global Map =
{
  Switches =
  {
    Door =
    {
      Enabled = true,
      Priority = 0.7,
      WaypointName = "door_switch",
      LimitTeam = (1<<TEAM.ALLIES),
      LimitClass = (1<<CLASS.SOLDIER) | (1<<CLASS.COVERTOPS) | (1<<CLASS.FIELDOPS) | (1<<CLASS.ENGINEER),
      LimitBots = 1,
      LimitDistance = 2000,
    },
  },

  gate_Breached = function( trigger )
  {
    //print( "gate_Breached" );
    SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_axis_phase2.*" );
  },

  docs_Stolen = function( trigger )
  {
    //print( "docs_Stolen" );
    Map.Switches.Door.LimitTeam = 0;
    SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_axis_cappoint" );
  },

  docs_Returned = function( trigger )
  {
    //print( "docs_Returned" );
    Map.Switches.Door.LimitTeam = (1<<TEAM.ALLIES);
    SetAvailableMapGoals( TEAM.AXIS, false, {
    	"DEFEND_axis_phase1.*",
    	"DEFEND_axis_cappoint",
    });
  },

  Allies_Capture_Flag = function( trigger )
  {
    //print( "Allies_Capture_Flag" );
    SetAvailableMapGoals( TEAM.AXIS, false, {
    	"MOBILEMORTAR.*",
    	"DEFEND_axis_phase1.*",
    });
    Map.Switches.Door.LimitTeam = (1<<TEAM.ALLIES);
  },

  Axis_Capture_Flag = function( trigger )
  {
    //print( "Axis_Capture_Flag" );
    SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_axis_phase1.*" );
  },
};

global OnMapLoad = function()
{
  OnTrigger( "The Main Entrance has been breached!", Map.gate_Breached );
  OnTrigger( "Allies have stolen Die Dokumente!", Map.docs_Stolen );
  OnTrigger( "Flag returned Die Dokumente!", Map.docs_Returned );
  OnTrigger( "Allies captured the Flag!", Map.Allies_Capture_Flag );
  OnTrigger( "Axis captured the Flag!", Map.Axis_Capture_Flag );

  SetAvailableMapGoals( TEAM.ALLIES, false, {
  	"SNIPE_axis_.*",
  	"MOBILEMORTAR.*",
  	"DEFEND_axis_.*",
  });
  SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_axis_phase2.*" );

  Util.UpdateSwitchData();
  Map.Switches.Door.LimitTeam = 0;
  print( "OnMapLoad" );
};
