global Map =
{

	BarrierIsBuilt = false,
	BombIsConstructed = false,
	DefendingTeam = TEAM.AXIS,

	Movers =
	{
		//keep the elevator
		"MOVER_elevator",
	},

	town_barb_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "ROUTE_ramp" );
		Wp.SetWaypointFlag("assault_ramp", "closed", false);
		//Util.MapDebugPrint( "town_barb_Built" );
	},

	town_barb_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_ramp" );
		Wp.SetWaypointFlag("assault_ramp", "closed", true);
		//Util.MapDebugPrint( "town_barb_Destroyed" );
	},

	bridge_barb_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_bridge_upper" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "AIRSTRIKE_bridge.*" );
		Map.BarrierIsBuilt = true;
		//Util.MapDebugPrint( "bridge_barb_Built" );
	},

	bridge_barb_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "ROUTE_bridge_upper" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "AIRSTRIKE_bridge.*" );
		Map.BarrierIsBuilt = false;
		//Util.MapDebugPrint( "bridge_barb_Destroyed" );
	},

	bomb_Built = function( trigger )
	{
		Map.BombIsConstructed = true;
		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Gun_Bomb" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_elevator1" );

		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Defuser" );
		//Util.MapDebugPrint( "bomb_Built" );
	},

	bomb_defuse_Built = function( trigger )
	{
		Map.BombIsConstructed = false;
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Gun_Bomb" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_elevator1" );

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Defuser",
			"SWITCH_elevator2",
		});
		//Util.MapDebugPrint( "bomb_defuse_Built" );
	},

	bridge_door_Destroyed = function( trigger )
	{
		if ( !Map.BombIsConstructed )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Gun_Bomb" ); }
		SetAvailableMapGoals( TEAM.ALLIES, true, "ROUTE_bridge_lower" );
		//Util.MapDebugPrint( "bridge_door_Destroyed" );
	},

	bridge_door_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_bridge_lower" );
		//Util.MapDebugPrint( "bridge_door_Built" );
	},

	Allies_Capture_Flag = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"AIRSTRIKE_axis_start.*",
			"PLANTMINE_start.*",
			"MOBILEMG42_axis_phase1_13",
			"MOBILEMG42_axis_phase1_2",
		});
	},

	Axis_Capture_Flag = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"AIRSTRIKE_axis_start.*",
			"PLANTMINE_start.*",
			"MOBILEMG42_axis_phase1_13",
			"MOBILEMG42_axis_phase1_2",
		});
	},

	trigger_up = function( trigger )
	{
		if ( Map.BombIsConstructed )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_elevator1" );
		}
		SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_elevator2" );

		Util.MapDebugPrint( "trigger_up", true );
	},

	trigger_mid = function( trigger )
	{
		if ( Map.BombIsConstructed )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_elevator1" );
			SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_elevator2" );
		}

		Util.MapDebugPrint( "trigger_mid", true );
	},

	trigger_down = function( trigger )
	{
		if ( Map.BombIsConstructed )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_elevator2" );
		}
		SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_elevator1" );

		Util.MapDebugPrint( "trigger_down", true );
	},

	Allies_Secure_Flag = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"ATTACK_.*",
			"DEFEND_.*",
			"SNIPE_.*",
			"AIRSTRIKE_.*",
			"PLANTMINE_start.*",
			"MOUNTMG42_mg42_town",
			"PLANT_Boat_Stairs",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"MOUNTMG42_mg42_pillar",
			"SNIPE_axis_phase2_.*",
			"DEFEND_axis_phase2_.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, "MOBILEMG42_axis_phase1.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"MOBILEMG42_axis_phase2.*",
			"PLANTMINE_phase2.*",
			"MOBILEMORTAR_axis_phase2.*",
			"AIRSTRIKE_axis_phase2.*",
			"CALLARTILLERY_axis_phase2.*",
		});

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_.*",
			"DEFEND_.*",
			"SNIPE_.*",
			"BUILD_Boat_Stairs",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"BUILD_Command_Post",
			"ATTACK_allies_phase2_.*",
			"SNIPE_allies_phase2_.*",
			"MOBILEMORTAR_allies_phase2.*",
			"AIRSTRIKE_allies_phase2.*",
			"CALLARTILLERY_allies_phase2.*",
			"GRENADE_fortress_mg",
			"BUILD_Gun_Bomb",
		});
		//Util.MapDebugPrint( "Allies_Secure_Flag" );
	},
};

global OnMapLoad = function()
{
	OnTrigger( "The Assault ramp has been constructed.", Map.town_barb_Built );
	OnTrigger( "Axis have destroyed the Assault Ramp\r\n\r\n\t}\r\n\r\n\ttrigger remove\r\n\t{\r\n\t\tse", Map.town_barb_Destroyed );
	OnTrigger( "Axis have destroyed the Assault Ramp", Map.town_barb_Destroyed );
	OnTrigger( "The Bridge Door have been destroyed!", Map.bridge_door_Destroyed );
	OnTrigger( "The Bridge Door have been built.", Map.bridge_door_Built );
	OnTrigger( "The Bridge Tankbarrier have been built.", Map.bridge_barb_Built );
	OnTrigger( "The Bridge Roadblock have been destroyed!", Map.bridge_barb_Destroyed );
	OnTrigger( "The Dynamite is placed and armed in the Gun Cave.", Map.bomb_Built );
	OnTrigger( "The Dynamite has been disarmed in the Gun Cave.", Map.bomb_defuse_Built );
	OnTrigger( "The forward spawn is now permanently owned by Allies!", Map.Allies_Secure_Flag );
	OnTrigger( "Allies capture the Forward Spawn!", Map.Allies_Capture_Flag );
	OnTrigger( "Axis capture the Forward Spawn!", Map.Axis_Capture_Flag );
	OnTrigger( "trigger_up activated", Map.trigger_up );
	OnTrigger( "trigger_mid activated", Map.trigger_mid );
	OnTrigger( "trigger_down activated", Map.trigger_down );

	wall1 = OnTriggerRegion( AABB(855,1446,751,1305,3071,996), RegionTrigger.DisableBotPush );
	iw1 = OnTriggerRegion( AABB(-1791.650,2234.431,523.495,-17.125,2701.616,754.234), RegionTrigger.IntrusionWarning );

	// Max users per goal
	Util.SetMaxUsersInProgress( 2, "MOUNTMG42_.*" );
	Util.SetMaxUsersInUse( 1, "PLANT_.*" );
	Util.SetMaxUsersInProgress( 2, "SWITCH_.*" );
	Util.SetMaxUsers( 2, "CHECKPOINT_.*" );
	Util.SetMaxUsers( 1, "PLANT_.*" );
	Util.SetMaxUsers( 1, "GRENADE_.*" );
	Util.SetMaxUsers( 1, "DEFEND_.*" );
	Util.SetMaxUsers( 1, "REPAIR.*" );
	Util.SetMaxUsers( 1, "BUILD_Command_Post" );
	Util.SetMaxUsers( 1, "PLANT_Command_Post" );
	Util.SetMaxUsers( 1, "SMOKEBOMB_.*" );
	Util.SetMaxUsers( 1, "GRENADE_.*" );

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

	SetGoalPriority( "GRENADE_bridge.*", 0.51 );
	SetGoalPriority( "AIRSTRIKE_.*", 0.51 );
	SetGoalPriority( "CHECKPOINT_roadbunker", 0.71 );
	SetGoalPriority( "SWITCH_elevator1", 0.81, TEAM.ALLIES, 0 );
	SetGoalPriority( "SWITCH_elevator2", 1.1, TEAM.AXIS, 0 );

	Util.RemoveGoal( "PLANT_Gun_Bomb" );
	Util.RemoveGoal( "PLANT_Defuser" );

	SetAvailableMapGoals( TEAM.ALLIES, false, {
		"AIRSTRIKE_.*",
		"ATTACK_.*",
		"BUILD_Command_Post",
		"BUILD_Gun_Bomb",
		"CALLARTILLERY_axis.*",
		"DEFEND_.*",
		"GRENADE_fortress_mg",
		"MOBILEMG42_axis_.*",
		"MOBILEMORTAR_axis.*",
		"MOUNTMG42_.*",
		"PLANTMINE_.*",
		"REPAIRMG42_.*",
		"SNIPE_.*",
	});
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"ATTACK_allies_phase1_.*",
		"MOUNTMG42_171",
		"REPAIRMG42_171",
	});

	SetAvailableMapGoals( TEAM.AXIS, false, {
		"AIRSTRIKE_.*",
		"ATTACK_.*",
		"BUILD_Defuser",
		"DEFEND_.*",
		"GRENADE_fortress_mg",
		"MOBILEMG42_axis_phase2.*",
		"MOBILEMORTAR_allies.*",
		"MOUNTMG42_171",
		"MOUNTMG42_mg42_pillar",
		"PLANTMINE_.*",
		"REPAIRMG42_171",
		"SNIPE_.*",
	});
	SetAvailableMapGoals( TEAM.AXIS, true, {
		"DEFEND_axis_phase1_.*",
		"PLANTMINE_start.*",
		"SNIPE_axis_phase1_.*",
	});

	/*** ROUTES ***/
	MapRoutes =
	{
		CHECKPOINT_roadbunker =
		{
			ROUTE_allied_spawn =
			{
				ROUTE_leftrope = {},
				ROUTE_rightrope = {},
				ROUTE_ramp = {},
			},
			ROUTE_allied_spawn2 =
			{
				ROUTE_leftrope = {},
				ROUTE_rightrope = {},
				ROUTE_ramp = {},
			},
			ROUTE_axis_spawn =
			{
				ROUTE_gate = {},
				ROUTE_roof = {},
				ROUTE_tower = {},
			},
		},
		ATTACK_allies_phase2_1 =
		{
			ROUTE_town_spawn =
			{
				ROUTE_bridge_lower =
				{
					ROUTE_town_right = {},
					ROUTE_town_right2 = {},
				},
				ROUTE_bridge_upper =
				{
					ROUTE_town_left = {},
					ROUTE_town_right = {},
					ROUTE_town_right2 = {},
				},
			},
		},
		BUILD_Gun_Bomb =
		{
			ROUTE_allied_spawn =
			{
				ROUTE_leftrope =
				{
					ROUTE_airshaft = {},
					ROUTE_ladder = {}
				},
				ROUTE_rightrope =
				{
					ROUTE_airshaft = {},
					ROUTE_ladder = {}
				},
				ROUTE_ramp =
				{
					ROUTE_airshaft = {},
					ROUTE_ladder = {}
				}
			},
			ROUTE_allied_spawn2 =
			{
				ROUTE_leftrope =
				{
					ROUTE_airshaft = {},
					ROUTE_ladder = {}
				},
				ROUTE_rightrope =
				{
					ROUTE_airshaft = {},
					ROUTE_ladder = {}
				},
				ROUTE_ramp =
				{
					ROUTE_airshaft = {},
					ROUTE_ladder = {}
				}
			},
			ROUTE_town_spawn =
			{
				ROUTE_bridge_lower =
				{
					ROUTE_town_right =
					{
						ROUTE_airshaft = {},
						ROUTE_ladder = {}
					},
					ROUTE_town_right2 = {},
				},
				ROUTE_bridge_upper =
				{
					ROUTE_town_left =
					{
						ROUTE_airshaft = {},
						ROUTE_ladder = {}
					},
					ROUTE_town_right = {},
					ROUTE_town_right2 = {},
				},
			},
		},
	};
	MapRoutes.BUILD_Command_Post = MapRoutes.BUILD_Gun_Bomb;
	MapRoutes.PLANT_Command_Post = MapRoutes.BUILD_Gun_Bomb;
	MapRoutes.ATTACK_allies_phase1_5 = { ROUTE_allied_spawn = {} };
	MapRoutes.ATTACK_allies_phase1_5.ROUTE_allied_spawn = MapRoutes.CHECKPOINT_roadbunker.ROUTE_allied_spawn;
	MapRoutes.ATTACK_allies_phase1_6 = MapRoutes.ATTACK_allies_phase1_5;
	MapRoutes.ATTACK_allies_phase1_7 = MapRoutes.ATTACK_allies_phase1_5;
	MapRoutes.ATTACK_allies_phase1_8 = MapRoutes.ATTACK_allies_phase1_5;
	MapRoutes.ATTACK_allies_phase1_9 = MapRoutes.ATTACK_allies_phase1_5;
	MapRoutes.ATTACK_allies_phase2_2 = MapRoutes.ATTACK_allies_phase2_1;
	MapRoutes.ATTACK_allies_phase2_3 = MapRoutes.ATTACK_allies_phase2_1;
	MapRoutes.ATTACK_allies_phase2_4 = MapRoutes.ATTACK_allies_phase2_1;
	MapRoutes.ATTACK_allies_phase2_5 = MapRoutes.ATTACK_allies_phase2_1;
	MapRoutes.ATTACK_allies_phase2_6 = MapRoutes.ATTACK_allies_phase2_1;
	MapRoutes.ATTACK_allies_phase2_9 = MapRoutes.ATTACK_allies_phase2_1;
	MapRoutes.ATTACK_allies_phase2_10 = MapRoutes.ATTACK_allies_phase2_1;
	MapRoutes.ATTACK_allies_phase2_11 = MapRoutes.ATTACK_allies_phase2_1;
	Util.Routes(MapRoutes);

	SetAvailableMapGoals( TEAM.ALLIES, false, {
		"ROUTE_ramp",
		"ROUTE_bridge_lower",
	});

	Util.MapDebugPrint( "Omni-bot map script for Navarone loaded." );
};

global OnBotJoin = function( bot )
{
	bot.MaxViewDistance = 3000.0;
	bot.TargetBreakableDist = 90.0;
};
