/********************************************************
Script and waypoints made by  >WES< P!NNAN & >WES< GRANNY
********************************************************/


global Map =
{
	Debug = false,
	Quiet = true,

	Ammo_Cabinet_north_ammocabinet = "AMMOCAB_north_ammocabinet",
	Health_Cabinet_north_healthcabinet = "HEALTHCAB_north_healthcabinet",
	Call_Artillery_ar_al_call_bridge = "CALLARTILLERY_ar_al_call_bridge",
	Call_Artillery_ar_al_call_left_tower = "CALLARTILLERY_ar_al_call_left_tower",
	Call_Artillery_ar_al_call_right_tower = "CALLARTILLERY_ar_al_call_right_tower",
	Call_Artillery_ar_ax_call_corner = "CALLARTILLERY_ar_ax_call_corner",
	Call_Artillery_ar_ax_call_left_tower = "CALLARTILLERY_ar_ax_call_left_tower",
	Call_Artillery_ar_ax_call_leftwindow = "CALLARTILLERY_ar_ax_call_leftwindow",
	Call_Artillery_ar_ax_call_mg_1 = "CALLARTILLERY_ar_ax_call_mg_1",
	Call_Artillery_ar_ax_call_right_tower = "CALLARTILLERY_ar_ax_call_right_tower",
	Artillery_S_ar_al_corner = "ARTILLERY_S_ar_al_corner",
	Artillery_S_ar_al_left_tower = "ARTILLERY_S_ar_al_left_tower",
	Artillery_S_ar_al_right_tower = "ARTILLERY_S_ar_al_right_tower",
	Artillery_S_ar_ax_bridge = "ARTILLERY_S_ar_ax_bridge",
	Artillery_S_ar_ax_corner = "ARTILLERY_S_ar_ax_corner",
	Artillery_S_ar_ax_fortress_exit = "ARTILLERY_S_ar_ax_fortress_exit",
	Artillery_S_ar_ax_hill_left = "ARTILLERY_S_ar_ax_hill_left",
	Artillery_S_ar_ax_hill_right = "ARTILLERY_S_ar_ax_hill_right",
	Build_Command_Post = "BUILD_Command_Post",
	Build_Tank = "BUILD_Tank",
	Build_assault_ramp = "BUILD_assault_ramp",
	Build_castle_bridge = "BUILD_castle_bridge",
	Build_footbridge = "BUILD_footbridge",
	Build_tank_barrier = "BUILD_tank_barrier",
	Plant_Axis_HQ = "PLANT_Axis_HQ",
	Plant_Command_Post = "PLANT_Command_Post",
	Plant_assault_ramp = "PLANT_assault_ramp",
	Plant_castle_bridge = "PLANT_castle_bridge",
	Plant_castle_wall = "PLANT_castle_wall",
	Plant_footbridge = "PLANT_footbridge",
	Plant_tank_barrier = "PLANT_tank_barrier",
	Mount_mg42_axisHQ = "MOUNTMG42_mg42_axisHQ",
	Mount_mg42_bridge = "MOUNTMG42_mg42_bridge",
	Mount_mg42_village = "MOUNTMG42_mg42_village",
	Repair_mg42_axisHQ = "REPAIRMG42_mg42_axisHQ",
	Repair_mg42_bridge = "REPAIRMG42_mg42_bridge",
	Repair_mg42_village = "REPAIRMG42_mg42_village",
	Mobile_MG42_mg_al_1 = "MOBILEMG42_mg_al_1",
	Mobile_MG42_mg_al_2 = "MOBILEMG42_mg_al_2",
	Mobile_MG42_mg_ax_wall = "MOBILEMG42_mg_ax_wall",
	Mobile_MG42_mg_radio_1 = "MOBILEMG42_mg_radio_1",
	Mobile_MG42_mg_radio_2 = "MOBILEMG42_mg_radio_2",
	Mobile_MG42_mg_street_1 = "MOBILEMG42_mg_street_1",
	Mobile_MG42_mg_street_2 = "MOBILEMG42_mg_street_2",
	Mobile_MG42_mg_street_3 = "MOBILEMG42_mg_street_3",
	Snipe_s_right_tower = "SNIPE_s_right_tower",
	Snipe_s_bridge = "SNIPE_s_bridge",
	Mover_tank = "MOVER_tank",
	Mount_tank = "MOUNT_tank",

	Navigation =
	{
		southplankpt =
		{
			navigate = function(_this)
			{
				_this.Bot.HoldButton(BTN.FORWARD, 3);
				sleep(3);
			},
		},
		westplankpt =
		{
			navigate = function(_this)
			{
				_this.Bot.HoldButton(BTN.FORWARD, 3);
				sleep(3);
			},
		},
		eastplankpt =
		{
			navigate = function(_this)
			{
				_this.Bot.HoldButton(BTN.FORWARD, 3);
				sleep(3);
			},
		},
	},

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

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

	Tank_Destroyed = function( trigger )
	{

		//center it every time it is damaged
		Util.SetPositionGoal( Map.Build_Tank, Map.Mover_tank );

		if ( Map.Checkpoint_1 )
		{ Util.SetGoalOffset( 0, -120, 0, Map.Build_Tank ); }

		Util.MapDebugPrint( "Tank_Destroyed" );
	},

	allies_steal_tank = function( trigger )
	{

		Groups.DisableAllies(Groups.group3);
		Groups.DisableAxis(Groups.group4);
		Groups.EnableAllies(Groups.group5);
		Groups.EnableAxis(Groups.group6);

		Util.MapDebugPrint( "allies have stolen the tank" );
	},

	tank_reaches_checkpoint_1 = function( trigger )
	{

		Map.Checkpoint_1 = true;

		Util.MapDebugPrint( "Tank_reaches_checkpoint_1" );
	},

	tank_reaches_corner = function( trigger )
	{

		Groups.DisableAllies(Groups.group5);
		Groups.DisableAxis(Groups.group6);
		Groups.EnableAllies(Groups.group7);
		Groups.EnableAxis(Groups.group8);

		Util.MapDebugPrint( "Tank_reaches_corner" );
	},

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

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

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

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

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

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

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

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

	castle_wall_Destroyed = function( trigger )
	{

		Groups.DisableAllies(Groups.group1);
		Groups.DisableAxis(Groups.group2);
		Groups.EnableAllies(Groups.group3);
		Groups.EnableAxis(Groups.group4);

		Util.MapDebugPrint( "castle_wall_Destroyed" );
	},

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

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

	blow_doors = function( trigger )
	{

		Groups.DisableAllies(Groups.group7);
		Groups.DisableAxis(Groups.group8);
		Groups.EnableAllies(Groups.group9);
		Groups.EnableAxis(Groups.group10);

		Util.MapDebugPrint( "Bankdoor_destroyed" );
	},

	tank_at_location = function(trigger)
	{
		switch(Map.VehicleLocation)
		{
			case 1:
			{
				ETUtil.SetExcludeIndexes( "BUILD_Tank", {1,2,3,4} );
				ETUtil.SetExcludeIndexes( "MOUNT_tank", {1,2,3,4} );
				Map.tank_reaches_checkpoint_1();
			}
			case 2:
			{
				Map.tank_reaches_corner();
			}
		}
		Util.MapDebugPrint("tank at location " + Map.VehicleLocation, true);
	},

	tank_left_location = function(trigger)
	{
		switch(Map.VehicleLocation)
		{
			case 1:
			{
				ETUtil.SetExcludeIndexes( "BUILD_Tank" );
				ETUtil.SetExcludeIndexes( "MOUNT_tank" );
			}
		}
		Util.MapDebugPrint("tank left location " + Map.VehicleLocation, true);
	},
};

global OnMapLoad = function()
{
	OnTrigger( "Allied Command Post constructed. Charge speed increased!", Map.Command_Post_Built );
	OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Command_Post_Built );
	OnTrigger( "The Tank has been repaired!", Map.Tank_Built );
	OnTrigger( "The Tank has been damaged!", Map.Tank_Destroyed );
	OnTrigger( "Allied team has stolen the Tank!", Map.allies_steal_tank );
	OnTrigger( "Allies have constructed the assault ramp!", Map.assault_ramp_Built );
	OnTrigger( "Allies have constructed the castle bridge!", Map.castle_bridge_Built );
	OnTrigger( "Allies have constructed the footbridge!", Map.footbridge_Built );
	OnTrigger( "Axis have constructed the tank barrier!", Map.tank_barrier_Built );
	OnTrigger( "Allies have destroyed the Axis HQ!", Map.Axis_HQ_Destroyed );
	OnTrigger( "Axis team has destroyed the Allied Command Post!", Map.Command_Post_Destroyed );
	OnTrigger( "Allied team has destroyed the Axis Command Post!", Map.Command_Post_Destroyed );
	OnTrigger( "Axis have destroyed the assault ramp!", Map.assault_ramp_Destroyed );
	OnTrigger( "Axis have destroyed the castle bridge!", Map.castle_bridge_Destroyed );
	OnTrigger( "Allies have breached the castle wall!", Map.castle_wall_Destroyed );
	OnTrigger( "Axis have destroyed the footbridge!", Map.footbridge_Destroyed );
	OnTrigger( "Allies have destroyed the tank barrier!", Map.tank_barrier_Destroyed );
	OnTrigger( "Allied team has destroyed the Bank Doors!", Map.blow_doors );
	OnTrigger( "tank at location", Map.tank_at_location );
	OnTrigger( "tank left location", Map.tank_left_location );

	//set up a positional trigger for the tank
	location1 = OnTriggerRegion(AABB(-192.875,2849.909,319.125,64.875,3009.381,393.125),RegionTrigger.VehicleTrigger);
	location2 = OnTriggerRegion(AABB(-196.874,5342.090,319.125,200.597,5615.575,439.042),RegionTrigger.VehicleTrigger);


	//set offset for better reachable
	Util.SetGoalOffset( 0, -60, -60, "PLANT_castle_wall" );
	Util.SetGoalOffset( 0, -40, 0, "BUILD_footbridge" );

	//set max users for goals
	Util.SetMaxUsersInProgress( 2, "BUILD.*" );
	Util.SetMaxUsersInProgress( 2, "PLANT.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND.*" );
	Util.SetMaxUsersInProgress( 1, "ATTACK.*" );
	Util.SetMaxUsersInProgress( 1, "MOUNTMG42.*" );
	Util.SetMaxUsersInProgress( 1, "MOBILEM.*" );

	SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=120, MaxCampTime=120});
	SetMapGoalProperties( "SNIPE_.*", {MinCampTime=60, MaxCampTime=120});
	SetMapGoalProperties( "ATTACK_.*", {MinCampTime=30, MaxCampTime=60});
	SetMapGoalProperties( "DEFEND_.*", {MinCampTime=60, MaxCampTime=120});

	SetAvailableMapGoals( TEAM.AXIS, false, ".*" );
	SetAvailableMapGoals( TEAM.ALLIES, false, ".*" );

	Util.EnableGoal("ROUTE.*"); //enable routing for both teams

	//enable part 1 goals
	Groups.EnableAllies(Groups.group1);
	Groups.EnableAxis(Groups.group2);

	//Routes
	MapRoutes =
	{
		PLANT_castle_wall =
		{
			ROUTE_r_alliedspawn_1 =
			{
				ROUTE_r_lefttunnelexit =
				{
					ROUTE_r_left_cliff = { ROUTE_r_left_tower = {}, },
				},
				ROUTE_r_righttunnelexit =
				{
					ROUTE_r_right_cliff = { ROUTE_r_right_tower = {}, },
				},
			},
		},

		MOBILEMG42_mg_ax_wall =
		{
			ROUTE_r_axisspawn_1 =
			{
				ROUTE_r_left_exit =
				{
					ROUTE_r_tower_1 = { ROUTE_r_cp = {}, },
				},
			},
		},

		BUILD_castle_bridge =
		{
			ROUTE_r_axisspawn_1 =
			{
				ROUTE_r_left_exit = { ROUTE_r_tower_1 = {}, },
			},
		},

		PLANT_Axis_HQ =
		{
			ROUTE_r_axisspawn_1 =
			{
				ROUTE_r_left_exit =
				{
					ROUTE_r_rightbridge =
					{
						ROUTE_r_split_1 =
						{
							ROUTE_r_backyard = {},
							ROUTE_r_split_2 =
							{
								ROUTE_r_courtyard = {},
								ROUTE_r_split_3 = {},
							},
						},
					},
					ROUTE_r_bridge =
					{
						ROUTE_r_street_2 =
						{
							ROUTE_r_courtyard = {},
							ROUTE_r_split_2 =
							{
								ROUTE_r_backyard = {},
							},
						},
					},
				},
			},
		},
	};

	//copy some routes
	MapRoutes.BUILD_assault_ramp = MapRoutes.PLANT_castle_wall;
	MapRoutes.BUILD_Tank = MapRoutes.PLANT_castle_wall;
	MapRoutes.ATTACK_a_radio_1 = MapRoutes.PLANT_Axis_HQ;
	MapRoutes.ATTACK_a_radio_2 = MapRoutes.PLANT_Axis_HQ;
	MapRoutes.ATTACK_a_radio_3 = MapRoutes.PLANT_Axis_HQ;
	MapRoutes.ATTACK_a_radio_4 = MapRoutes.PLANT_Axis_HQ;
	MapRoutes.ATTACK_a_radio_5 = MapRoutes.PLANT_Axis_HQ;
	MapRoutes.ATTACK_a_radio_6 = MapRoutes.PLANT_Axis_HQ;

	Util.Routes(MapRoutes);
	Util.MapDebugPrint( "OnMapLoad" );
};

global OnBotJoin = function( bot )
{
	bot.MaxViewDistance = 2500;
	bot.TargetBreakableDist = 100.0;

	//Sniper setting

	if( class == CLASS.COVERTOPS )
	{
        	if ( bot.HasWeapon(WEAPON.K43) || bot.HasWeapon(WEAPON.GARAND))
        	{
          		bot.MaxViewDistance = 10000.0;
        	}
	}
};

global Groups =
{
	//allied part 1
	group1 =
	{
		Map.Plant_castle_wall,
		Map.Call_Artillery_ar_al_call_left_tower,
		Map.Call_Artillery_ar_al_call_right_tower,
		Map.Artillery_S_ar_al_left_tower,
		Map.Artillery_S_ar_al_right_tower,
		Map.Mount_mg42_bridge,
		Map.Repair_mg42_bridge,
		"MOBILEMORTAR_mo_al_start.*",
		"ATTACK_a_right_cliff.*",
		"ATTACK_a_left_cliff.*",
		"ATTACK_a_right_pilar",
		"ATTACK_a_left_pilar",
	},

	//axis part 1
	group2 =
	{
		Map.Ammo_Cabinet_north_ammocabinet,
		Map.Health_Cabinet_north_healthcabinet,
		Map.Build_Command_Post,
		Map.Call_Artillery_ar_ax_call_left_tower,
		Map.Call_Artillery_ar_ax_call_right_tower,
		Map.Artillery_S_ar_ax_hill_left,
		Map.Artillery_S_ar_ax_hill_right,
		Map.Snipe_s_right_tower,
		Map.Mobile_MG42_mg_ax_wall,
		"DEFEND_d_wall.*",
		"MOBILEMORTAR_mo_ax_left_tower.*",
		"MOBILEMORTAR_mo_ax_right_tower.*",
	},

	//allied part 2
	group3 =
	{
		Map.Build_assault_ramp,
		Map.Build_Tank,
		Map.Mover_tank,
		Map.Mount_tank,
		"ATTACK_a_tank.*",
	},

	//axis part 2
	group4 =
	{
		Map.Mobile_MG42_mg_ax_wall,
		"DEFEND_d_wall_1",
		"DEFEND_d_wall_2",
		"DEFEND_d_wall_3",
		"DEFEND_d_wall_4",
		"DEFEND_d_wall_5",
		"DEFEND_d_wall_10",
		"DEFEND_d_tank.*",
	},

	//allied part 3
	group5 =
	{
		Map.Ammo_Cabinet_north_ammocabinet,
		Map.Health_Cabinet_north_healthcabinet,
		Map.Call_Artillery_ar_al_call_bridge,
		Map.Artillery_S_ar_al_corner,
		Map.Build_Tank,
		Map.Mover_tank,
		Map.Mount_tank,
		Map.Plant_Command_Post,
		Map.Build_Command_Post,
		Map.Build_castle_bridge,
		Map.Build_footbridge,
		Map.Snipe_s_bridge,
		"ATTACK_a_bridge.*",
		"ATTACK_a_street.*",
	},

	//axis part 3
	group6 =
	{
		Map.Call_Artillery_ar_ax_call_leftwindow,
		Map.Artillery_S_ar_ax_fortress_exit,
		Map.Artillery_S_ar_ax_bridge,
		Map.Build_tank_barrier,
		Map.Plant_castle_bridge,
		Map.Plant_footbridge,
		Map.Mount_mg42_village,
		Map.Repair_mg42_village,
		Map.Mobile_MG42_mg_street_1,
		Map.Mobile_MG42_mg_street_2,
		Map.Mobile_MG42_mg_street_3,
		"DEFEND_d_street.*",
	},

	//allied part 4
	group7 =
	{
		Map.Plant_tank_barrier,
		Map.Build_Tank,
		Map.Mover_tank,
		Map.Mount_tank,
		"ATTACK_a_courtyard.*",
	},

	//axis part 4
	group8 =
	{
		Map.Artillery_S_ar_ax_corner,
		Map.Call_Artillery_ar_ax_call_corner,
		Map.Mount_mg42_axisHQ,
		Map.Repair_mg42_axisHQ,
		"DEFEND_d_courtyard.*",
	},

	//allied part 5
	group9 =
	{
		Map.Plant_Axis_HQ,
		Map.Mobile_MG42_mg_al_1,
		Map.Mobile_MG42_mg_al_2,
		"ATTACK_a_radio.*",
	},

	//axis part5
	group10 =
	{
		Map.Artillery_S_ar_ax_corner,
		Map.Call_Artillery_ar_ax_call_corner,
		Map.Mount_mg42_axisHQ,
		Map.Repair_mg42_axisHQ,
		Map.Mobile_MG42_mg_radio_1,
		Map.Mobile_MG42_mg_radio_2,
		"DEFEND_d_courtyard.*",
		"DEFEND_d_radio.*",
	},

	EnableAllies = function(group)
	{
		foreach (id and goal in group)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, goal );
			Util.MapDebugPrint("EnableAllies: enabling " + goal, true);
		}
	},

	EnableAxis = function(group)
	{
		foreach (id and goal in group)
		{
			SetAvailableMapGoals( TEAM.AXIS, true, goal );
			Util.MapDebugPrint("EnableAxis: enabling " + goal, true);
		}
	},

	DisableAllies = function(group)
	{
		foreach (id and goal in group)
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, goal );
			Util.MapDebugPrint("DisableAllies: disabling " + goal, true);
		}
	},

	DisableAxis = function(group)
	{
		foreach (id and goal in group)
		{
			SetAvailableMapGoals( TEAM.AXIS, false, goal );
			Util.MapDebugPrint("DisableAxis: disabling " + goal, true);
		}
	},
};
