointName = "door",
			LimitTeam = 0, // disabled initially.
			LimitClass = (1<<CLASS.COVERTOPS) | (1<<CLASS.FIELDOPS) | (1<<CLASS.SOLDIER),
			LimitBots = 1,
			Priority = 0, // leave for paththrough
		},

		maindoor =
		{
			Enabled = false,
			WaypointName = "maindoor",
			LimitTeam = 0, // disabled initially.
			LimitClass = (1<<CLASS.COVERTOPS) | (1<<CLASS.FIELDOPS) | (1<<CLASS.SOLDIER),
			LimitBots = 1,
			Priority = 0, // leave for paththrough
		},

		maindoora =
		{
			Enabled = false,
			WaypointName = "maindoora",
			LimitTeam = 0, // disabled initially.
			LimitClass = (1<<CLASS.COVERTOPS) | (1<<CLASS.FIELDOPS) | (1<<CLASS.SOLDIER),
			LimitBots = 1,
			Priority = 0, // leave for paththrough
		},

		maindoortop =
		{
			Enabled = false,
			WaypointName = "maindoortop",
			LimitTeam = 0, // disabled initially.
			LimitClass = (1<<CLASS.COVERTOPS) | (1<<CLASS.FIELDOPS) | (1<<CLASS.SOLDIER),
			LimitBots = 1,
			Priority = 0, // leave for paththrough
		},
	},

	// some dedicated defenders
	Roles =
	{
		AXIS =
		{
			DEFENDER =
			{
				numbots = 3,
			},
		},
	},

	// spawn a few axis bots back when a disguised covert op gets through the door
	covert =
	{
		Name = "covert",
		TriggerOnClass = CLASS.COVERTOPS,
		OnEnter = function(ent)
		{
			// only for allied covert ops in disguise
			if ( !GetEntFlags(ent, ENTFLAG.DISGUISED) || GetEntTeam(ent) != TEAM.ALLIES ) {
				return;
			}

			// NOTE: they will not shift forward after they do this since it's highly likely
			// that humans will keep trying to exploit it. the special camps will be disabled
			// on door breach.

			// spawn few axis back to defend
			ETUtil.SuicideSpawn( TEAM.AXIS, 2, -1, CLASS.ENGINEER );
			ETUtil.SuicideSpawn( TEAM.AXIS, 2, -1, CLASS.SOLDIER );
			ETUtil.SuicideSpawn( TEAM.AXIS, 2, -1, CLASS.MEDIC );
			// and defend the bomb
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"BUILD_MG42",
				"MOUNT_MG42",
				"MOBILEMG42_bomb.*",
				"DEFEND_bomb.*",
			});

		},
	},

	AlliedEnter1 =
	{
		Name = "MainWay",
		TriggerOnClass = CLASS.ENGINEER,
		OnEnter = function(ent)
		{
			if( GetEntTeam(ent) == TEAM.ALLIES )
			{
				// Let the Axis Team Know Allies are coming
				Util.BotChat(TEAM.AXIS, "vsay", VOICE.INCOMING, 1);
				Util.BotChat(TEAM.AXIS, "sayteam", "^1The Allies are coming Main Way Defend The BOMB !", 1);
				// and defend the bomb

				SetAvailableMapGoals( TEAM.AXIS, true, {
				"MOBILEMG42_bomb.*",
				"DEFEND_bomb.*",
				});
				SetAvailableMapGoals( TEAM.AXIS, false, {
				"BUILD_MG42",
				"MOUNT_MG42",
				"BUILD_Command_Post",
				"PLANT_Command_Post",
				});
			}
		},
	},

	AlliedEnter2 =
	{
		Name = "HatchSide",
		TriggerOnClass = CLASS.ENGINEER,
		OnEnter = function(ent)
		{
			if( GetEntTeam(ent) == TEAM.ALLIES )
			{
				// Let the Axis Team Know Allies are coming
				Util.BotChat(TEAM.AXIS, "vsay", VOICE.INCOMING, 1);
				Util.BotChat(TEAM.AXIS, "sayteam", "^1The Allies are coming Hatch Side Defend The BOMB !", 1);
				// and defend the bomb

				SetAvailableMapGoals( TEAM.AXIS, true, {
				"MOBILEMG42_bomb.*",
				"DEFEND_bomb.*",
				});
				SetAvailableMapGoals( TEAM.AXIS, false, {
				"BUILD_MG42",
				"MOUNT_MG42",
				"BUILD_Command_Post",
				"PLANT_Command_Post",
				});
			}
		},
	},

	Allied_Command_Post_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Command_Post" );
		Util.MapDebugPrint( "Allied_Command_Post_Built" );
	},

	Allied_Command_Post_Planted = function( trigger )
	{
		Map.Command_Post_Dyno += 1;
		Util.MapDebugPrint( "Allied_Command_Post_Planted" );
	},

	Allied_Command_Post_Defused = function( trigger )
	{
		Map.Command_Post_Dyno -= 1;
		Util.MapDebugPrint( "Allied_Command_Post_Defused" );
	},

	Allied_Command_Post_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Command_Post" );
		Util.MapDebugPrint( "Allied_Command_Post_Destroyed" );
	},

	Axis_Command_Post_Built = function( trigger )
	{
		if ( Map.Security_Doors_Destroyed )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Command_Post" );
		}

		Util.MapDebugPrint( "Axis_Command_Post_Built" );
	},

	Axis_Command_Post_Planted = function( trigger )
	{
		Map.Command_Post_Dyno += 1;
		Util.MapDebugPrint( "Axis_Command_Post_Planted" );
	},

	Axis_Command_Post_Defused = function( trigger )
	{
		Map.Command_Post_Dyno -= 1;
		Util.MapDebugPrint( "Axis_Command_Post_Defused" );
	},

	Axis_Command_Post_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Command_Post" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Command_Post" );
		Util.MapDebugPrint( "Axis_Command_Post_Destroyed" );
	},

	MG42_Built = function( trigger )
	{
		Util.MapDebugPrint( "MG42_Built" );
	},

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

	Bomb_Planted = function( trigger )
	{
		Map.Bomb_Dyno += 1;

		SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_maindoortop" );
		Wp.SetWaypointFlag("bridge","open",true);
		Wp.SetWaypointFlag("bridge1","open",true);

		Util.MapDebugPrint( "Bomb_Planted" );
	},

	MG42_Planted = function( trigger )
	{
		Map.MG42_Dyno += 1;
		Util.MapDebugPrint( "MG42_Planted" );
	},

	Security_Doors_Planted = function( trigger )
	{
		Map.Security_Doors_Dyno += 1;

		Util.MapDebugPrint( "Security_Doors_Planted" );
	},

	Service_Door_Planted = function( trigger )
	{
		Map.Service_Door_Dyno += 1;
		Util.MapDebugPrint( "Service_Door_Planted" );
	},

	Bomb_Defused = function( trigger )
	{
		Map.Bomb_Dyno -= 1;

		SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_maindoortop" );
		Wp.SetWaypointFlag("bridge","closed",true);
		Wp.SetWaypointFlag("bridge1","closed",true);

		Util.MapDebugPrint( "Bomb_Defused" );
	},


	MG42_Defused = function( trigger )
	{
		Map.MG42_Dyno -= 1;
		Util.MapDebugPrint( "MG42_Defused" );
	},

	Security_Doors_Defused = function( trigger )
	{
		Map.Security_Doors_Dyno -= 1;
		Util.MapDebugPrint( "Security_Doors_Defused" );
	},

	Service_Door_Defused = function( trigger )
	{
		Map.Service_Door_Dyno -= 1;
		Util.MapDebugPrint( "Service_Door_Defused" );
	},

	Bomb_Destroyed = function( trigger )
	{
		Map.Bomb_Dyno = 0;

		//Game Over

		if ( Map.Talk && MAP_TALK )
		{
			ETUtil.WinningChat( TEAM.ALLIES );
			ETUtil.LosingChat( TEAM.AXIS );
		}

		Util.MapDebugPrint( "Bomb_Destroyed" );
	},

	MG42_Destroyed = function( trigger )
	{
		Map.MG42_Dyno = 0;

		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_MG42" );

		Util.MapDebugPrint( "MG42_Destroyed" );
	},

	Security_Doors_Destroyed = function( trigger )
	{
		Map.Security_Doors_Dyno = 0;

		SetAvailableMapGoals( TEAM.ALLIES, false,{
			"CHECKPOINT_.*",
			"PLANT_Service_Door",
			"PLANT_MG42",
		});


		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CHECKPOINT_.*",
			"BUILD_Service_Door",
			"MOUNT_MG42",
			"BUILD_MG42",
			"BUILD_Command_Post",
			"PLANT_Command_Post",
			"AMMOCAB_.*",
			"HEALTHCAB_.*",
			"DEFEND_sec.*",
			"SNIPE_.*",
		});


		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_bomb.*",
			"MOBILEMG42_bomb.*",
		});

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"AMMOCAB_.*",
			"HEALTHCAB_.*",
			"PLANT_bomb",
			"BUILD_Command_Post" ,
			"PLANT_Command_Post",
			"SWITCH_maindoorA",
			"ATTACK_bomb.*",

		});

		Util.MapDebugPrint( "Security_Doors_Destroyed" );
	},

	Service_Door_Destroyed = function( trigger )
	{
		Map.Service_Door_Dyno = 0;

		Util.MapDebugPrint( "Service_Door_Destroyed" );
	},

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

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

global OnMapLoad = function()
{
	// Register callback functions

	OnTrigger( "Axis team has built the mg42!", Map.MG42_Built );
	OnTrigger( "Axis team has rebuilt the Service Door!", Map.Service_Door_Built );
	OnTrigger( "Allied Command Post constructed. Charge speed increased!", Map.Allied_Command_Post_Built );
	OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Axis_Command_Post_Built );
	OnTrigger( "Planted at the Bomb.", Map.Bomb_Planted );
	OnTrigger( "Planted at the MG42.", Map.MG42_Planted );
	OnTrigger( "Planted at the Security Doors.", Map.Security_Doors_Planted );
	OnTrigger( "Planted at the Service Door.", Map.Service_Door_Planted );
	OnTrigger( "Planted at the Allied Command Post!", Map.Allied_Command_Post_Planted );
	OnTrigger( "Planted at the Axis Command Post!", Map.Axis_Command_Post_Planted );
	OnTrigger( "Defused at the Bomb.", Map.Bomb_Defused );
	OnTrigger( "Defused at the Axis Command Post.", Map.Axis_Command_Post_Defused );
	OnTrigger( "Defused at the Allied Command Post.", Map.Allied_Command_Post_Defused );
	OnTrigger( "Defused at the MG42.", Map.MG42_Defused );
	OnTrigger( "Defused at the Security Doors.", Map.Security_Doors_Defused );
	OnTrigger( "Defused at the Service Door.", Map.Service_Door_Defused );
	OnTrigger( "Allies have disabled the bomb", Map.Bomb_Destroyed );
	OnTrigger( "Axis team has destroyed the Allied Command Post!", Map.Allied_Command_Post_Destroyed );
	OnTrigger( "Allied team has destroyed the Axis Command Post!", Map.Axis_Command_Post_Destroyed );
	OnTrigger( "Allied team has destroyed the mg42!", Map.MG42_Destroyed );
	OnTrigger( "Allies have breached the security door", Map.Security_Doors_Destroyed );
	OnTrigger( "Allied team has destroyed the Service Door!", Map.Service_Door_Destroyed );
	OnTrigger( "Axis reclaim the offices!", Map.officeflag_Axis_Captured );
	OnTrigger( "Allies capture the offices!", Map.officeflag_Allies_Captured );
	OnTrigger( "hatch_start", Map.hatch );
	OnTrigger( "door_left_goto", Map.main_door );
	AlliedEnter1 = OnTriggerRegion(AABB(2623.125,1438.907,-266.875,2912.875,1624.592,-59.278), Map.AlliedEnter1);
	AlliedEnter2 = OnTriggerRegion(AABB(2079.125,2281.793,9.125,2181.521,2436.486,152.058), Map.AlliedEnter2);
	covert = OnTriggerRegion(AABB(-640.875,-145.230,9.125,-447.125,338.368,130.779), Map.covert);

	Util.DisableGoal( ".*", true ); // all but routes

	// Max users per goal
	Util.SetMaxUsers( 1, "DEFEND_.*" );
	Util.SetMaxUsers( 1, "GRENADE_.*" );
	Util.SetMaxUsers( 1, "MOUNTMG42_.*" );
	Util.SetMaxUsers( 2, "BUILD_.*" );
	Util.SetMaxUsers( 2, "PLANT_.*" );
	Util.SetMaxUsers( 2, "CHECKPOINT_.*");

	// Dyno on Truck Barrier
	Util.AddUseWp("PLANT_Security_Doors", "secdoor");
	Util.AddUseWp("PLANT_Security_Doors", "secdoor1");
	Util.AddUseWp("PLANT_Security_Doors", "secdoor2");
	//bridge
	Wp.SetWaypointFlag("bridge","closed",true);
	Wp.SetWaypointFlag("bridge1","closed",true);

	SetAvailableMapGoals( TEAM.AXIS, true, {
		"SNIPE_.*",
		"DEFEND_sec.*",
		"BUILD_Service_Door",
		"CHECKPOINT_.*",
		"BUILD_Command_Post",
	});

	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"PLANT_Service_Door",
		"PLANT_Security_Doors",
		"CHECKPOINT_.*",
		"GRENADE_fence"
	});

	// Camp times
	SetMapGoalProperties( "MOUNTMG42_.*", {MinCampTime=15, MaxCampTime=90} );
	SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=60, MaxCampTime=180} );
	SetMapGoalProperties( "DEFEND_.*", {mincamptime=120, maxcamptime=240});
	SetMapGoalProperties( "SNIPE_.*", {mincamptime=60, maxcamptime=120});
	//SetGoalPriority
	SetGoalPriority( "MOUNTMG42_.*", 0.0, 0, CLASS.MEDIC, true  );
	SetGoalPriority( "MOUNTMG42_.*", 0.0, 0, CLASS.ENGINEER, true );
	SetGoalPriority( "BUILD_Service_Door", 0.81, TEAM.AXIS, CLASS.ENGINEER, true );
	SetGoalPriority( "SWITCH_.*", 0.0, 0, CLASS.ENGINEER, true );
	//Add Use Wp
	Util.AddUseWp("PLANT_Bomb", "bomb");

	Util.UpdateSwitchData();

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

global OnBotJoin = function( bot )
{
	bot.TargetBreakableDist = 90.0;
	bot.MaxViewDistance = 2400;
};
