//==========================================================================================
//
//	uje_mountain_attack.gm
//
//	Who       	When		What
//------------------------------------------------------------------------------------------
//	[UJE]Niek	19 January 2013	Initial Script
//	^1Varga^7Tom^|_(HUN)	16 January 2022	Scripts and Improved Waypoints for version b2
//
//==========================================================================================
//

global Map =
{
	Debug = 0, // please set to zero before distributing your script

	Truck_Barrier_Dyno = 0,
	warehouse_Entrance_Dyno = 0,
	warehouse_side_window = 0,
	warehouse_door = 1,
	Truck_Barrier = 0,
	Truck = 1,
	Truck_near_truckberrier = 0,
	Truck_at_truckbarrier = 0,
	Truck_past_Barrier_1 = 0,
	Truck_past_bridge = 0,
	Truck_loaded = 0,
	destroy_breakable = true,
	Allied_CP = false,
	destroy_longjump = 0,
	truck_on_bridge = 0,
	truck_near_over_bridge = 0,
	flag_axis_captured = 0,
	flag_allies_captured = 0,
	first_part_secured = 0,
	MG42_axis_yard_count = 0,
	warehouse_dyno_planter = 0,
	partcounter = 0,

	Navigation =
	{
		breakable =
		{
			wpInfo = Util.WpNameInfo("wBreakable"),
			EvalFunc = function(_this)
			{
				return Map.destroy_breakable && Map.breakable_bots < 1 && _this.Bot.HasAmmo(WEAPON.ALLY_GRENADE);
			},
			navigate = function(_this)
			{
				Map.breakable_bots += 1;

				_this.AddAimRequest(Priority.High, "facing", Map.Navigation.breakable.wpInfo.facing);
				_this.AddWeaponRequest(Priority.High, WEAPON.ALLY_GRENADE );

				if ( _this.Goto(Map.Navigation.breakable.wpInfo.position) == EVENT.PATH_SUCCESS )
				{
					_this.BlockForWeaponChange( WEAPON.ALLY_GRENADE );
					_this.Bot.HoldButton(BTN.ATTACK1, 0.5);
					sleep(1);
				}

				Map.longjump_bots -= 1;
				yield();
			},
		},
		jump_sprint =
		{
			navigate = function(_this)
			{
				_this.AddAimRequest(Priority.High, "facing", Vec3(0.254, -0.916, 0.311));
				_this.Bot.HoldButton(BTN.FORWARD, BTN.SPRINT, BTN.JUMP, 0.7);
				sleep(0.7);
			},
		},
		radar_part =
		{
			navigate = function(_this)
			{
				_this.AddAimRequest(Priority.High, "facing", Vec3(-0.824, -0.319, -0.468));
				_this.AddWeaponRequest(Priority.VeryHigh, WEAPON.KNIFE);
				_this.BlockForWeaponChange( WEAPON.KNIFE );
				_this.Bot.HoldButton(BTN.ATTACK1, 1.7);
				_this.Bot.HoldButton(BTN.CROUCH, 1.7);
				_this.Bot.HoldButton(BTN.FORWARD, 1.7);
				sleep(1.7);
			},
		},
	},

	axis_yard_mg42_Trigger =
	{
		Name = "axis_yard_mg42_Trigger",
		TriggerOnClass = CLASS.SOLDIER,
		OnEnter = function(ent)
		{
			if( GetEntTeam(ent) == TEAM.AXIS )
			{
				Map.MG42_axis_yard_count += 1;

				if(Map.MG42_axis_yard_count > 0)
				{
					//Wp.SetWaypointFlag( "street_.*", "axis", true );
						Wp.SetWaypointFlag( "factory_side_door_inside", "closed", true );
					Wp.SetWaypointFlag( "w_entrance_1", "axis", true );
					Wp.SetWaypointFlag( "w_entrance_2", "axis", true );
					Wp.SetWaypointFlag( "w_entrance_3", "axis", true );
					Wp.SetWaypointFlag( "crates", "axis", true );
					Wp.SetWaypointFlag( "street_1", "axis", true );
					Wp.SetWaypointFlag( "street_2", "axis", true );
					Wp.SetWaypointFlag( "street_3", "axis", true );
					Wp.SetWaypointFlag( "street_4", "axis", true );
					if( Map.Truck_at_truckbarrier )
					{
						Wp.SetWaypointFlag( "street_4", "axis", false );
					}
					if(Server.NumBots > 10 )
					{
						SetAvailableMapGoals( TEAM.ALLIES, true, {
							"GRENADE_mobilemg42_axis_spawn_1",
							"ARTILLERY_S_Axis_MG42",
							"CALLARTILLERY_Tank",
						});
					}
					Util.MapDebugPrint("^3axis_yard_mg42 = ("+ Map.MG42_axis_yard_count+")");
				}
				if(Map.Truck_loaded && Map.MG42_axis_yard_count > 0)
				{
					Wp.SetWaypointFlag( "w_entrance_1", "axis", false );
					Wp.SetWaypointFlag( "w_entrance_2", "axis", false );
					Wp.SetWaypointFlag( "w_entrance_3", "axis", false );
					Wp.SetWaypointFlag( "crates", "axis", false );
				}

			}
		},
		OnExit = function(ent)
		{
			if( GetEntTeam(ent) == TEAM.AXIS )
			{
				Map.MG42_axis_yard_count -= 1;

				if(Map.MG42_axis_yard_count < 1)
				{
					SetAvailableMapGoals( TEAM.ALLIES, false, {
						"GRENADE_mobilemg42_axis_spawn_1",
						"ARTILLERY_S_Axis_MG42",
						"CALLARTILLERY_Tank",
					});
					//Wp.SetWaypointFlag( "street_.*", "axis", false );
					Wp.SetWaypointFlag( "w_entrance_1", "axis", false );
					Wp.SetWaypointFlag( "w_entrance_2", "axis", false );
					Wp.SetWaypointFlag( "w_entrance_3", "axis", false );
					Wp.SetWaypointFlag( "crates", "axis", false );
					Wp.SetWaypointFlag( "street_1", "axis", false );
					Wp.SetWaypointFlag( "street_2", "axis", false );
					Wp.SetWaypointFlag( "street_3", "axis", false );
					Wp.SetWaypointFlag( "street_4", "axis", false );
				}
				Util.MapDebugPrint("^3axis_yard_mg42 = ("+ Map.MG42_axis_yard_count+")");
			}
		},
	},

	SetSpawn1 = function(bot)
	{
		if (bot.GetTeam() == TEAM.ALLIES) {
			if (Map.Allied_CP && RandInt(0,9) < 2) {
				bot.ChangeSpawnPoint(3);
			} else {
				bot.ChangeSpawnPoint(4);
			}
		}
	},

	SetSpawn = function()
	{
		foreach(bot in BotTable)
		{
			Map.SetSpawn1(bot);
		}
	},

	plant_warehouse_dyno_Trigger =
	{
		Name = "plant_warehouse_dyno_Trigger",
		TriggerOnClass = CLASS.ENGINEER,
		OnEnter = function(ent)
		{
			if( GetEntTeam(ent) == TEAM.ALLIES )
			{
				Map.warehouse_dyno_planter += 1;

				if(Map.warehouse_dyno_planter > 0)
				{
					SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_warehouse_dyno_.*" );
				}
			}
			Util.MapDebugPrint("^3warehouse_dyno_planter = ("+ Map.warehouse_dyno_planter+")");
		},
		OnExit = function(ent)
		{
			if( GetEntTeam(ent) == TEAM.ALLIES )
			{
				Map.warehouse_dyno_planter -= 1;

				if(Map.warehouse_dyno_planter < 1)
				{
					SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_warehouse_dyno_.*" );
				}
			}
			Util.MapDebugPrint("^3warehouse_dyno_planter = ("+ Map.warehouse_dyno_planter+")");
		},
	},

	Allied_Command_Post_Built = function( trigger )
	{
		Util.ChangeSpawn( TEAM.AXIS, 2 );
		Map.Allied_CP = true;
//		Map.SetSpawn();

		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Command_Post" );
		//SetAvailableMapGoals( TEAM.ALLIES, true, "MOBILEMG42_cp_bridge_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Command_Post" );
		SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Command_Post" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANTMINE_command_post_.*" );

		Wp.SetWaypointFlag( "window_1", "closed", false );
		Wp.SetWaypointFlag( "window_2", "closed", false );
		Wp.SetWaypointFlag( "window_3", "closed", false );
		Wp.SetWaypointFlag( "window_4", "closed", false );

		WeaponTable.SetWeaponTeamAvailability(TEAM.ALLIES, CLASS.ENGINEER, WEAPON.CARBINE, false);

		if(GetModName() == "noquarter")
		{
			WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.PANZERFAUST, false );
			WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.FLAMETHROWER, false );
			WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.BAZOOKA, false );
			WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.STG44, false );
			WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.BAR, false );
			WeaponTable.SetWeaponAvailability( CLASS.COVERTOPS, WEAPON.MP34, false );
			WeaponTable.SetWeaponAvailability( CLASS.FIELDOPS, WEAPON.SHOTGUN, false );
			WeaponTable.SetWeaponAvailability( CLASS.ENGINEER, WEAPON.SHOTGUN, false );
			WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.VENOM, false );
		}

		Util.MapDebugPrint( "Allied_Command_Post_Built" );
	},

	Allied_Command_Post_Destroyed = function( trigger )
	{
		SetAvailableMapGoals(TEAM.ALLIES, true, "BUILD_Command_Post");
		SetAvailableMapGoals(TEAM.AXIS, true, "BUILD_Command_Post");
		SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Command_Post" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "MOBILEMG42_cp_bridge_.*" );

		Util.MapDebugPrint( "Allied_Command_Post_Destroyed" );
	},

	Axis_Command_Post_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Command_Post" );
		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Command_Post" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Command_Post" );

		Util.MapDebugPrint( "Allied_Command_Post_Built" );
	},

	Axis_Command_Post_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Command_Post" );
		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Command_Post" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Command_Post" );

		Util.MapDebugPrint( "Allied_Command_Post_Built" );
	},

	Factory_Side_Door_Constructed = function( trigger )
	{
		Map.warehouse_side_window = 1;

		SetAvailableMapGoals(TEAM.ALLIES, true, "PLANT_factory_side_door");
		SetAvailableMapGoals(TEAM.AXIS, false, "BUILD_factory_side_door");
		SetAvailableMapGoals(TEAM.ALLIES, false, "CAMP_factory_side_door_.*");

		Wp.SetWaypointFlag( "factory_side_door_inside", "closed", true );

		Util.MapDebugPrint( "Side_Door_Constructed" );
	},

	Factory_Side_Door_Destroyed = function( trigger )
	{
		SetAvailableMapGoals(TEAM.AXIS, true, "BUILD_factory_side_door");
		SetAvailableMapGoals(TEAM.ALLIES, true, "CAMP_factory_side_door_.*");
		SetAvailableMapGoals(TEAM.ALLIES, false, "PLANT_factory_side_door");

		Map.warehouse_side_window = 0;

		Wp.SetWaypointFlag( "factory_side_door_inside", "closed", false );

		Util.MapDebugPrint( "Side_Door_Destroyed" );
	},

	Truck_Damaged = function( trigger )
	{
		Map.Truck = 0;

		if(Map.Truck_loaded && !Map.Truck_at_truckbarrier )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Truck" );
		}
		else
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Truck" );
		}

		if (Map.Truck_at_truckbarrier && !Map.Truck_Barrier)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Truck" );
		}

		if (Map.Truck_at_truckbarrier && Map.Truck_Barrier && Map.Truck_Barrier_Dyno < 1)
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Truck" );
		}

		if(Map.Truck_past_Barrier_1)
		{
			//ETUtil.SetStartIndex( "BUILD_Truck", 0 ); // lef
			SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Truck" );
		}
/*
		if(Map.Truck_near_truckberrier && !Map.Truck_at_truckbarrier)
		{
			ETUtil.SetStartIndex( "BUILD_Truck", 1 ); // left rear
		}

		if(Map.Truck_at_truckbarrier && !Map.Truck_past_Barrier_1)
		{
			ETUtil.SetStartIndex( "BUILD_Truck", 1 ); // lef
		}
*/
		if(Map.Truck_past_Barrier_1 && !Map.truck_on_bridge)
		{
			ETUtil.SetStartIndex( "BUILD_Truck", 3 ); // rear right
		}

		Util.MapDebugPrint( "Truck_Damaged" );

		if(Map.tuck_on_bridge)
		{
			EtUtil.SetExcludeIndexes( {} );
			ETUtil.SetStartIndex( "BUILD_Truck", 3 ); // rear right
		}

		SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_truck" );

	},

	Truck_Built = function( trigger )
	{
		Map.Truck = 1;

		if(Map.Truck_loaded || Map.Truck_past_Barrier_1)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
		}

		Util.MapDebugPrint( "Truck_Built" );
	},

	Truck_Barrier_Built = function( trigger )
	{
		Map.Truck_Barrier = 1;

		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Truck_Barrier" );

		if(!Map.Truck && Map.Truck_at_truckbarrier)
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Truck" );
		}

		if(Map.warehouse_door)
		{
			SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_truck_barrier_.*" );
		}
		else
		{
			SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_truck_barrier_.*" );
		}

		Util.MapDebugPrint( "Truck_Barrier_Built" );
	},

	Truck_Barrier_Planted = function( trigger )
	{

		Map.Truck_Barrier_Dyno += 1;
		Util.MapDebugPrint( "Truck_Barrier_Planted" );

		sleep (17);
		ETUtil.SetStartIndex( "BUILD_Truck", 1 ); // left
		SetAvailableMapGoals(TEAM.ALLIES, true, "BUILD_Truck");
	},

	Truck_Barrier_Defused = function( trigger )
	{
		Map.Truck_Barrier_Dyno -= 1;
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Truck_Barrier" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"BUILD_Truck",
			"ESCORT_truck",
		});
		Util.MapDebugPrint( "Truck_Barrier_Defused" );
	},

	Truck_Barrier_Destroyed = function( trigger )
	{
		Map.Truck_Barrier = 0;
		Map.Truck_Barrier_Dyno = 0;

		ETUtil.SetStartIndex( "BUILD_Truck", 1 ); // lef
		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Truck_Barrier" );

		if (Map.Truck)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
		}
		else
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Truck" );
		}

		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_truck_barrier_.*" );

		Util.MapDebugPrint( "Truck_Barrier_Destroyed" );
	},

	warehouse_Entrance_Planted = function( trigger )
	{
		Map.warehouse_Entrance_Dyno += 1;
		SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_warehouse_dyno_.*" );
		Util.MapDebugPrint( "warehouse_Entrance_Planted" );
	},

	warehouse_Entrance_Defused = function( trigger )
	{
		Map.warehouse_Entrance_Dyno -= 1;
		SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_warehouse_dyno_.*" );
		Util.MapDebugPrint( "warehouse_Entrance_Defused" );
	},

	warehouse_Entrance_Destroyed = function( trigger )
	{

		Map.warehouse_Entrance_Dyno = 0;
		Map.warehouse_side_window = 0;
		Map.warehouse_dyno_planter = 0;
		Map.warehouse_door = 0;

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"DEFEND_warehouse_dyno_.*",
			"CALLARTILLERY_first_truck",
			"PLANT_warehouse_Entrance",
			"ATTACK_warehouse_entrance_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"FLAG_gold_crate",
			"ATTACK_part_.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"BUILD_factory_side_door",
			"DEFEND_radar_parts.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_truck_barrier_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANTMINE_warehouse_entrance_.*" );

		if(ETUtil.CountClass(TEAM.ALLIES, CLASS.SOLDIER) > 1)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"MOBILEMG42_side_of_warehouse_.*",
				"MOBILEMG42_cp_bridge_.*",
			});
		}
		else
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "MOBILEMG42_side_of_warehouse_.*" );
			SetAvailableMapGoals( TEAM.ALLIES, false, "MOBILEMG42_cp_bridge_.*" );
		}

		Wp.SetWaypointFlag( "factory_side_door_inside", "closed", false );

		DeleteTriggerRegion( Map.plant_warehouse_dyno_Trigger );

		Util.MapDebugPrint( "warehouse_Entrance_Destroyed" );
		Util.MapDebugPrint( "^1plant_warehouse_dyno_Trigger_DELETED" );

	},

	first_gold_crate_taken = function( trigger )
	{
		Map.partcounter += 1;

		SetAvailableMapGoals( TEAM.ALLIES, false,{
			"HEALTHCAB_uje4_healthcabinet",
			"AMMOCAB_uje4_ammocabinet",
		});

		Util.MapDebugPrint( "^3Radar_Part_Taken = ("+ Map.partcounter +")");
	},

	second_gold_crate_taken = function( trigger )
	{
		Map.partcounter += 1;

		SetAvailableMapGoals( TEAM.ALLIES, false,{
			"HEALTHCAB_uje4_healthcabinet",
			"AMMOCAB_uje4_ammocabinet",
		});

		Util.MapDebugPrint( "^3Radar_Part_Taken = ("+ Map.partcounter +")");
	},

	gold_crate_Taken = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_truck" );
		if(Map.first_part_secured)
		{
			sleep (5);
			SetAvailableMapGoals(TEAM.AXIS, false, "DEFEND_radar_parts.*");
		}
		SetAvailableMapGoals( TEAM.ALLIES, false,{
		"HEALTHCAB_uje4_healthcabinet",
		"AMMOCAB_uje4_ammocabinet",
		});
	},

	radar_part_dropped = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "FLAG_gold_crate_dropped" );
		SetAvailableMapGoals( TEAM.AXIS, true, "FLAGRETURN_gold_crate_dropped" );
		SetAvailableMapGoals(TEAM.AXIS, true, "DEFEND_radar_parts.*");

		Util.MapDebugPrint( "Radar Part Dropped");
	},

	gold_crate_Returned = function( trigger )
	{
		Map.partcounter -= 1;
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_radar_parts_.*" );
		if(Map.partcounter < 1)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
			"HEALTHCAB_uje4_healthcabinet",
			"AMMOCAB_uje4_ammocabinet",
			});
		}
		Util.MapDebugPrint( "^3Radar_Part_Returned = ("+Map.partcounter+")");
	},

	gold_crate_Secured = function( trigger )
	{
		if(Map.partcounter < 1)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
			"HEALTHCAB_uje4_healthcabinet",
			"AMMOCAB_uje2_ammocabinet",
			});
		}
		Util.MapDebugPrint( "^3gold_crate_Secured = ("+ Map.partcounter+ ")");
	},

	first_gold_crate_Secured = function( trigger )
	{
		Map.partcounter -= 1;
		if(Map.partcounter < 1)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true,{
			"HEALTHCAB_uje4_healthcabinet",
			"AMMOCAB_uje4_ammocabinet",
			});
		}

		Map.first_part_secured = 1;

		Util.MapDebugPrint( "^3 #1 gold_crate_Secured = ("+ Map.partcounter+ ")");

	},

	second_gold_crate_Secured = function( trigger )
	{
		Map.partcounter -= 1;
		if(Map.partcounter < 1)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
			"HEALTHCAB_uje4_healthcabinet",
			"AMMOCAB_uje4_ammocabinet",
			});
		}
		Util.MapDebugPrint( "^3 #2 gold_crate_Secured = ("+ Map.partcounter+ ")");
	},

	gold_crates_secured = function( trigger )
	{
		Map.Truck_loaded = 1;

		Util.MapDebugPrint( "Radar_Parts_Secured" );
		ETUtil.SetStartIndex( "BUILD_Truck", 3 ); // rear right

		SetAvailableMapGoals( TEAM.ALLIES, true, "HEALTHCAB_uje4_healthcabinet" );
		SetAvailableMapGoals( TEAM.ALLIES, false,{
			"FLAG_gold_crate",
			"PLANT_factory_side_door",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, "CAMP_factory_side_door_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false,"BUILD_factory_side_door" );
		SetAvailableMapGoals( TEAM.ALLIES, false,{
			"CAPPOINT_truck",
			"ATTACK_part_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_warehouse_entrance_.*");
		SetAvailableMapGoals( TEAM.ALLIES, false, "MOBILEMG42_side_of_warehouse_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true,{
			"MOBILEMG42_warehouse_entrance_.*",
			"DEFEND_dyno_at_.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_radar_parts_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_truck_barrier_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "PLANTMINE_warehouse_entrance_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"CALLARTILLERY_garage",
			"ARTILLERY_S_Barrier",
		});
		Wp.SetWaypointFlag( "w_entrance_1", "axis", false );
		Wp.SetWaypointFlag( "w_entrance_2", "axis", false );
		Wp.SetWaypointFlag( "w_entrance_3", "axis", false );
		Wp.SetWaypointFlag( "crates", "axis", false );


		if(Map.Truck && !Map.Truck_at_truckbarrier)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true,"ESCORT_truck" );
		}
		if(!Map.Truck)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true,"BUILD_Truck" );

		}

	},

	Truck_near_Barrier = function( trigger )
	{
		Map.Truck_near_truckberrier = 1;

		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Truck" );
		if(Map.Truck)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
		}
		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Truck" );
	},

	Truck_past_Barrier = function()
	{
		Map.Truck_past_Barrier_1 = 1;
		DeleteTriggerRegion( Map.axis_yard_mg42_Trigger );
		MG42_axis_yard_count = 0;

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"DEFEND_dyno.*",
			"MOBILEMG42_warehouse_entrance_.*",
			"ATTACK_warehouse_entrance_.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Truck_Barrier" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Truck_Barrier" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "CHECKPOINT_bunker_flag" );
		SetAvailableMapGoals( TEAM.AXIS, true, "CHECKPOINT_bunker_flag" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "MOBILEMG42_tank_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_truck_barrier_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_corner_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "MOBILEMG42_axis_yard_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ARTILLERY_S_corner" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ARTILLERY_S_Axis_MG42",
			"CALLARTILLERY_garage",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "CALLARTILLERY_Tank" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_mobilemg42_axis_spawn_1" );
		SetAvailableMapGoals( TEAM.AXIS, true, "PLANTMINE_truckroad_.*" );

		Wp.SetWaypointFlag( "w_entrance_1", "axis", false );
		Wp.SetWaypointFlag( "w_entrance_2", "axis", false );
		Wp.SetWaypointFlag( "w_entrance_3", "axis", false );
		Wp.SetWaypointFlag( "crates", "axis", false );
		Wp.SetWaypointFlag( "street_1", "axis", false );
		Wp.SetWaypointFlag( "street_2", "axis", false );
		Wp.SetWaypointFlag( "street_3", "axis", false );
		Wp.SetWaypointFlag( "street_4", "axis", false );

		ETUtil.SetStartIndex( "BUILD_Truck", 3 ); // rear right

		Util.MapDebugPrint("Truck_past_barrier");
		Util.MapDebugPrint("^1axis_yard_mg42_Trigger_DELETED");
	},

	Truck_at_Bridge = function( trigger )
	{

		Map.truck_on_bridge = 1;

		//ETUtil.SetExcludeIndexes( {} );

		SetAvailableMapGoals( TEAM.ALLIES, true, "CHECKPOINT_bunker_flag" );
		SetAvailableMapGoals( TEAM.AXIS, true, "CHECKPOINT_bunker_flag" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Command_Post" );
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"PLANT_Command_Post",
			"BUILD_Command_Post",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"PLANT_Command_Post",
			"MOBILEMG42_cp_bridge_.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_flag_house_.*");
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_corner_.*");
		SetAvailableMapGoals( TEAM.AXIS, true, "MOBILEMG42_flag_house_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "CALLARTILLERY_Tank_Bridge" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "ARTILLERY_S_corner" );
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"MOBILEMG42_attack_bridge_.*",
			"ATTACK_flag_house_.*",
		});

		Util.MapDebugPrint("Truck_at_Bridge");
		ETUtil.SetStartIndex( "BUILD_Truck", 3 ); // rear right

	},

	Truck_Near_Over_Bridge = function( trigger )
	{
		Map.truck_near_over_bridge = 1;

		SetAvailableMapGoals(TEAM.ALLIES, true, "ATTACK_near_bridge.*");
	},

	Truck_Over_Bridge = function( trigger )
	{
		Util.ChangeSpawn( TEAM.ALLIES, 3 );

		Map.Truck_past_bridge = 1;

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"MOBILEMG42_attack_bridge_.*",
			"ATTACK_near_bridge.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "MOBILEMG42_over_bridge_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_flag_house_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "PLANTMINE_command_post_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_escape_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_flag_house_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "PLANTMINE_escape_tunnel_.*" );

		ETUtil.SetStartIndex("BUILD_Truck", 0);

		Util.MapDebugPrint("Truck_past_Bridge");
	},

	Truck_at_Barrier = function( trigger )
	{
		Map.Truck_at_truckbarrier = 1;
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Truck_Barrier" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ARTILLERY_S_Barrier",
			"CALLARTILLERY_garage",
		});

		Util.ChangeSpawn( TEAM.AXIS, 1 );
		Util.MapDebugPrint("Truck_at_barrier");

	},

	vehicle_at_location = function( trigger )
	{
		switch(Map.VehicleLocation)
		{
			case 1:
			{
				Map.Truck_at_Barrier();
			}
			case 2:
			{
				Map.Truck_past_Barrier();
			}
			case 3:
			{
				Map.Truck_at_Bridge();
			}
			case 4:
			{
				Map.Truck_Near_Over_Bridge();

			}
			case 5:
			{
				Map.Truck_Over_Bridge();

			}
			case 6:
			{
				ETUtil.SetStartIndex("BUILD_Truck" , 5);
			}


		}
		Util.MapDebugPrint("vehicle at location " + Map.VehicleLocation, true);
	},

	bunker_flag_Axis_Captured = function( trigger )
	{
		Map.flag_axis_captured = 1;

		Util.MapDebugPrint( "bunker_flag_Axis_Captured" );
	},

	bunker_flag_Allies_Captured = function( trigger )
	{
		Map.flag_allies_captured = 1;

		if(!Map.Truck)
		{
			SetAvailableMapGoals(TEAM.ALLIES, true, "BUILD_Truck");
		}

		Util.MapDebugPrint( "bunker_flag_Allies_Captured" );
	},

};

global OnMapLoad = function()
{

	// Register callback functions
	OnTrigger( "Allied Command Post constructed. Charge speed increased!", Map.Allied_Command_Post_Built );
	OnTrigger( "Axis team has destroyed the Allied Command Post!", Map.Allied_Command_Post_Destroyed );
	OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Axis_Command_Post_Built );
	OnTrigger( "Allied team has destroyed the Axis Command Post!", Map.Axis_Command_Post_Destroyed );
	OnTrigger( "the side door has been contructed", Map.Factory_Side_Door_Constructed );
	OnTrigger( "the side door has been destroyed", Map.Factory_Side_Door_Destroyed );
	OnTrigger( "The Truck has been repaired!", Map.Truck_Built );
	OnTrigger( "The Truck has been damaged!", Map.Truck_Damaged );
	OnTrigger( "Truck Barrier #1 has been constructed.", Map.Truck_Barrier_Built );
	OnTrigger( "Planted at Truck Barrier.", Map.Truck_Barrier_Planted );
	OnTrigger( "Defused at Truck Barrier.", Map.Truck_Barrier_Defused );
	OnTrigger( "Truck Barrier #1 has been destroyed.", Map.Truck_Barrier_Destroyed );
	OnTrigger( "Planted at warehouse Entrance.", Map.warehouse_Entrance_Planted );
	OnTrigger( "Defused at warehouse Entrance.", Map.warehouse_Entrance_Defused );
	OnTrigger( "allies_truckbar_destroy", Map.Truck_near_Barrier );
//	OnTrigger( "allies_truck_barrier1", Map.truck_past_barrier );
	OnTrigger( "Allies have destroyed the warehouse Entrance", Map.warehouse_Entrance_Destroyed );
	OnTrigger( "allies_firstradar_taken", Map.first_gold_crate_taken );
	OnTrigger( "allies_secondradar_taken", Map.second_gold_crate_taken );
	OnTrigger( "The Radar Parts dropped.", Map.radar_part_dropped );
	OnTrigger( "Allies have stolen The Radar Parts!", Map.gold_crate_Taken );
	OnTrigger( "Axis have returned The Radar Parts!", Map.gold_crate_Returned );
	OnTrigger( "allies_hq_radar1sec", Map.first_gold_crate_Secured);
	OnTrigger( "allies_hq_radar2sec", Map.second_gold_crate_Secured);
	OnTrigger( "Allied captured goldbar_holder", Map.gold_crate_Secured );
	OnTrigger( "Allied team is escaping with the Radar Parts!", Map.gold_crates_secured );
	OnTrigger( "Axis capture the Rendevezous point!", Map.bunker_flag_Axis_Captured );
	OnTrigger( "Allies capture the rendevezous point!", Map.bunker_flag_Allies_Captured );

	OnTrigger( "truck at location", Map.vehicle_at_location );
	OnTriggerRegion(AABB(2058.296,814.988,33.334,2140.720,857.398,107.334), RegionTrigger.VehicleTrigger); // 3 past berrier
	OnTriggerRegion(AABB(2113.738,671.658,33.637,2152.000,711.664,107.665), RegionTrigger.VehicleTrigger); // 1
	OnTriggerRegion(AABB(-3470.900,-3614.446,-160.150,3754.830,3708.404,-76.761), RegionTrigger.KillTrigger ); // kill trigger
	OnTriggerRegion(AABB(900.000,2100.000,0.000,1000.000,2200.000,100.000), RegionTrigger.VehicleTrigger);	//bridge
	OnTriggerRegion(AABB(-575.000,2000.000,100.000,-550.000,2100.000,110.000), RegionTrigger.VehicleTrigger);	//over_bridge_vehicle
	OnTriggerRegion(AABB(-2825.308,3101.673,5.559,-2698.857,3185.016,86.981), RegionTrigger.VehicleTrigger);	//at tunnel
	OnTriggerRegion(AABB(3911.125,2543.126,393.125,4024.875,2648.875,467.125), RegionTrigger.BreakableDistance);	//breakable
	OnTriggerRegion(AABB(3850.053,2131.125,72.632,3911.109,2277.408,135.125), RegionTrigger.BreakableDistance);		//near radar parts
	//OnTriggerRegion(AABB(-200.000,2000.000,100.000,-300.000,2000.000,200.000), RegionTrigger.VehicleTrigger);		//nb
	OnTriggerRegion(AABB(-431.204,2471.381,121.125,-338.707,2554.305,195.125), RegionTrigger.VehicleTrigger);
	Map.axis_yard_mg42_Trigger = OnTriggerRegion( AABB(2445.720,2683.402,33.442,2572.375,2962.117,109.099), Map.axis_yard_mg42_Trigger);
	Map.plant_warehouse_dyno_Trigger = OnTriggerRegion(AABB(2703.125,1136.971,33.138,3685.584,2176.875,267.125), Map.plant_warehouse_dyno_Trigger);

	RegionTrigger.BreakableDistance.MaxBreakableDist = 200; //TargetBreakableDist when a bot enters the region
	RegionTrigger.BreakableDistance.MinBreakableDist= 0;   //TargetBreakableDist when a bot exits the region

	//Wp.SetWaypointFlag( "to_radar_parts", "axis", true );
	Wp.SetWaypointFlag( "factory_side_door_inside", "closed", true );
	Wp.SetWaypointFlag( "w_entrance_1", "axis", false );
	Wp.SetWaypointFlag( "w_entrance_2", "axis", false );
	Wp.SetWaypointFlag( "w_entrance_3", "axis", false );
	Wp.SetWaypointFlag( "window_1", "closed", true );
	Wp.SetWaypointFlag( "window_2", "closed", true );
	Wp.SetWaypointFlag( "window_3", "closed", true );
	Wp.SetWaypointFlag( "window_4", "closed", true );
	Wp.SetWaypointFlag( "crates", "axis", false );


	Util.SetGoalOffset( -500, -30, -240, "PLANT_warehouse_Entrance" );			// -516, 99, -219,
	Util.SetGoalOffset( -170.000, -350.000, -35.000, "PLANT_Truck_Barrier" );		//-129.778
	Util.SetGoalOffset( 15.000, -150.000, -90.000, "PLANT_factory_side_door");	//-4.298, -51.065, -63.875,
	//Vec3(3944.000, 1548.000, 472.000)


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

	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"ATTACK_warehouse_entrance_.*",
		"CALLARTILLERY_first_truck",
		"ARTILLERY_S_Barrier",
		"PLANT_warehouse_Entrance",
	});
	SetAvailableMapGoals( TEAM.AXIS, true, {
		"BUILD_Truck_Barrier",
		"DEFEND_truck_barrier_.*",
	});
	SetAvailableMapGoals( TEAM.ALLIES, true, "HEALTHCAB_uje4_healthcabinet" );
	SetAvailableMapGoals( TEAM.AXIS, true, "HEALTHCAB_uje4_healthcabinet" );
	SetAvailableMapGoals( TEAM.ALLIES, true, "AMMOCAB_uje4_ammocabinet" );
	SetAvailableMapGoals( TEAM.AXIS, true, {
		"AMMOCAB_uje4_ammocabinet",
		"HEALTHCAB_uje2_healthcabinet",
		"AMMOCAB_uje2_ammocabinet",
	});
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"MOBILEMG42_tank_.*",
		"BUILD_Command_Post",
	});
	SetAvailableMapGoals( TEAM.AXIS, true, "MOBILEMG42_axis_yard_.*" );

	SetGoalPriority( "PLANT_Command_Post", 0.0, 0, CLASS.ENGINEER );
	SetGoalPriority( "PLANT_factory_side_door", 0.0, 0, CLASS.ENGINEER );
	SetGoalPriority( "FLAGRETURN_gold_crate_dropped", 1.1, TEAM.AXIS, CLASS.MEDIC, true );
	SetGoalPriority( "FLAG_gold_crate_dropped", 1.1, TEAM.ALLIES, CLASS.MEDIC, true );
	SetGoalPriority( "FLAG_gold_crate", 0.6, TEAM.ALLIES, CLASS.ENGINEER );
	SetGoalPriority( "CAPPOINT_truck", 1.5, TEAM.ALLIES, CLASS.FIELDOPS );
	SetGoalPriority( "ATTACK.*", 0.0, 0, CLASS.ENGINEER );
	SetGoalPriority( "CAMP_factory_side_door_.*", 0.0, 0, 0);
	SetGoalPriority( "CAMP_factory_side_door_.*", 0.79, TEAM.ALLIES, CLASS.COVERTOPS );
	SetGoalPriority( "GRENADE_.*", 0.0, TEAM.ALLIES, CLASS.ENGINEER );
	SetGoalPriority( "ATTACK_part_7", 1.0, TEAM.ALLIES, CLASS.MEDIC );
	SetGoalPriority( "ATTACK_part_5", 0.75, TEAM.ALLIES, CLASS.ENGINEER, CLASS.FIELDOPS );
	SetGoalPriority( "ATTACK_warehouse_entrance_6", 0.75, TEAM.ALLIES, CLASS.FIELDOPS );
	SetGoalPriority( "ATTACK_part_6", 0.75, TEAM.ALLIES, CLASS.ENGINEER, CLASS.FIELDOPS );
	SetGoalPriority( "MOBILEMG42_side_of_warehouse_.*", 1.2, TEAM.ALLIES, CLASS.SOLDIER );
	SetGoalPriority( "DEFEND_warehouse_dyno_.*", 0.8, TEAM.ALLIES  );
	SetGoalPriority( "DEFEND_dyno_at_barrier_4", 0.75, TEAM.ALLIES  );
	SetGoalPriority( "PLANTMINE_warehouse_entrance_.*", 0.77, TEAM.ALLIES  );

	// Max users per goal
	Util.SetMaxUsers( 1, "ATTACK_.*" );
	Util.SetMaxUsers( 1, "GRENADE_.*" );
	Util.SetMaxUsers( 1, "CAMP_.*" );
	Util.SetMaxUsers( 1, "DEFEND_.*" );
	Util.SetMaxUsers( 2, "FLAG_.*" );
	Util.SetMaxUsersInProgress( 2, "FLAG.*");
	Util.SetMaxUsers( 1, "CHECKPOINT_bunker_flag" );

	ETUtil.SetCabinets();


	// Camp times
	SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=60, MaxCampTime=120} );


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

global OnBotJoin = function( bot )
{
	Map.SetSpawn1(bot);
};

global InitializeRoutes = function()
{
	MapRoutes =
	{
		BUILD_Truck =
		{
			ROUTE_allies_spawn =
			{
				ROUTE_switch_way1 =
				{
					ROUTE_cp_house =
					{
						ROUTE_truck =
						{
							ROUTE_corner =
							{
								ROUTE_switch_way3 =
								{
									ROUTE_flag_house = {},
								},
							},
						},
					},
				},
			},
			ROUTE_cp_spawn =
			{
				ROUTE_truck =
				{
					ROUTE_corner =
					{
						ROUTE_switch_way3 =
						{
							ROUTE_flag_house = {},
						},
					},
				},
			},
		},
		GRENADE_mobilemg42_axis_spawn_1 =
		{
			ROUTE_cp_spawn =
			{
				ROUTE_truck =
				{
					ROUTE_corner = {},
					ROUTE_ammocab =
					{
						ROUTE_house_door =
						{
							ROUTE_corner = {},
						},
						ROUTE_switch_way3 =
						{
							ROUTE_behind_house = {},
						},
					},
				},

			},
			ROUTE_allies_spawn =
			{
				ROUTE_switch_way1 =
				{
					ROUTE_cp_house =
					{
						ROUTE_truck =
						{
							ROUTE_ammocab =
							{
								ROUTE_house_door =
								{
									ROUTE_corner = {},
								},
							},
							ROUTE_corner = {},
						},
					},
				},
			},
		},
		PLANT_Truck_Barrier =
		{
			ROUTE_switch_way3 = {},
		},
		PLANT_Command_Post =
		{
			ROUTE_allies_spawn =
			{
				ROUTE_switch_way1 =
				{
					ROUTE_cp_house = {},
				},
			},
		},
		PLANT_warehouse_entrance =
		{
			ROUTE_allies_spawn =
			{
				ROUTE_switch_way1 =
				{
					ROUTE_cp_house =
					{
						ROUTE_truck =
						{
							ROUTE_crates_outside =
							{
								ROUTE_crates_inside = {},
							},
							ROUTE_side_door_roof =
							{
								ROUTE_crates_inside = {},
							},
						},
					},
				},
			},
			ROUTE_cp_spawn =
			{
				ROUTE_truck =
				{
					ROUTE_crates_outside =
					{
						ROUTE_crates_inside = {},
					},
					ROUTE_side_door_roof =
					{
						ROUTE_crates_inside = {},
					},
				},
			},
		},
		PLANT_factory_side_door =
		{
			ROUTE_allies_spawn =
			{
				ROUTE_switch_way1 =
				{
					ROUTE_cp_house =
					{
						ROUTE_truck =
						{
							ROUTE_side_door_roof = {},
						},
						ROUTE_crates_outside =
						{
							ROUTE_side_door_roof = {},
						},
					},
				},
			},
			ROUTE_cp_spawn =
			{
				ROUTE_truck =
				{
					ROUTE_side_door_roof = {},
				},
				ROUTE_side_door_roof = {},
			},
		},
		FLAG_gold_crate =
		{
			ROUTE_allies_spawn =
			{
				ROUTE_switch_way1 =
				{
					ROUTE_cp_house =
					{
						ROUTE_crates_outside =
						{
							ROUTE_crates_inside =
							{
								ROUTE_radar_parts = {},
							},
						},
						ROUTE_truck_barrier =
						{
							ROUTE_radar_parts = {},
						},
						ROUTE_truck =
						{
							Weight = 2,
							ROUTE_side_door_roof =
							{
								ROUTE_radar_parts = {},
							},
						},
						ROUTE_side_door_roof =
						{
							ROUTE_crates_inside = {},
						},
						Weight = 2,
						ROUTE_side_door_roof =
						{
							ROUTE_radar_parts = {},
						},
					},
				},
			},
			ROUTE_cp_spawn =
			{
				ROUTE_truck =
				{
					Weight = 2,
					ROUTE_crates_outside =
					{
						ROUTE_crates_inside =
						{
							ROUTE_radar_parts = {},
						},
					},
					Weight = 2,
					ROUTE_side_door_roof =
					{
						ROUTE_radar_parts = {},
						ROUTE_crates_inside =
						{
							ROUTE_radar_parts = {},
						},
					},
					ROUTE_radar_parts = {},
				},
			},
		},
		CAPPOINT_Truck =
		{
			ROUTE_radar_parts =
			{
				ROUTE_crates_inside =
				{
					Weight = 2,
					ROUTE_crates_outside = {},
				},
				ROUTE_truck_barrier = {},
			},
		},
		CHECKPOINT_bunker_flag =
		{
			ROUTE_allies_spawn =
			{
				ROUTE_switch_way1 =
				{
					ROUTE_cp_house =
					{
						ROUTE_truck =
						{
							ROUTE_truck_barrier =
							{
								ROUTE_corner =
								{
									ROUTE_behind_house =
									{
										ROUTE_flag_house =
										{
											ROUTE_flag_spawn = {},
										},
									},
									ROUTE_switch_way3 =
									{
										ROUTE_flag_house =
										{
											ROUTE_flag_spawn = {},
										},
									},
								},
							},
							ROUTE_ammocab =
							{
								ROUTE_corner =
								{
									ROUTE_switch_way3 =
									{
										ROUTE_flag_house =
										{
											ROUTE_flag_spawn = {},
										},
									},
								},
							},
						},
					},
					ROUTE_left_tunnel =
					{
						ROUTE_flag_house =
						{
							ROUTE_flag_spawn = {},
						},
					},
				},
			},
			ROUTE_cp_spawn =
			{
				ROUTE_cp_house =
				{
					ROUTE_switch_way1 =
					{
						ROUTE_tank_tunnel =
						{
							ROUTE_left_tunnel =
							{
								ROUTE_flag_house =
								{
									ROUTE_flag_spawn = {},
								},
							},
						},
					},
				},
				ROUTE_truck =
				{
					ROUTE_tank =
					{
						ROUTE_tank_tunnel =
						{
							ROUTE_left_tunnel =
							{
								ROUTE_flag_house =
								{
									ROUTE_flag_spawn = {},
								},
							},
						},
					},
					ROUTE_ammocab =
					{
						ROUTE_corner =
						{
							ROUTE_switch_way3 =
							{
								ROUTE_flag_house =
								{
									ROUTE_flag_spawn = {},
								},
							},
						},
					},
				},
			},
		},
		DEFEND_dyno_at_barrier_4 =
		{
			ROUTE_allies_spawn =
			{
				ROUTE_switch_way1 =
				{
					ROUTE_cp_house =
					{
						ROUTE_truck =
						{
							ROUTE_ammocab = {},
						},
					},
				},
			},
		},
		DEFEND_radar_parts_3 =
		{
			ROUTE_axis_spawn =
			{
				ROUTE_axis_yard_1 =
				{
					ROUTE_axis_back_door = {},
				},
			},
			ROUTE_flag_spawn =
			{
				ROUTE_flag_house =
				{
					ROUTE_switch_way3 =
					{
						ROUTE_axis_yard_1 =
						{
							ROUTE_axis_back_door = {},
						},
					},
				},
			},
		},
		DEFEND_truck_barrier_1 =
		{
			ROUTE_flag_spawn =
			{
				ROUTE_flag_house =
				{
					ROUTE_switch_way3 =
					{
						ROUTE_corner = {},
					},
				},
			},
		},
		ATTACK_flag_house_1 =
		{
			ROUTE_cp_spawn =
			{
				ROUTE_truck =
				{
					ROUTE_corner = {},
				},
			},
		},
		ATTACK_part_3 =
		{
			ROUTE_cp_spawn =
			{
				ROUTE_crates_outside =
				{
					ROUTE_crates_inside = {},
				},
				ROUTE_truck =
				{
					ROUTE_side_door_roof = {},
					ROUTE_truck_barrier = {},
				},
			},
			ROUTE_allies_spawn =
			{
				ROUTE_switch_way1 =
				{
					ROUTE_cp_house =
					{
						ROUTE_truck =
						{
							ROUTE_side_door_roof = {},
							ROUTE_truck_barrier = {},
						},
						ROUTE_crates_outside =
						{
							ROUTE_crates_inside = {},
						},
					},
				},
			},
		},
	};

	MapRoutes["DEFEND_dyno_at_bar.*"] = MapRoutes.DEFEND_dyno_at_barrier_4;
	MapRoutes["DEFEND_radar_parts_.*"] = MapRoutes.DEFEND_radar_parts_3;
	MapRoutes["DEFEND_truck_barrier_.*"] = MapRoutes.DEFEND_truck_barrier_1;
	MapRoutes["ATTACK_flag_house_.*"] = MapRoutes.ATTACK_flag_house_1;
	MapRoutes["ATTACK_part_.*"] = MapRoutes.ATTACK_part_3;
	MapRoutes["GRENADE_mobilemg42_axis_spawn_2"] = MapRoutes.GRENADE_mobilemg42_axis_spawn_1;

	Util.Routes(MapRoutes);
};
