//==========================================================================================
//
//	raid_final.gm
//
//	Who            When		What
//------------------------------------------------------------------------------------------
//	Magic & d00d   03 May 2014     Initial script for raid_b4
//	d00d           19 March 2016   New version for raid_final
//==========================================================================================
//

global Map =
{
	// Set Talk to false if you don't want the bots to talk.
	Talk = true,
	Debug = 0,
	switchStatus = "lowered",
	TruckPosition = "start",
	DefendingTeam = TEAM.AXIS,
	SewerDoorTeam = TEAM.AXIS,
	SewerBoardStatus = true,
	Barrier2Status = false,
	FenceIntact = true,
	LibraryDoorCount = 0,

	Movers =
	{
		// keep the truck
		"MOVER_truck"
	},

	Navigation =
	{
	},

	//=======================================================================
	// *** TRIGGER TABLES ***
	//=======================================================================

	// Trigger tables for the truck.
	// Those monitor the truck's position.
	Truck_Near_Fence =
	{
		// Near the corner before the destructible gate.
		Name = "Truck_Near_Fence",
		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
		OnEnter = function( ent )
		{
			Map.TruckPosition = "near_fence";
			SetGoalPriority( "PLANT_City_Fence", 0.92, TEAM.ALLIES );
			SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_phase.*" );
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"DEFEND_phase2.*",
				"BUILD_sewer_door",
			});
			SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_phase.*" );
			SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_phase2.*" );
			Util.MapDebugPrint( "Truck_Near_Fence" );
		},
	},

	Truck_at_Fence =
	{
		// Immediately before the destructible gate.
		Name = "Truck_at_Fence",
		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
		OnEnter = function( ent )
		{
			Map.TruckPosition = "at_fence";
			if ( Map.FenceIntact )
			{
				SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_truck" );
				if ( Map.Talk && MAP_TALK )
				{
					foreach ( gameId and bot in BotTable )
					{
						if ( bot.GetTeam() == TEAM.ALLIES && bot.GetClass() != CLASS.ENGINEER && !bot.GetNearestAlly( CAT.PLAYER, CLASS.ENGINEER ) && bot.DistanceTo( Vec3(-1965,-952,244) ) < 150  )
						{
							sleep( RandRange(0.5,1.3) );
							bot.SayVoice( VOICE.NEED_ENGINEER );
							break;
						}
						else if ( bot.GetTeam() == TEAM.ALLIES && bot.GetClass() != CLASS.ENGINEER && bot.GetNearestAlly( CAT.PLAYER, CLASS.ENGINEER ) && bot.DistanceTo( Vec3(-1965,-952,244) ) < 150  )
						{
							sleep( RandRange(0.5,1.3) );
							if ( RandInt(0,1) == 1 )
								{ bot.ExecCommand( "vsay_team ClearPath" ); }
							else
								{ bot.ExecCommand( "vsay_team DestroyConstruction" ); }
							break;
						}
					}
				}
			}
			Util.MapDebugPrint( "Truck_at_Fence" );

		},
		OnExit = function( ent )
		{
			SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_phase.*" );
			SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_phase3.*" );
			SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_phase.*" );
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"BUILD_sewer_door_1",
				"ATTACK_phase3.*",
				"PLANT_Library_door",
				"PLANT_Library_Side_Entrance",
			});
			Util.MapDebugPrint( "Truck past fence" );
		},
	},

	Truck_at_Switch =
	{
		Name = "Truck_at_Switch",
		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
		OnEnter = function( ent )
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_church_mg" );
			Map.TruckPosition = "at_switch";
			if ( Map.switchStatus == "lowered" )
			{
				SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_truck" );
			}
			Util.MapDebugPrint( "Truck is at the switch near the library." );
		},
	},

	Truck_past_Switch =
	{
		Name = "Truck_past_Switch",
		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
		OnEnter = function( ent )
		{
			Map.TruckPosition = "past_switch";
			SetAvailableMapGoals( TEAM.ALLIES, false, {
				"SWITCH_street",
				"ATTACK_phase.*",
			});
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"GRENADE_bridge_mg",
				"ATTACK_phase6.*",
				"PLANT_Truck_Barrier_2",
				"MOUNTMG42_mg42_bank",
			});
			SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Axis_Churchtower_MG_Nest" );
			SetGoalPriority( "PLANT_Truck_Barrier_2", 0.9, TEAM.ALLIES );
			SetAvailableMapGoals( TEAM.AXIS, false, {
				"REPAIRMG42_Axis_Churchtower_MG_Nest",
				"BUILD_Axis_Churchtower_MG_Nest",
				"MOUNTMG42_Axis_Churchtower_MG_Nest",
				"SWITCH_street",
				"DEFEND_phase.*",
			});
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"DEFEND_phase6.*",
				"REPAIRMG42_mg42_bank",
				"MOUNTMG42_mg42_bank",
			});
			Util.MapDebugPrint( "Truck is past the switch near the library." );
		},
		OnExit = function( ent )
		{
			if ( Map.Talk && MAP_TALK )
			{
				foreach ( gameId and bot in BotTable )
				{
					if ( bot.GetTeam() == TEAM.AXIS )
					{
						if ( !Map.runs )
						{
							sleep( RandRange(0.5,5) );
							bot.SayTeam( "Call in Aunt Hilary!" );
							Map.runs = 1;
						}
						else if ( Map.runs == 1 )
						{
							sleep( RandRange(0.5,5) );
							bot.ExecCommand("vsay_team FTMortar");
							Map.runs = 2;
						}
						else if ( Map.runs == 2 )
						{
							sleep( RandRange(0.5,5) );
							bot.ExecCommand("vsay_team FTCallAirStrike");
							Map.runs = 0;
							break;
						}
					}
				}
			}
		},
	},

	Truck_Near_Bridge =
	{
		Name = "Truck_Near_Bridge",
		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
		OnEnter = function( ent )
		{
			Map.TruckPosition = "near_bridge";
			Util.MapDebugPrint( "Truck_Near_Bridge" );
			SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_phase.*" );
			SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_phase7.*" );
			SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_phase.*" );
			SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_phase7.*" );
		},
	},

	Truck_at_Bridge =
	{
		Name = "Truck_at_Bridge",
		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
		OnEnter = function( ent )
		{
			if ( Map.Barrier2Status == true )
			{
				SetAvailableMapGoals ( TEAM.ALLIES, false, "ESCORT_truck" );
			}
			Map.TruckPosition = "at_bridge";
			Util.MapDebugPrint( "Truck_at_Bridge" );
		},
	},

	//=======================================================================
	// *** HELPER FUNCTIONS ***
	//=======================================================================

	// TODO Is that still necessary?
	SewerBoardThread = function()
	{
		start = Vec3(-4675,-1364,40);
		end = Vec3(-4675,-1364,0);
		Util.MapDebugPrint( "Monitor sewer boards thread started.", true );
		while (1)
		{
			tr = TraceLine( start, end, null, TRACE.SOLID, 0, false );
			if ( tr.fraction < 1 )
			{
				if ( Map.Debug )
				{
					DrawDebugLine( start, end, COLOR.RED, 2 );
				}
			}
			else
			{
				if ( Map.Debug )
				{
					DrawDebugLine( start, end, COLOR.GREEN, 600 );
				}
				Map.SewerBoardStatus = false;
				Map.ToggleSewerRoute();
				Util.MapDebugPrint( "Map.SewerBoardStatus: " + Map.SewerBoardStatus, true );
				return;
			}
			yield();
		}
	},

	ToggleSewerRoute = function()
	{
		// Needs work if ROUTE_sewer is used for Axis
		if ( Map.SewerDoorTeam == TEAM.ALLIES && Map.SewerBoardStatus == false )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "ROUTE_sewer" );
		}
		else
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_sewer" );
		}
	},

	ManageLibraryRoutes = function( arg )
	{
		Map.LibraryDoorCount = Map.LibraryDoorCount + arg;
		Util.MapDebugPrint( "LibraryDoorCount = " + Map.LibraryDoorCount );
		if ( Map.LibraryDoorCount > 1 )
		{
			SetAvailableMapGoals( 0, false, "ROUTE_gold_.*" );
		}
		else
		{
			SetAvailableMapGoals( 0, true, "ROUTE_gold_.*" );
		}
	},

	//=======================================================================
	// *** CALLBACK FUNCTIONS ***
	//=======================================================================

	Library_Side_Door_Built = function( trigger )
	{
		Map.ManageLibraryRoutes(+1);
		SetAvailableMapGoals( 0, false, "ROUTE_side_door" );
		Util.MapDebugPrint( "Library_Side_Door_Built" );
	},

	Library_door_Built = function( trigger )
	{
		Map.ManageLibraryRoutes(+1);
		SetAvailableMapGoals( 0, false, "ROUTE_main_door" );
		Util.MapDebugPrint( "Library_door_Built" );
	},

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

	Truck_Built = function( trigger )
	{
		if ( Map.Talk && MAP_TALK )
		{
			foreach ( gameId and bot in BotTable )
			{
				if ( bot.GetTeam() == TEAM.AXIS && bot.GetClass() != CLASS.ENGINEER )
				{
					if ( RandInt(1,2) == 2 )
					{
						sleep(1.0);
						bot.SayVoice( VOICE.DESTROY_VEHICLE );
					}
					break;
				}
			}
		}

		Util.MapDebugPrint( "Truck_Built" );
	},

	Truck_Barrier_2_Built = function( trigger )
	{
		Map.Barrier2Status = true;
		if ( Map.TruckPosition == "at_bridge" )
		{
			SetAvailableMapGoals ( TEAM.ALLIES, false, "ESCORT_truck" );
		}
		Util.MapDebugPrint( "Truck_Barrier_2_Built" );
	},

	sewer_door_Allies_Built = function( trigger )
	{
		Map.SewerDoorTeam = TEAM.ALLIES;
		Map.ToggleSewerRoute();
		Wp.SetWaypointFlag( "sewer_door", "allies", true );
		Wp.SetWaypointFlag( "sewer_door", "axis", false );
		Util.MapDebugPrint( "sewer_door_Allies_Built" );
	},

	sewer_door_Axis_Built = function( trigger )
	{
		Map.SewerDoorTeam = TEAM.AXIS;
		Map.ToggleSewerRoute();
		Wp.SetWaypointFlag( "sewer_door", "allies", false );
		Wp.SetWaypointFlag( "sewer_door", "axis", true );
		Util.MapDebugPrint( "sewer_door_Axis_Built" );
	},

	City_Fence_Planted = function( trigger )
	{
		if ( Map.Talk && MAP_TALK )
		{
			foreach ( gameId and bot in BotTable )
			{
				if ( bot.GetTeam() == TEAM.AXIS && bot.GetClass() != CLASS.ENGINEER && bot.GetNearestAlly( CAT.PLAYER, CLASS.ENGINEER ) && bot.DistanceTo( Vec3(-1965,-952,244) ) < 200 )
				{
					sleep( RandRange(0.5,1.0) );
					bot.ExecCommand( "vsay_team DisarmDynamite" );
					break;
				}
			}
		}
		Util.MapDebugPrint( "City_Fence_Planted" );
	},

	City_Fence_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "SMOKEBOMB_fence" );
		Wp.SetWaypointFlag( "destructible_door", "axis", false );
		Map.FenceIntact = false;
		if ( Map.Talk && MAP_TALK )
		{
			foreach ( gameId and bot in BotTable )
			{
				if ( bot.GetTeam() == TEAM.ALLIES && bot.GetClass() == CLASS.ENGINEER )
				{
					sleep( RandRange(0.5,1.3) );
					if ( RandInt(0,1) == 1 )
						{ bot.ExecCommand( "vsay_team CommandCompleted" ); }
					else
						{ bot.SayVoice( VOICE.PATH_CLEARED ); }
					break;
				}
			}
		}
		Util.MapDebugPrint( "City_Fence_Destroyed" );
	},

	Library_Side_Door_Destroyed = function( trigger )
	{
		Map.ManageLibraryRoutes(-1);
		SetAvailableMapGoals( 0, true, "ROUTE_side_door" );
		Util.MapDebugPrint( "Library_Side_Door_Destroyed" );
	},

	Library_door_Destroyed = function( trigger )
	{
		Map.ManageLibraryRoutes(-1);
		SetAvailableMapGoals( 0, true, "ROUTE_main_door" );
		Util.MapDebugPrint( "Library_door_Destroyed" );
	},

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

	Truck_Barrier_2_Destroyed = function( trigger )
	{
		Map.Barrier2Status = false;
		if ( Map.TruckPosition == "at_bridge" )
		{
			SetAvailableMapGoals ( TEAM.ALLIES, true, "ESCORT_truck" );
		}
		if ( Map.Talk && MAP_TALK )
		{
			foreach ( gameId and bot in BotTable )
			{
				if ( bot.GetTeam() == TEAM.ALLIES && bot.GetClass() == CLASS.ENGINEER )
				{
					sleep( RandRange(0.5,1.3) );
					if ( RandInt(0,1) == 1 )
						{ bot.ExecCommand( "vsay_team CommandCompleted" ); }
					else
						{ bot.SayVoice( VOICE.PATH_CLEARED ); }
					break;
				}
			}
		}
		Util.MapDebugPrint( "Truck_Barrier_2_Destroyed" );
	},

	Truck_At_Library = function( trigger )
	{
		// *** MAJOR EVENT ***
		Map.TruckPosition = "at_library";
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"BUILD_Truck",
			"PLANT_Restaurant_Door",
			"PLANT_Axis_Churchtower_MG_Nest",
			"ESCORT_truck",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"FLAG_keycard_flag",
			"CAPPOINT_keycard",
			"ATTACK_phase4.*",
			"MOUNTMG42_mg42_bank",
			"REPAIRMG42_mg42_bank",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_phase4.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Restaurant_Door" );
		if ( Map.Talk && MAP_TALK )
		{
			foreach ( gameId and bot in BotTable )
			{
				if ( bot.GetTeam() == TEAM.AXIS )
				{
					sleep( RandRange(1,2.5) );
					bot.SayVoice( VOICE.DEFEND_OBJECTIVE );
					break;
				}
			}
			Map.lt1 = OnTriggerRegion( AABB(-4783.664,-1542.096,518.812,-4685.288,-1189.961,634.215), RegionTrigger.IntrusionWarning );
			Map.lt2 = OnTriggerRegion( AABB(-4971.525,-902.265,480.092,-4796.364,-829.737,620.994), RegionTrigger.IntrusionWarning );
			Map.lt3 = OnTriggerRegion( AABB(-4982.973,-1916.264,495.312,-4808.513,-1799.330,686.788), RegionTrigger.IntrusionWarning );
			Map.lt4 = OnTriggerRegion( AABB(-5939.077,-1911.469,493.940,-5755.128,-1825.294,677.452), RegionTrigger.IntrusionWarning );
			Map.lt5 = OnTriggerRegion( AABB(-5926.502,-895.636,474.541,-5759.085,-835.894,670.680), RegionTrigger.IntrusionWarning );
		}
		Util.MapDebugPrint( "Truck_At_Library" );
	},

	keycard_flag_Taken = function( trigger )
	{
		if ( Map.Talk && MAP_TALK )
		{
			foreach ( gameId and bot in BotTable )
			{
				if ( GetEntFlags(bot.GetGameEntity(), ENTFLAG.CARRYINGGOAL) && bot.GetNearestAlly(CAT.PLAYER) )
				{
					sleep( RandRange(0.2,1.0) );
					bot.ExecCommand( "vsay_team FollowMe" );
					Util.MapDebugPrint( "Found the bot: " + GetEntName(bot.GetGameEntity()) );
					break;
				}
			}
		}
		Util.MapDebugPrint( "keycard_flag_Taken" );
	},

	keycard_flag_Returned = function( trigger )
	{
		if ( Map.Talk )
			{ ETUtil.WinningChat( TEAM.AXIS ); }
		Util.MapDebugPrint( "keycard_flag_Returned" );
	},

	keycard_flag_Used = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"FLAG_gold",
			"CAPPOINT_gold",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"FLAG_keycard_flag",
			"CAPPOINT_keycard",
		});
		if ( Map.Talk && MAP_TALK )
		{
			foreach ( gameId and bot in BotTable )
			{
				if ( bot.GetTeam() == TEAM.AXIS )
				{
					sleep( RandRange(1,2.5) );
					bot.SayVoice( VOICE.DEFEND_OBJECTIVE );
					break;
				}
			}
		}
		Util.MapDebugPrint( "keycard_flag_Used" );
	},

	gold_Taken = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_phase4.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_truck_cappoint.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_phase4.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_truck_cappoint.*" );
		if ( Map.Talk && MAP_TALK )
		{
			foreach ( gameId and bot in BotTable )
			{
				if ( GetEntFlags(bot.GetGameEntity(), ENTFLAG.CARRYINGGOAL) && bot.GetNearestAlly(CAT.PLAYER) )
				{
					sleep( RandRange(0.2,1.0) );
					bot.ExecCommand( "vsay_team FollowMe" );
					Util.MapDebugPrint( "Found the bot: " + GetEntName(bot.GetGameEntity()) );
					break;
				}
			}
		}
		Util.MapDebugPrint( "gold_Taken" );
	},

	gold_Returned = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_phase4.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_truck_cappoint.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_phase4.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_truck_cappoint.*" );
		Util.MapDebugPrint( "gold_Returned" );
	},

	gold_on_Truck = function( trigger )
	{
		// *** MAJOR EVENT ***
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"GRENADE_bridge_mg42",
			"ESCORT_truck",
			"BUILD_Truck",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"PLANT_Library_door",
			"PLANT_Library_Side_Entrance",
			"ATTACK_.*",
			"REPAIRMG42_mg42_bank",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_phase5.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Library_door",
			"BUILD_Library_Side_Entrance",
			"DEFEND_phase4.*",
			"ATTACK_truck_cappoint.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"BUILD_Truck_Barrier_2",
			"DEFEND_phase5.*",
		});

		if ( Map.switchStatus == "lowered" && (Map.TruckPosition == "at_library" || Map.TruckPosition == "at_switch") )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_street" ); }
		else if ( Map.TruckPosition == "at_library" || Map.TruckPosition == "at_switch" )
			{ SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_street" ); }

		DeleteTriggerRegion( Map.lt1 );
		DeleteTriggerRegion( Map.lt2 );
		DeleteTriggerRegion( Map.lt3 );
		DeleteTriggerRegion( Map.lt4 );
		DeleteTriggerRegion( Map.lt5 );

		Util.MapDebugPrint( "gold_on_Truck" );
	},

	Truck_Past_Barrier2 = function( trigger )
	{
		Map.TruckPosition = "past_bridge";
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Truck_Barrier_2",
			"DEFEND_phase.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_phase8.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_phase.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_phase8.*" );
		if ( Map.Talk && MAP_TALK )
		{
			wt = OnTriggerRegion( AABB(-7806.750,-5067.872,61.250,-7644.121,-4850.923,225.558), RegionTrigger.IntrusionWarning );
			ETUtil.LosingChat( TEAM.AXIS );
			ETUtil.WinningChat( TEAM.ALLIES );
		}
		Util.MapDebugPrint( "Truck_Past_Barrier2" );
	},

	gold_Secured = function( trigger )
	{
		// Allies win
		if ( Map.Talk )
		{
			ETUtil.LosingChat( TEAM.AXIS );
			ETUtil.WinningChat( TEAM.ALLIES );
		}
		Util.MapDebugPrint( "gold_Secured: Allies win!" );
	},

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

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

	switch_Raised = function( trigger )
	{
		Map.switchStatus = "raised";
		if ( Map.TruckPosition == "at_library" || Map.TruckPosition == "at_switch" )
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_street" );
			SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
			SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_street" );
			if ( Map.Talk && MAP_TALK )
			{
				foreach ( gameId and bot in BotTable )
				{
					if ( bot.GetTeam() == TEAM.ALLIES )
					{
						evalDist = bot.DistanceTo( Vec3(-3710,-1960,203) );
						if ( !dist || evalDist < dist )
						{
							dist = evalDist;
							foundBot = bot;
						}
					}
				}
				sleep( RandRange(0.5,1.3) );
				foundBot.SayVoice( VOICE.PATH_CLEARED );
			}
		};
		Util.MapDebugPrint( "switch_Raised" );
	},

	switch_Lowered = function( trigger )
	{
		Map.switchStatus = "lowered";
		if ( Map.TruckPosition == "at_library" || Map.TruckPosition == "at_switch" )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_street" );
			SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_street" );
			if ( Map.Talk && MAP_TALK )
			{
				foreach ( gameId and bot in BotTable )
				{
					if ( bot.GetTeam() == TEAM.AXIS )
					{
						if ( Map.HasSpoken )
							{ continue; }
						sleep( RandRange(0.5,1.3) );
						bot.SayVoice( VOICE.ENEMY_WEAK );
						Map.HasSpoken = true;
					}
					else
					{
						sleep( RandRange(0.5,1.3) );
						bot.SayVoice( VOICE.CLEAR_PATH );
						break;
					}
				}
			}
		};
		Util.MapDebugPrint( "switch_Lowered" );
	},

	two_minute_warning = function( trigger )
	{
		if ( Map.Talk && MAP_TALK )
		{
			foreach ( gameId and bot in BotTable )
			{
				if ( bot.GetTeam() == TEAM.ALLIES )
				{
					bot.SayVoice( VOICE.MOVE );
					break;
				}
			}
		}
		Util.MapDebugPrint( "two_minute_warning" );
	},

};

global OnMapLoad = function()
{
	// Register callback functions in the Map table for important events
	OnTrigger( "^3Axis team has built the Library Side Door!", Map.Library_Side_Door_Built );
	OnTrigger( "^3Axis team has built the Library Main door!", Map.Library_door_Built );
	OnTrigger( "^3Axis team have constructed the Restaurant Door", Map.Restaurant_Door_Built );
	OnTrigger( "^3The Truck has been repaired!", Map.Truck_Built );
	OnTrigger( "^3Truck Barrier has been constructed.", Map.Truck_Barrier_2_Built );
	OnTrigger( "^1Allied team has locked the Sewer door!", Map.sewer_door_Allies_Built );
	OnTrigger( "^1Axis team has locked the Sewer door!", Map.sewer_door_Axis_Built );
	OnTrigger( "Planted at ^3The City Fence.", Map.City_Fence_Planted );
	OnTrigger( "^3Allies have breached the fence!", Map.City_Fence_Destroyed );
	OnTrigger( "The truck has arrived at the library. The keycard safe is open now.", Map.Truck_At_Library );
	OnTrigger( "^3Allied team has destroyed the Library Side Door!", Map.Library_Side_Door_Destroyed );
	OnTrigger( "^3Allied team has destroyed the Library Main Door!", Map.Library_door_Destroyed );
	OnTrigger( "^3Allied team have destroyed the Restaurant Door", Map.Restaurant_Door_Destroyed );
	OnTrigger( "^3Truck Barrier has been destroyed.", Map.Truck_Barrier_2_Destroyed );
	OnTrigger( "Allies have stolen ^3the Keycard!", Map.keycard_flag_Taken );
	OnTrigger( "Flag returned keycard_flag!", Map.keycard_flag_Returned );
	OnTrigger( "^3Allied team has used the keycard!", Map.keycard_flag_Used );
	OnTrigger( "goldrush_axis_gold1_taken", Map.gold_Taken ); // gold was stolen
	OnTrigger( "goldrush_allies_gold1_returned", Map.gold_Returned ); //gold was returned by defenders
	OnTrigger( "goldrush_allies_gold1_secured", Map.gold_on_Truck );
	OnTrigger( "goldrush_axis_truck_barrier2", Map.Truck_Past_Barrier2 );
	OnTrigger( "^3Allied team escaped with the Gold Crate!", Map.gold_Secured );
	OnTrigger( "^3Axis reclaim the Old City command room!", Map.oldcityflag_Axis_Captured );
	OnTrigger( "^3Allies capture the Old City command room!", Map.oldcityflag_Allies_Captured );
	OnTrigger( "^3Track Switch lowered!", Map.switch_Lowered );
	OnTrigger( "^3Track Switch raised!", Map.switch_Raised );
	OnTrigger( "two minute warning.", Map.two_minute_warning );

	// usepoints
	Util.AddUseWp( "PLANT_Library_Side_Door", "library_fence" );

	// Remove bogus plant goals
	Util.RemoveGoal( "PLANT_sewer_door.*" );

	// Trigger regions for the truck
	truck_near_fence = OnTriggerRegion( Vec3(-1078,-95,93), 60, Map.Truck_Near_Fence );
	truck_at_fence = OnTriggerRegion( Vec3(-2000,-955,250), 90, Map.Truck_at_Fence );
	truck_at_switch = OnTriggerRegion( Vec3(-3761,-1563,239), 70, Map.Truck_at_Switch );
	truck_past_switch = OnTriggerRegion( Vec3(-3582,-2023,176), 50, Map.Truck_past_Switch );
	truck_near_bridge = OnTriggerRegion( Vec3(-3112,-3031,-65), 60, Map.Truck_Near_Bridge );
	truck_at_bridge = OnTriggerRegion( Vec3(-2534,-3932,-180), 60, Map.Truck_at_Bridge );

	// Disable combat movement here:
	dcm1 = OnTriggerRegion( AABB(-2343.168,-751.458,363.803,-2115.099,-670.598,545.660), RegionTrigger.DisableCombatMovement );
	dcm2 = OnTriggerRegion( AABB(-1986.819,-562.871,379.149,-1692.604,-498.450,525.818), RegionTrigger.DisableCombatMovement );
	dcm3 = OnTriggerRegion( AABB(-1599.679,-129.002,378.350,-1549.924,123.423,614.638), RegionTrigger.DisableCombatMovement );

	// Set axis flag on destructible door at the fence and sewer door initially
	Wp.SetWaypointFlag( "destructible_door", "axis", true );
	Wp.SetWaypointFlag( "sewer_door", "axis", true );

	// Disable flag goals on map start because they are not reachable
	SetAvailableMapGoals( TEAM.ALLIES, false, {
		"FLAG_gold",
		"FLAG_keycard_flag",
	});

	// Disable/enable some other goals initially
	SetAvailableMapGoals( 0, false, {
		"GRENADE_bridge_mg",
		"GRENADE_bridge_mg42",
		"BUILD_sewer_door.*",
	});
	SetAvailableMapGoals( TEAM.ALLIES, false, {
		"ROUTE_sewer",
		"DEFEND_.*",
		"ATTACK_.*",
	});
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"ATTACK_phase1.*",
		"SMOKEBOMB_fence",
	});
	SetAvailableMapGoals( TEAM.ALLIES, false, {
		"CAPPOINT_gold",
		"CAPPOINT_keycard",
		"SWITCH_street",
		"REPAIRMG42_mg42_bank",
		"MOUNTMG42_mg42_bank",
		"MOUNTMG42_Axis_Churchtower_MG_Nest",
		"REPAIRMG42_Axis_Churchtower_MG_Nest",
		"PLANT_Truck_Barrier_2",
		"PLANT_Library_door",
		"PLANT_Library_Side_Entrance",
	});
	SetAvailableMapGoals( TEAM.AXIS, false, {
		"BUILD_Truck_Barrier_2",
		"ATTACK_.*",
		"DEFEND_.*",
	});
	SetAvailableMapGoals( TEAM.AXIS, true, {
		"DEFEND_phase1.*",
		"MOUNTMG42_Axis_Churchtower_MG_Nest",
	});
	SetAvailableMapGoals( TEAM.AXIS, false, {
		"GRENADE_church_mg",
		"MOUNTMG42_mg42_bank",
		"SMOKEBOMB_fence",
		"SWITCH_street",
	});

	// Priority
	SetGoalPriority( "ATTACK_truck_cappoint.*", 0.51 );
	SetGoalPriority( "PLANT_Axis_Churchtower_MG_Nest", 0.7, TEAM.ALLIES, CLASS.ENGINEER );
	SetGoalPriority( "DEFUSE_Command_Post_.*", 0.8, 0, CLASS.ENGINEER, true );
	SetGoalPriority( "BUILD_Truck", 0.91, TEAM.ALLIES );
	SetGoalPriority( "PLANT_Library_Side_Entrance", 0.82 );
	SetGoalPriority( "PLANT_Library_door", 0.82 );
	SetGoalPriority( "BUILD_Restaurant_Door", 0.79 );
	SetGoalPriority( "PLANT_Command_Post", 0.7 );
	SetGoalPriority( "CHECKPOINT_oldcityflag", 0.81 );
	SetGoalPriority( "BUILD_Command_Post", 0.81 );
	SetGoalPriority( "BUILD_sewer_door", 0.8 );
	SetGoalPriority( "BUILD_sewer_door_1", 0.8 );

	// Max users per individual goal
	Util.SetMaxUsers( 2, "ESCORT_truck" );
	Util.SetMaxUsers( 2, "BUILD_Truck" );
	Util.SetMaxUsers( 2, "CHECKPOINT_oldcityflag" );
	Util.SetMaxUsers( 1, "SWITCH_street" );
	Util.SetMaxUsers( 1, "PLANT_.*" );
	Util.SetMaxUsers( 1, "BUILD_.*" );
	Util.SetMaxUsers( 1, "ATTACK_.*" );
	Util.SetMaxUsers( 1, "DEFEND_.*" );
	Util.SetMaxUsers( 1, "GRENADE_.*" );
	Util.SetMaxUsers( 1, "REPAIRMG42_.*" );
	Util.SetMaxUsers( 1, "MOUNTMG42_.*" );
	Util.SetMaxUsers( 4, "FLAG_.*" );

	// Camp times
	SetMapGoalProperties( "MOUNTMG42_.*", {MinCampTime=20, MaxCampTime=120} );

	// Spawn thread that tells us if boards at the sewer are broken
	thread( Map.SewerBoardThread );

	Util.FixMoverPos("truck", Vec3(-2256.500, 2339.000, 24.500), Vec3(-2397.000, 2342.000, -33.000));

	print( "Omni-bot map script for Raid final by d00d. Enjoy!" );
};

global OnBotJoin = function( bot )
{
	bot.TargetBreakableDist = 150;
	bot.MaxViewDistance = 3200;
};

global InitializeRoutes = function()
{
	MapRoutes =
	{
		CAPPOINT_gold =
		{
			ROUTE_gold =
			{
				ROUTE_window = { Weight = 3 },
				ROUTE_sewer = {},
				ROUTE_gold_northwest =
				{
					ROUTE_main_door = {},
					ROUTE_side_door = {},
					ROUTE_sewer = {}
				},
				ROUTE_gold_southwest =
				{
					ROUTE_main_door = {},
					ROUTE_side_door = {},
					ROUTE_sewer = {}
				},
				ROUTE_gold_northeast =
				{
					ROUTE_main_door = {},
					ROUTE_side_door = {},
					ROUTE_sewer = {}
				},
				ROUTE_gold_southeast =
				{
					ROUTE_main_door = {},
					ROUTE_side_door = {},
					ROUTE_sewer = {}
				}
			},
		},
		FLAG_gold =
		{
			ROUTE_fence_spawn =
			{
				ROUTE_main_door =
				{
					ROUTE_gold_northeast = {},
					ROUTE_gold_southeast = {},
					ROUTE_gold_northwest = {},
					ROUTE_gold_southwest = {}
				},
				ROUTE_side_door =
				{
					ROUTE_gold_northeast = {},
					ROUTE_gold_southeast = {},
					ROUTE_gold_northwest = {},
					ROUTE_gold_southwest = {}
				},
				ROUTE_bridge =
				{
					ROUTE_gold_southeast = {},
					ROUTE_gold_northwest = {}
				},
				ROUTE_fence =
				{
					ROUTE_gold_northeast = {},
					ROUTE_gold_southwest = {}
				},
				ROUTE_balcony = {}
			},
		},
		DEFEND_phase4 =
		{
			ROUTE_lib_spawn =
			{
				ROUTE_axis_door =
				{
					ROUTE_gold_northeast = {},
					ROUTE_gold_southeast = {},
					ROUTE_gold_northwest = {},
					ROUTE_gold_southwest = {}
				},
			},
		},
		PLANT_Library_Side_Entrance =
		{
			ROUTE_fence_spawn =
			{
				ROUTE_fence = {},
				ROUTE_bridge = { Weight = 2 }
			}
		},
		PLANT_Library_Door =
		{
			ROUTE_fence_spawn =
			{
				ROUTE_fence = { Weight = 2 },
				ROUTE_bridge = {},
				ROUTE_balcony = {}
			}
		},
	};
	MapRoutes.CAPPOINT_keycard = MapRoutes.FLAG_gold;
	MapRoutes["DEFEND_phase4_.*"] = MapRoutes.DEFEND_phase4;

	Util.Routes( MapRoutes );
};
