//==========================================================================================
//
// Canyon Lake - canyonlake.gm
//
// Who		When			What
//------------------------------------------------------------------------------------------
// Mateos	24 June 2025	First pass on old 0.66 waypoints
// Mateos	25 January 2026	Second pass: escort/mount Tank, path checked against cvp
//
//==========================================================================================
//

global Map =
{
	Debug = 0,

	TankStatus =
	{
		DESTROYED = 0,
		REPAIRED  = 1
	},

	Movers =
	{
		"MOVER_Tank"
	},

	tankStatus, // Tank is repaired by default

	Axis_Command_Post_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Axis_Command_Post" );

		Util.MapDebugPrint( "Axis_Command_Post_Built" );
	},

	Scaffolding_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Scaffolding" );

		Util.MapDebugPrint( "Scaffolding_Built" );
	},

	Tank_Barrier_2_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Tank_Barrier_2" );

		Util.MapDebugPrint( "Tank_Barrier_2_Built" );
	},

	Tank_Barrier_1_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Bridge" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Tank_Barrier_1" );
		//SetAvailableMapGoals( TEAM.AXIS, true, Map.DEFEND_defense1 );

		Util.MapDebugPrint( "Tank_Barrier_1_Built" );
	},

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

	Tank_Built = function( trigger )
	{
		Map.tankStatus = Map.TankStatus.REPAIRED;

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

	Tank_Destroyed = function( trigger )
	{
		Map.tankStatus = Map.TankStatus.DESTROYED;

//~		// Keep them focused on the Tank
//~		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" );

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

	Bridge_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Bridge" );
		//SetAvailableMapGoals( TEAM.AXIS, false, Map.DEFEND_defense1 );

		Util.MapDebugPrint( "Bridge_Built" );
	},

	Allied_Command_Post_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Bridge" );

		Util.MapDebugPrint( "Allied_Command_Post_Built" );
	},

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

	Tank_Barrier_2_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Generator" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Side_Wall" );

		Util.MapDebugPrint( "Tank_Barrier_2_Destroyed" );
	},

	Bridge_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Bridge" );

		Util.MapDebugPrint( "Bridge_Destroyed" );
	},

	Tank_Barrier_1_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Bridge" );

		Util.MapDebugPrint( "Tank_Barrier_1_Destroyed" );
	},

	Axis_Command_Post_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Axis_Command_Post" );

		Util.MapDebugPrint( "Axis_Command_Post_Destroyed" );
	},

	Generator_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Generator" );

		Util.MapDebugPrint( "Generator_Destroyed" );
	},

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

	Scaffolding_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Scaffolding" );

		Util.MapDebugPrint( "Scaffolding_Destroyed" );
	},

	Gun_2_Destroyed = function( trigger )
	{
		Util.MapDebugPrint( "Gun_2_Destroyed", true );
	},

	Gun_1_Destroyed = function( trigger )
	{
		Util.MapDebugPrint( "Gun_1_Destroyed", true );
	},

	Big_Wall_Destroyed = function( trigger )
	{
		sleep( .1 );
		Wp.CheckBlockable();

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"BUILD_Scaffolding",
			"FLAG_objective01_book"
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"BUILD_Axis_Command_Post",
			"BUILD_Tank_Barrier_2"
		});

		Util.MapDebugPrint( "Big_Wall_Destroyed" );
	},

//~ 	Allies_Capture_Flag = function( trigger )
//~ 	{
//~ 		Util.MapDebugPrint( "Allies_Capture_Flag", true );
//~ 	},

//~ 	Axis_Capture_Flag = function( trigger )
//~ 	{
//~ 		Util.MapDebugPrint( "Axis_Capture_Flag", true );
//~ 	},

	Main_Facility_Wall_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"BUILD_Tank",
			"ESCORT_Tank",
			"MOUNT_Tank"
		});

		Util.MapDebugPrint( "Main_Facility_Wall_Destroyed" );
	}
};

global OnMapLoad = function()
{
	OnTrigger( "Tank Barrier #1 has been constructed.", Map.Tank_Barrier_1_Built );
	OnTrigger( "Axis repaired the Generator!", Map.Generator_Built );
	OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Axis_Command_Post_Built );
	OnTrigger( "The Tank has been repaired!", Map.Tank_Built );
	OnTrigger( "The Tank has been damaged!", Map.Tank_Destroyed );
	OnTrigger( "Bridge Completed!", Map.Bridge_Built );
	OnTrigger( "Tank Barrier #2 has been constructed.", Map.Tank_Barrier_2_Built );
	OnTrigger( "Allies have built the Scaffolding!", Map.Scaffolding_Built );
	OnTrigger( "Allies Command Post constructed. Charge speed increased!", Map.Allied_Command_Post_Built );
	OnTrigger( "Axis have destroyed the Scaffolding!", Map.Scaffolding_Destroyed );
	OnTrigger( "Allies have destroyed Gun #2!", Map.Gun_2_Destroyed );
	OnTrigger( "Tank Barrier #2 has been destroyed.", Map.Tank_Barrier_2_Destroyed );
	OnTrigger( "Bridge destroyed!", Map.Bridge_Destroyed );
	OnTrigger( "Allies have destroyed Gun #1!", Map.Gun_1_Destroyed );
	OnTrigger( "Allies have broken through the side wall!", Map.Side_Wall_Destroyed );
	OnTrigger( "Tank Barrier #1 has been destroyed.", Map.Tank_Barrier_1_Destroyed );
	OnTrigger( "Axis have destroyed the Allies Command Post!", Map.Allied_Command_Post_Destroyed );
	OnTrigger( "Allies team has destroyed the Axis Command Post!", Map.Axis_Command_Post_Destroyed );
	OnTrigger( "Allies have damaged the Generator!", Map.Generator_Destroyed );
	OnTrigger( "Allies team has destroyed the Big Wall!", Map.Big_Wall_Destroyed );
//~ 	OnTrigger( "MISSING_STRING", Map.Allies_Capture_Flag );
//~ 	OnTrigger( "MISSING_STRING", Map.Axis_Capture_Flag );

	OnTrigger( "Allies have broken through the main facility wall!", Map.Main_Facility_Wall_Destroyed );

	Map.tankStatus = Map.TankStatus.REPAIRED; // Tank is repaired by default

	//move the bridge and axis cp dynamite goal to correct position
	Util.SetGoalPosition( 4094, 253, 170, "PLANT_Bridge" );
	Util.SetGoalPosition( -4498, 4048, 1200, "PLANT_Axis_Command_Post" );

	//move certain destructables to a better place
	Util.SetGoalPosition( -4020, 2737, 688, "PLANT_Side_Wall" );
	Util.SetGoalPosition( -4271, 3280, 662, "PLANT_Generator" );

	// Move defense1 construct to a better postition
	Util.SetGoalPosition( 1579, -5625, 193, "BUILD_Tank_Barrier_1" );

	//Move Bridge Construction to a better place
	Util.SetGoalPosition( 4498, -2186, 195, "BUILD_Bridge" );

	// Disable Bots trying to Blow Guns 1 & 2 they are not required

	// Disable Build side wall
	//	Util.DisableGoal( "BUILD_Side_Wall" );

	// Allies Goals
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"BUILD_Allied_Command_Post",
		"BUILD_Bridge",
		"BUILD_Tank",
		"ESCORT_Tank",
		"MOUNT_Tank"
	});
	SetAvailableMapGoals( TEAM.ALLIES, false, {
		"BUILD_Scaffolding",
		"FLAG_objective01_book",
		"PLANT_1_Gun",
		"PLANT_2_Gun",
		"PLANT_Axis_Command_Post",
		"PLANT_Generator",
		"PLANT_Side_Wall"
	});

	// Axis Goals
	SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Tank_Barrier_1" );
	SetAvailableMapGoals( TEAM.AXIS, false, {
		"BUILD_Axis_Command_Post",
		"BUILD_Generator",
		"BUILD_Tank_Barrier_2",
		"PLANT_Allied_Command_Post",
		"PLANT_Bridge",
		"PLANT_Scaffolding"
	});

	Util.MapDebugPrint( "^6Map script loaded successfully!" );
};

global OnBotJoin = function( bot )
{
	// Uncomment for shootable breakables
	//~ bot.TargetBreakableDist = 300.0;
	bot.MaxViewDistance = 4500;
};
