//==========================================================================================
//
//	lays_of_schwarzwald_b1.gm
//
//	Who      					When		What
//------------------------------------------------------------------------------------------
//	maker@bigsighstudios.com	12.09.2018	Basic working script
//	Qiki						07.06.2024	New initial Script & Waypoints
//	Qiki & Native12				24.10.2024	Script done
//	Qiki						24.10.2024	Stuckages
//
//==========================================================================================
//	Keep your omni-bot scripts up to date!
//	Bugs and suggestions: PM on https://fearless-assassins.com/

global Map =
{
	Debug = 0,
	Axis_CP = false,
	Allied_CP = false,
	Detonator = false,
	Tank = false,
	Tunnel_Gate = true,
	Tank_Barrier = false,
	Tank_At_Barrier = false,
	Tank_Past_Barrier = false,
	Tunnel_Allied = false,
	Explosions_Taken = 0,
	Explosions_Secured = 0,
	Explosion_Materials_1 = "Returned",
	Explosion_Materials_2 = "Returned",
	Explosion_Materials_3 = "Returned",
	Explosion_Materials_4 = "Returned",
	Allies_Win = false,
	TankPos = 0,
	ally_near_rocket = {},
	
	DontDispenseAmmo = true,
	
	Navigation =
	{
		//	/bot waypoint_setproperty paththrough Navigation_PT:jump
		jump =
		{
			navigate = function(_this)
			{
				_this.Bot.HoldButton(BTN.JUMP, 0.55);
				sleep(0.55);
			},
		},
		
		//	/bot waypoint_setproperty paththrough Navigation_PT:jump_wait
		jump_wait =
		{
			navigate = function(_this)
			{
				sleep(0.25);
				_this.Bot.HoldButton(BTN.JUMP, 0.55);
				sleep(0.55);
			},
		},
	},
	
	Roles =
	{
		AXIS =
		{
			AllBots = true, // each bot is considered for a role
			DEFENDER =	
			{
				numbots = 5,
				crucialClass = {CLASS.SOLDIER, CLASS.COVERTOPS},
			},
			DEFENDER1 =	
			{
				numbots = 5,
				crucialClass = {CLASS.SOLDIER, CLASS.ENGINEER},
			},
			DEFENDER2 =	
			{
				numbots = 5,
				crucialClass = CLASS.ENGINEER,
			},
			DEFENDER3 =	
			{
				numbots = 5,
				crucialClass = CLASS.ENGINEER,
			},
		},
		
		ALLIES =
		{
			AllBots = true, // each bot is considered for a role
			ATTACKER =	
			{
				numbots = 5,
				crucialClass = CLASS.ENGINEER,
				MinBotsForRole = 2,
			},
			ATTACKER1 =	
			{
				numbots = 5,
				crucialClass = CLASS.ENGINEER,
			},
			ATTACKER2 =	
			{
				numbots = 5,
				crucialClass = CLASS.ENGINEER,
			},
			ATTACKER3 =	
			{
				numbots = 5,
				crucialClass = CLASS.ENGINEER,
			},
		},
	},
	
	Axis_CP_Built = function( trigger )
	{
		Map.Axis_CP = true;
		
		Util.MapDebugPrint( "Axis_CP_Built" );
		
		if ( Map.Tunnel_Gate )
		{
			SetGoalRole( "PLANT_Command_Post", ROLE.INFILTRATOR );
		}
		
		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Command_Post" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Command_Post" );
		
		Map.SetSpawn();
	},

	Allied_CP_Built = function( trigger )
	{
		Map.Allied_CP = true;
		
		Util.MapDebugPrint( "Allied_CP_Built" );
		
		if ( Map.Tunnel_Allied )
		{
			SetGoalRole( "PLANT_Command_Post", ROLE.INFILTRATOR );
		}
		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Command_Post" );
		
		if ( tableCount(Map.ally_near_rocket) < 1 )
		{
			SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_.*" );
			
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"PLANT_Command_Post",
				".*_Axis_TunnelAllied_.*",
			});
		}
		
		Map.SetSpawn();
	},

	CP_Destroyed = function( trigger )
	{
		ClearGoalRole( "PLANT_Command_Post", ROLE.INFILTRATOR );
		
		if ( Map.Axis_CP )
		{
			Map.Axis_CP = false;
			
			Util.MapDebugPrint( "Axis_CP_Destroyed" );
			
			SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Command_Post" );
		}
		else
		{
			Map.Allied_CP = false;
			
			Util.MapDebugPrint( "Allied_CP_Destroyed" );
			
			SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Command_Post" );
			
			if ( tableCount(Map.ally_near_rocket) < 1 )
			{
				SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_TunnelAllied_.*" );
				
				Map.Goals_TankPos();
			}
		}
		
		if ( !Map.Tunnel_Gate )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Command_Post" );
		}
		
		if ( tableCount(Map.ally_near_rocket) < 1 and Map.TankPos < 12 )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Command_Post" );
		}
		
		Map.SetSpawn();
	},
	
	Tank_Built = function( trigger )
	{
		Map.Tank = true;
		
		Util.MapDebugPrint( "Tank_Built" );
		
		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" );
		
		if ( !Map.Tunnel_Allied and ( !Map.Tank_Barrier or !Map.Tank_At_Barrier ) )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_Tank" );
		}
	},

	Tank_Destroyed = function( trigger )
	{
		Map.Tank = false;
		
		SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_Tank" );
		
		if ( !Map.Tunnel_Allied and ( !Map.Tank_Barrier or !Map.Tank_At_Barrier ) )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" );
		}
		
		Util.MapDebugPrint( "Tank_Destroyed" );
	},
	
	Tank_Barrier_Built = function( trigger )
	{
		Map.Tank_Barrier = true;
		
		Wp.SetWaypointFlag( "Tank_Barrier_1", "closed", false );
		
		Util.MapDebugPrint( "Tank_Barrier_Built" );
		
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Tank_Barrier" ,
			".*_Axis_Barrier_2.*" ,
		});
		
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Tank_Barrier" );
		
		if ( Map.Tank_At_Barrier and !Map.Tank )
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" );
		}
	},

	Tank_Barrier_Destroyed = function( trigger )
	{
		Map.Tank_Barrier = false;
		
		Wp.SetWaypointFlag( "Tank_Barrier_1", "closed", true );
		
		Util.MapDebugPrint( "Tank_Barrier_Destroyed" );
		
		foreach( goal in Util.GoalTable("DEFUSE_Tank_Barrier.*") )
		{
			goal.SetAvailable(TEAM.AXIS, false);
		}
		
		SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Tank_Barrier" );
		
		if ( tableCount(Map.ally_near_rocket) < 1 )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"BUILD_Tank_Barrier" ,
				".*_Axis_Barrier_2.*" ,
			});
		}
		
		if ( !Map.Tank )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" );
		}
	},
	
	TankAtBarrier = function( trigger )
	{
		Map.Tank_At_Barrier = true;
		
		Util.MapDebugPrint( "Tank_At_Barrier" );
	},
	
	TankPastBarrier = function( trigger )
	{
		Map.Tank_Past_Barrier = true;
		Map.Tank_At_Barrier = false;
		
		Util.MapDebugPrint( "Tank_Past_Barrier" );
		
		Map.Tank_Pos();
	},
	
	Tank_Approaching = function( trigger )
	{
		Util.MapDebugPrint( "Tank_Approaching" );
		
		Map.Tank_Pos();
		Map.SetSpawn();
	},
	
	Tunnel_Gate_Destroyed = function( trigger )
	{
		Map.Tunnel_Gate = false;
		
		Util.MapDebugPrint( "Tunnel_Gate_Destroyed" );
		
		Util.SetMaxUsers( 1, "PLANT_Command_Post" );
		Util.SetMaxUsers( 1, "FLAG_.*" );
		
		SetGoalPriority( "FLAG_.*", 0.55, TEAM.ALLIES, 0 );
		
		Util.EnableGoal( "ROUTE_Tunnel_.*" );
		
		sleep(1);
		
		SetAvailableMapGoals( TEAM.ALLIES, false, ".*_PastBarrier_.*" );
		
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			".*_Allies_CP_.*",
			".*_Allies_Tunnel_F1_.*",
			"FLAG_.*",
		});
		
		if (( Map.Explosions_Taken + Map.Explosions_Secured ) == 4 )
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "FLAG_.*" );
		}
	},
	
	TunnelAllied = function( trigger )
	{
		Map.Tunnel_Allied = true;
		Wp.SetWaypointFlag( "Tank_Path_.*", "blockwall", false );
		
		Util.MapDebugPrint( "Tunnel_Allied" );
		
		SetGoalPriority( "FLAG_.*", 0.80, TEAM.ALLIES, 0 );
		Util.SetMaxUsers( 1, "PLANT_Command_Post" );
		Util.SetMaxUsers( 4, "FLAG_.*" );
		
		Util.ChangeCrucialClassForRole(TEAM.AXIS, ROLE.DEFENDER2, CLASS.SOLDIER);
		
		Map.Tank_Pos();
	},
	
	Tank_Pos = function( trigger )
	{
		Map.TankPos += 1;
		
		switch ( Map.TankPos )
		{
			case 1:
			{
				//MortarAims for MOBILEMORTAR_Axis_Barrier_01:
				//Vec3(0.811, -0.548, -0.205), Vec3(0.808, -0.579, -0.109), Vec3(0.766, -0.642, -0.020), Vec3(0.735, -0.677, 0.037), Vec3(0.696, -0.713, 0.083)
				//MortarAims for MOBILEMORTAR_Axis_Barrier_02:
				//Vec3(0.808, -0.570, -0.151), Vec3(0.777, -0.628, -0.031), Vec3(0.772, -0.636, -0.002), Vec3(0.739, -0.673, 0.044), Vec3(0.718, -0.693, 0.067)
				GetGoal("MOBILEMORTAR_Axis_Barrier_01").MortarAim = {
				Vec3(0.766, -0.642, -0.020) };
				GetGoal("MOBILEMORTAR_Axis_Barrier_02").MortarAim = {
				Vec3(0.777, -0.628, -0.031), Vec3(0.772, -0.636, -0.002) };
			}
			case 2:
			{
				GetGoal("MOBILEMORTAR_Axis_Barrier_01").MortarAim = {
				Vec3(0.735, -0.677, 0.037) };
				GetGoal("MOBILEMORTAR_Axis_Barrier_02").MortarAim = {
				Vec3(0.772, -0.636, -0.002), Vec3(0.739, -0.673, 0.044) };
			}
			case 3:
			{
				GetGoal("MOBILEMORTAR_Axis_Barrier_01").MortarAim = {
				Vec3(0.735, -0.677, 0.037), Vec3(0.696, -0.713, 0.083) };
				GetGoal("MOBILEMORTAR_Axis_Barrier_02").MortarAim = {
				Vec3(0.739, -0.673, 0.044), Vec3(0.718, -0.693, 0.067) };
			}
			case 4:
			{
				SetAvailableMapGoals( TEAM.AXIS, false, {
					"MOBILEMORTAR_Axis_Barrier_01",
					"MOBILEMORTAR_Axis_Barrier_02",
				});
				
				if ( tableCount(Map.ally_near_rocket) < 1 )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
						"MOBILEMORTAR_Axis_Barrier_10",
						"MOBILEMORTAR_Axis_Barrier_11",
					});
				}
			}
			case 5:
			{
				//MortarAims for MOBILEMORTAR_Axis_Barrier_10:
				//Vec3(0.687, -0.723, 0.077), Vec3(0.628, -0.769, 0.118), Vec3(0.553, -0.821, 0.140), Vec3(0.470, -0.869, 0.153)
				//MortarAims for MOBILEMORTAR_Axis_Barrier_11:
				//Vec3(0.658, -0.745, 0.108), Vec3(0.605, -0.784, 0.137), Vec3(0.559, -0.814, 0.156), Vec3(0.503, -0.846, 0.180)
				GetGoal("MOBILEMORTAR_Axis_Barrier_10").MortarAim = {
				Vec3(0.628, -0.769, 0.118), Vec3(0.553, -0.821, 0.140) };
				GetGoal("MOBILEMORTAR_Axis_Barrier_11").MortarAim = {
				Vec3(0.605, -0.784, 0.137), Vec3(0.559, -0.814, 0.156) };
				
			}
			case 6:
			{
				GetGoal("MOBILEMORTAR_Axis_Barrier_10").MortarAim = {
				Vec3(0.553, -0.821, 0.140), Vec3(0.470, -0.869, 0.153) };
				GetGoal("MOBILEMORTAR_Axis_Barrier_11").MortarAim = {
				Vec3(0.559, -0.814, 0.156), Vec3(0.503, -0.846, 0.180) };
			}
			case 7:
			{
				//Tank Past Barrier
				Util.DisableGoal( ".*_Barrier_.*" );
				
				SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Tank_Barrier" );
				
				if ( tableCount(Map.ally_near_rocket) < 1 )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
						"MOBILEMORTAR_Axis_Barrier_1.*",
						"MOBILEMG42_Axis_PastBarrier_.*",
						"DEFEND_Axis_PastBarrier_.*",
						"CALLARTILLERY_Axis_PastBarrier_.*",
						"ARTILLERY_S_Axis_PastBarrier_.*",
					});
				}
				
				SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_PastBarrier_.*" );
			}
			case 8:
			{
				SetAvailableMapGoals( TEAM.AXIS, false, {
					"MOBILEMORTAR_Axis_Barrier_10",
					"MOBILEMORTAR_Axis_Barrier_11",
				});
				
				if ( tableCount(Map.ally_near_rocket) < 1 )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, "MOBILEMORTAR_Axis_PastBarrier_.*" );
				}
			}
			case 9:
			{
				//Tunnel Gate Destroyed
				if ( Map.Axis_CP )
				{
					ClearGoalRole( "PLANT_Command_Post", ROLE.INFILTRATOR );
				}
				else
				{
					if ( !Map.Allied_CP )
					{
						SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Command_Post" );
					}
				}
				
				SetAvailableMapGoals( TEAM.AXIS, false, ".*_PastBarrier_.*" );
				
				if ( tableCount(Map.ally_near_rocket) < 1 )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
						".*_Axis_CP_.*",
						".*_Axis_Tunnel_F1_.*",
					});
				}
			}
			case 10:
			{
				SetAvailableMapGoals( TEAM.AXIS, false, {
					".*_Axis_CP_.*",
					".*_Axis_Tunnel_F1_.*",
				});
				
				if ( tableCount(Map.ally_near_rocket) < 1 )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Tunnel_F2_.*" );
				}
				
				if ( !Map.Allied_CP )
				{
					SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_Tunnel_F2_3.*" );
				}
				
				SetAvailableMapGoals( TEAM.ALLIES, false, {
					".*_Allies_CP_.*",
					".*_Allies_Tunnel_F1_.*",
				});
				
				SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_Tunnel_F2_.*" );
				
				Map.SetSpawn();
			}
			case 11:
			{
				SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_Tunnel_F2_.*" );
				
				if ( tableCount(Map.ally_near_rocket) < 1 )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Tunnel_F3_.*" );
				}
				
				SetAvailableMapGoals( TEAM.ALLIES, false, ".*_Allies_Tunnel_F2_.*" );
				
				SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_Tunnel_F3_.*" );
				
				Map.SetSpawn();
			}
			case 12:
			{
				//Tunnel Allied
				SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_Tunnel_F3_.*" );
				
				if ( !Map.Axis_CP and !Map.Allied_CP )
				{
					SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Command_Post" );
				}
				
				if ( tableCount(Map.ally_near_rocket) < 1 )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_TunnelAllied_.*" );
				}
				
				if ( Map.Explosions_Secured < 4 )
				{
					SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_CappointPlace_.*" );
				}
				
				SetAvailableMapGoals( TEAM.ALLIES, false, {
					"ESCORT_Tank",
					".*_Allies_Tunnel_F3_.*",
				});
				
				if ( Map.Allied_CP )
				{
					SetGoalRole( "PLANT_Command_Post", ROLE.INFILTRATOR );
				}
			}
		}
		
		Util.MapDebugPrint( "Tank_Pos_" + Map.TankPos );
	},
	
	AllyNearRocket =
	{
		Name = "AllyNearRocket",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			if ( GetEntTeam(ent) == TEAM.ALLIES )
			{
				if (Map.ally_near_rocket[ent])
				{
					Map.ally_near_rocket[ent] += 1;
				}
				else
				{
					Map.ally_near_rocket[ent] = 1;
					Util.MapDebugPrint("Ally entered rocket area.");
				}
                
				SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_.*" );
				if ( !Map.Axis_CP and !Map.Allied_CP )
				{
					SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Command_Post" );
				}
				
				if ( Map.Allied_CP )
				{
					SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Command_Post" );
				}
				
				if (Map.Explosion_Materials_3 == "Returned" or Map.Explosion_Materials_4 == "Returned")
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
						"DEFEND_Axis_ExplMat34_.*",
						".*_Axis_CappointPlace_4.*",
						".*_Axis_CappointPlace_6.*",
					});
				}
				
				if ( Map.Explosions_Secured < 4 )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
						".*_Axis_CappointPlace_0.*",
						".*_Axis_CappointPlace_1.*",
						".*_Axis_CappointPlace_3.*",
						".*_Axis_CappointPlace_5.*",
						".*_Axis_CappointPlace_7.*",
					});
				}
				else
				{
					SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_RocketArea_.*" );
				}
				
				Map.SetSpawn();
			}
		},
		OnExit = function(ent)
		{
			if (Map.ally_near_rocket[ent])
			{
				if (Map.ally_near_rocket[ent] > 1)
				{
					Map.ally_near_rocket[ent] -= 1;
				}
				else
				{
					Map.ally_near_rocket[ent] = null;
				}
                
                if ( tableCount(Map.ally_near_rocket) < 1 )
                {
					Util.MapDebugPrint("Rocket area is empty.");
					
					SetAvailableMapGoals( TEAM.AXIS, false, {
						".*_Axis_CappointPlace_.*",
						".*_Axis_RocketArea_.*",
						".*_Axis_ExplMat34_.*",
					});
					
					if ( !Map.Axis_CP and !Map.Allied_CP and Map.TankPos < 12 )
					{
						SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Command_Post" );
					}
					
					if ( Map.Allied_CP )
					{
						SetAvailableMapGoals( TEAM.AXIS, true, {
							"PLANT_Command_Post",
							".*_Axis_TunnelAllied_.*",
						});
					}
					else
					{
						Map.Goals_TankPos();
					}
					
					Map.SetSpawn();
					
					Util.MapDebugPrint( "Tank_Pos_" + Map.TankPos );
                }
			}
		},
	},
	
	Goals_TankPos = function ()
	{
		if ( Map.TankPos < 7 )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Barrier_.*" );
			
			if ( Map.TankPos < 4 )
			{
				SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_Barrier_1.*" );
			}
			else
			{
				SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Barrier_1.*" );
			}
			
			if ( Map.TankPos > 4 )
			{
				SetAvailableMapGoals( TEAM.AXIS, false, {
					"MOBILEMORTAR_Axis_Barrier_01",
					"MOBILEMORTAR_Axis_Barrier_02",
				});
			}
		}
		else
		{
			if ( Map.TankPos < 9 )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					"MOBILEMORTAR_Axis_Barrier_1.*",
					"MOBILEMG42_Axis_PastBarrier_.*",
					"DEFEND_Axis_PastBarrier_.*",
					"CALLARTILLERY_Axis_PastBarrier_.*",
					"ARTILLERY_S_Axis_PastBarrier_.*",
				});
				
				if ( Map.TankPos == 8 )
				{
					SetAvailableMapGoals( TEAM.AXIS, false, {
						"MOBILEMORTAR_Axis_Barrier_10",
						"MOBILEMORTAR_Axis_Barrier_11",
					});
					
					SetAvailableMapGoals( TEAM.AXIS, true, "MOBILEMORTAR_Axis_PastBarrier_.*" );
				}
			}
			
			if ( Map.TankPos == 9 )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					".*_Axis_CP_.*",
					".*_Axis_Tunnel_F1_.*",
				});
			}
			
			if ( Map.TankPos == 10 )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Tunnel_F2_.*" );
				
				if ( !Map.Allied_CP )
				{
					SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_Tunnel_F2_3.*" );
				}
			}
			
			if ( Map.TankPos == 11 )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Tunnel_F3_.*" );
			}
			
			if ( Map.TankPos == 12 )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_TunnelAllied_.*" );
			}
		}
	},
	
	Explosion_Materials = function( entity, action )
	{
		if ( entity == 367 or entity == 441 or entity == 342 )
		{
			Map.Explosion_Materials_1 = action;
			Util.MapDebugPrint( "Explosion_Materials_1_" + action );
		}
		else if ( entity == 369 or entity == 443 or entity == 344 )
		{
			Map.Explosion_Materials_2 = action;
			Util.MapDebugPrint( "Explosion_Materials_2_" + action );
		}
		else if ( entity == 379 or entity == 453 or entity == 354 )
		{
			Map.Explosion_Materials_3 = action;
			Util.MapDebugPrint( "Explosion_Materials_3_" + action );
		}
		else if ( entity == 380 or entity == 454 or entity == 355 )
		{
			Map.Explosion_Materials_4 = action;
			Util.MapDebugPrint( "Explosion_Materials_4_" + action );
		}
		else
		{
			Util.MapDebugPrint( "unknown entity: " + GetGameIdFromEntity(entity) );
		}
		
		if ((Map.Explosion_Materials_3 == "Taken" or Map.Explosion_Materials_3 == "Secured")
			and (Map.Explosion_Materials_4 == "Taken" or Map.Explosion_Materials_4 == "Secured"))
		{
			SetAvailableMapGoals( TEAM.AXIS, false, {
				"DEFEND_Axis_ExplMat34_.*",
				".*_Axis_CappointPlace_4.*",
				".*_Axis_CappointPlace_6.*",
			});
		}
		
		if ((Map.Explosion_Materials_3 == "Returned" or Map.Explosion_Materials_4 == "Returned") and tableCount(Map.ally_near_rocket) > 0 )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"DEFEND_Axis_ExplMat34_.*",
				".*_Axis_CappointPlace_4.*",
				".*_Axis_CappointPlace_6.*",
			});
		}
	},
	
	Explosion_Materials_Taken = function( trigger )
	{
		Map.Explosions_Taken += 1;
		action = "Taken";
		entity = trigger.Entity;
		Map.Explosion_Materials( entity, action );
		
		SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_.*" );
	},
	
	Explosion_Materials_Dropped = function( trigger )
	{
		Util.MapDebugPrint( "Explosion_Materials_Dropped" );
		
		foreach( goal in Util.GoalTable("FLAGRETURN_.*") )
		{
			pos1 = goal.GetPosition();
		}
		
		if ( pos1.x < -10720 and pos1.y > -3650 )
		{
			goal.SetAvailable(TEAM.AXIS, false);
			Util.MapDebugPrint( "Flagreturn forbidden" );	//because of artillery support
		}
		else
		{
			Util.SetMaxUsers( 2, "FLAGRETURN_.*" );
		}
	},
	
	Explosion_Materials_Returned = function( trigger )
	{
		Map.Explosions_Taken -= 1;
		action = "Returned";
		entity = trigger.Entity;
		Map.Explosion_Materials( entity, action );
		
		if ( Map.Explosions_Taken == 0 )
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_.*" );
		}
	},

	Explosion_Materials_Secured = function( trigger )
	{
		owner = GetEntOwner(trigger.Entity);
		pos = GetEntPosition(owner);
		action = "Secured";
		entity = trigger.Entity;
		Map.Explosion_Materials( entity, action );
		Map.Explosions_Taken -= 1;
		Map.Explosions_Secured += 1;
		
		foreach ( goal in Util.GoalTable("CAPPOINT_.*") )
		{
			goalname = goal.GetName();
			goalpos = Util.GetMapGoalPosition(goalname);
			
			if ( DistanceBetween(pos, goalpos) < 75 )
			{
				Util.RemoveGoal( goalname );
				break;
			}
		}
		
		if ( Map.Explosions_Secured == 4 )
		{
			Util.DisableGoal( ".*_CappointPlace_.*" );
			
			SetAvailableMapGoals( TEAM.ALLIES, false, {
				"FLAG_.*",
				"CAPPOINT_.*",
			});
			
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"BUILD_Detonator",
				".*_Allies_RocketArea_.*",
			});
			
			if ( tableCount(Map.ally_near_rocket) > 0 )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_RocketArea_.*" );
			}
		}
	},
	
	Detonator_Built = function( trigger )
	{
		Map.Detonator = true;
		
		Wp.SetWaypointFlag( "Detonator_1", "closed", false );
		Wp.SetWaypointFlag( "Detonator_2", "closed", true );
		
		Util.MapDebugPrint( "Detonator_Built" );
		
		SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_Detonator" );
	},
	
	Allies_Won = function( trigger )
	{
		Util.MapDebugPrint( "Allies_Won" );
		
		Map.Allies_Win = true;
		
		ETUtil.WinningChat( TEAM.ALLIES );
		ETUtil.LosingChat( TEAM.AXIS );
	},
	
	Thirty_second = function( trigger )
	{
		Util.MapDebugPrint( "^5Thirty_second" );
		
		sleep(30);
		
		if ( !Map.Allies_Win )
		{
			Util.MapDebugPrint( "^5Axis_Win" );
			
			ETUtil.WinningChat( TEAM.AXIS );
			ETUtil.LosingChat( TEAM.ALLIES );
		}
	},
	
	SetSpawn = function()
	{
		foreach ( id and bot in BotTable )
		{
			Map.SetSpawn1(bot);
		}
	},
	
	SetSpawn1 = function(bot)
	{
		if ( bot.GetTeam() == TEAM.AXIS )
        {
			if ( tableCount( Map.ally_near_rocket ) < 1 )
			{
				if ( !Map.Tunnel_Allied )
				{
					if ( !Map.Allied_CP )
					{
						if ( Map.TankPos == 9 )
						{
							if ( RandInt(0, 1) < 1 )
							{
								bot.ChangeSpawnPoint(1);
							}
							else
							{
								bot.ChangeSpawnPoint(5);
							}
						}
						else
						{
							if ( Map.TankPos > 9 )
							{
								bot.ChangeSpawnPoint(5);
							}
							else
							{
								bot.ChangeSpawnPoint(1);
							}
						}
					}
					else
					{
						bot.ChangeSpawnPoint(6);
					}
				}
				else
				{
					bot.ChangeSpawnPoint(6);
				}
			}
			else
			{
				bot.ChangeSpawnPoint(6);
			}
		}
	},
};

global OnMapLoad = function()
{
	if ( Map.Debug )
	{
		Util.DebugColorString = "^3";
	}
	
	
	OnTrigger( "^aAxis Command Post constructed. Charge speed increased!", Map.Axis_CP_Built );
	OnTrigger( "^aAllied Command Post constructed. Charge speed increased!", Map.Allied_CP_Built );
	OnTrigger( "^aAllied team has destroyed the Axis Command Post!", Map.CP_Destroyed );
	OnTrigger( "^aAxis team has destroyed the Allied Command Post!", Map.CP_Destroyed );
	
	OnTrigger( "^aDynamite detonator has been constructed.", Map.Detonator_Built );
	
	OnTrigger( "^aThe tank has been repaired.", Map.Tank_Built );
	OnTrigger( "^aThe tank has been damaged.", Map.Tank_Destroyed );
	
	OnTrigger( "^aTank Barrier has been constructed.", Map.Tank_Barrier_Built );
	OnTrigger( "s11", Map.Tank_Barrier_Destroyed );
	
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -3913.879, 1536.137, -139.396 ), 55, Map.TankAtBarrier );
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -1036, 1536, -89 ), 55, Map.Tank_Pos );	//pos 1
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -1512, 1536, -89 ), 55, Map.Tank_Pos );	//pos 2
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -1996, 1536, -89 ), 55, Map.Tank_Pos );	//pos 3
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -2340, 1536, -89 ), 55, Map.Tank_Pos );	//pos 4
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -2964, 1536, -89 ), 55, Map.Tank_Pos );	//pos 5
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -3660, 1536, -89 ), 55, Map.Tank_Pos );	//pos 6
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -4628, 1536, -89 ), 55, Map.Tank_Pos );	//pos 8
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -8875, 3152, -105 ), 55, Map.Tank_Pos );	//pos 10
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -10049, 223, -95 ), 55, Map.Tank_Pos );	//pos 11
	
	OnTrigger( "^aThe tank has passed the barrier!", Map.TankPastBarrier );
	OnTrigger( "^aThe tank is approaching to the Tunnel Gate!", Map.Tank_Approaching );
	OnTrigger( "^aTunnel gate has been destroyed!", Map.Tunnel_Gate_Destroyed );
	OnTrigger( "^aAllies have permanently secured the tunnel!", Map.TunnelAllied );
	OnTrigger( "s37", Map.Allies_Won );
	OnTrigger( "thirty second warning.", Map.Thirty_second );
	
	OnTrigger( "^aExplosion Materials have been stolen!", Map.Explosion_Materials_Taken );
	OnTrigger( "^aExplosion Materials have been dropped!", Map.Explosion_Materials_Dropped );
	OnTrigger( "^aExplosion Materials have been returned!", Map.Explosion_Materials_Returned );
	OnTrigger( "^aExplosion Materials have been delivered to Rocket Base!", Map.Explosion_Materials_Secured );
	
	OnTriggerRegion(AABB(-11736.875,-6582.253,-458.875,-6023.125,-3870.125,60.987), Map.AllyNearRocket);
	
	RegionTrigger.Create(AABB(-9944.875,-5537.494,-246.875,-9786.039,-5294.146,-79.743), "DisableCombatMovement", "Jump_near_ExplMat");
	RegionTrigger.Create(AABB(-9562.510,-4870.950,-405.659,-9104.373,-4400.812,13.022), "DisableCombatMovement", "Rocket_Scaffolding");
	RegionTrigger.Create(AABB(-9270.547,-4573.265,-428.875,-9161.070,-4460.329,-36.697), "DisableBotPush", "Ladder");
	
	Util.DisableGoal( ".*", true );
	Util.DisableGoal( "ROUTE_Tunnel_.*" );
	
	Util.RemoveGoal( "PLANT_Detonator" );
	
	Util.EnableGoal( ".*CAB_.*" );
	
	SetAvailableMapGoals( TEAM.AXIS, true, {
		"BUILD_Tank_Barrier",
		"BUILD_Command_Post",
		".*_Axis_Barrier_.*",
	});
	SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_Barrier_1.*" );
	
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"BUILD_Tank",
		".*_Allies_Barrier_.*",
	});
	
	SetGoalPriority( "DEFEND_Axis_ExplMat34_.*", 0.51, TEAM.AXIS, 0 );
	
	SetGoalPriority( "ATTACK_Allies_CappointPlace_2.*", 0.52, TEAM.ALLIES, 0 );
	
	SetGoalRole( "MOBILEMG42_Axis_CP_.*", ROLE.DEFENDER );
	SetGoalRole( "MOBILEMG42_Axis_Tunnel_F1_.*", ROLE.DEFENDER1 );
	SetGoalRole( "DEFEND_Axis_CP_.*", { ROLE.DEFENDER, ROLE.DEFENDER2 });
	SetGoalRole( "DEFEND_Axis_Tunnel_F1_2.*", { ROLE.DEFENDER1, ROLE.DEFENDER3 });
	SetGoalRole( "DEFEND_Axis_ExplMat34_.*", { ROLE.DEFENDER, ROLE.DEFENDER1 });
	
	SetGoalRole( "ATTACK_Allies_CP_.*", { ROLE.ATTACKER, ROLE.ATTACKER2 });
	SetGoalRole( "ATTACK_Allies_Tunnel_F1_.*", { ROLE.ATTACKER1, ROLE.ATTACKER3 });
	
	Util.SetMaxUsers( 1, "CAPPOINT_.*" );
	Util.SetMaxUsers( 1, "BUILD_Command_Post" );
	Util.SetMaxUsers( 2, "PLANT_Command_Post" );
	Util.SetMaxUsers( 4, "ESCORT_Tank" );
	
	Wp.SetWaypointFlag( "Tank_Path_.*", "blockwall", true );
	Wp.SetWaypointFlag( "Tank_Barrier_1", "closed", true );
	Wp.SetWaypointFlag( "Detonator_1", "closed", true );
	Wp.SetWaypointFlag( "Detonator_2", "closed", false );
	
	Util.AddUseWp( "BUILD_Tank_Barrier", "Tank_Barrier_2" );
	Util.AddUseWp( "BUILD_Detonator", "Detonator_3" );
	
	WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.MP40, true );
	WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.THOMPSON, true );
	WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.PANZERFAUST, false );
	WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.FLAMETHROWER, false );

	if ( GetGameState() == "Playing" )
	{
		sleep(5);
		EchoToScreen(0,"^3Omni-bot map script ^3by ^1Q^2i^3k^4i ^3and ^1n^2a^4t^8i^3v^5e12 ^3");
		Util.BotChat( 0, "say", "^3Omni-bot map script ^3by ^1Q^2i^3k^4i ^3and ^1n^2a^4t^8i^3v^5e12^7" , 1 );
	}
};

global OnBotJoin = function( bot )
{
	bot.TargetBreakableDist = 130;
};

global InitializeRoutes = function()
{
	MapRoutes =
	{
		BUILD_Command_Post =
		{
			ROUTE_Allied_TunnelSpawn =
			{
				ROUTE_Tunnel_1 =
				{
					ROUTE_Tunnel_2 = {},
				},
				ROUTE_BackWay_1 =
				{
					ROUTE_BackWay_2 = {},
				},
			},
		},
	};
	
	MapRoutes[".*_Axis_Tunnel.*"] =
	{
		ROUTE_RocketBase_Spawn =
		{
			ROUTE_Expl_Material_1 =
			{
				ROUTE_Expl_Material_3_0 = {},
			},
			ROUTE_Around_Cappoint_1 =
			{
				Weight = 3,
				ROUTE_Around_Cappoint_2 = {},
			},
			ROUTE_Ladder_1 = {},
		},
	};
	
	MapRoutes[".*_Axis_RocketArea_.*"] =
	{
		ROUTE_RocketBase_Spawn =
		{
			ROUTE_Expl_Material_1 =
			{
				Weight = 2,
				ROUTE_Expl_Material_2_0 =
				{
					ROUTE_Expl_Material_2_1 = {},
				},
				ROUTE_Expl_Material_3_0 =
				{
					ROUTE_Expl_Material_3_1 = {},
				},
			},
			ROUTE_Around_Cappoint_1 =
			{
				Weight = 3,
				ROUTE_Around_Cappoint_2 = {},
			},
			ROUTE_Ladder_1 = {},
		},
	};
	
	MapRoutes.PLANT_Command_Post = MapRoutes.BUILD_Command_Post;
	MapRoutes["DEFEND_Axis_CappointPlace_3.*"] = MapRoutes[".*_Axis_RocketArea_.*"];
	
	Util.Routes(MapRoutes);
};