//==========================================================================================
//
//	transmitter.gm
//
//	Who	        When		What
//------------------------------------------------------------------------------------------
//	Qiki	    23.10.2022	Initial Script & Waypoints
//	Native12	        	Script
//	Qiki	    12.07.2023	Stuckages
//	Native12	12.07.2023	Released
//	Native12	18.09.2023	Corrections in routes
//	Qiki	    29.09.2023	Add triggers, stuckages
//	Native12    29.09.2023	Some changes in goals and script
//
//==========================================================================================
//  if you wanna use tunnel passage, download this file and move it into the etmain folder:
//  https://www.harryhomers.org/et/download/etmain/transmitter_special.pk3
//	Keep your omni-bot scripts up to date!
//	Bugs and suggestions: PM on https://fearless-assassins.com/

global Map =
{
	Debug = 0,
	Axis_Castle_MG = false,
	Bridge = false,
	Bridge_MG = false,
	Axis_CP = false,
	Allied_CP = false,
	Grate_Door = true,
	Allied_Castle_MG = false,
	Backgate = true,
	Serpentine_Barricade = true,
	Forward_Hut_Allied = false,
	Ladder_Up = true,
	Antenna_Ready = false,
	Modification_Kit_Taken = false,
	Modification_Kit_Secured = false,
	Backgate_Open_Counter = 0,
	Backgate_Opened = false,
	Ent_73 = true,
	Ent_74 = true,
	Ent_75 = true,
	Ent_76 = true,
	Ent_508 = true,
	b_ice = {},

	count_ally = {},

	DontDispenseAmmo = true,

	weaps_1 =
	{
		WEAPON.THOMPSON, WEAPON.MP40,
		WEAPON.BAR, WEAPON.STG44,
		WEAPON.SHOTGUN, WEAPON.M97, WEAPON.M7,
		WEAPON.GARAND, WEAPON.K43,
		WEAPON.STEN, WEAPON.MP34, WEAPON.FG42, WEAPON.FG42_SCOPE
	},

	weaps_2 =
	{
		WEAPON.COLT, WEAPON.COLT_AKIMBO,
		WEAPON.COLT_AKIMBO_SILENCED, COLT_SILENCED,
		WEAPON.LUGER, WEAPON.LUGER_AKIMBO, WEAPON.LUGER_AKIMBO_SILENCED,
		WEAPON.LUGER_SILENCED, WEAPON.KNIFE
	},

	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);
			},
		},

		//  /bot waypoint_setproperty paththrough Navigation_PT:jump_wait_2
		jump_wait_2 =
		{
			navigate = function(_this)
			{
				sleep(1);
				_this.Bot.HoldButton(BTN.JUMP, 0.55);
				sleep(0.55);
			},
		},

		//  /bot waypoint_setproperty paththrough Navigation_PT:jump_with_crouch
		jump_with_crouch =
		{
			navigate = function(_this)
			{
			   _this.Bot.HoldButton(BTN.JUMP, 0.35);
				sleep(0.15);
				_this.Bot.HoldButton(BTN.CROUCH, 1);
				sleep(1);
			},
		},
	},

	Roles =
	{
		AXIS =
		{
			AllBots = true, // each bot is considered for a role
			DEFENDER =
			{
				spawnpt = 1,    //Forward spawn
				numbots = 4,
				crucialClass = CLASS.FIELDOPS,
			},
			DEFENDER1 =
			{
				spawnpt = 1,    //Forward spawn
				numbots = 4,
				crucialClass = CLASS.ENGINEER,
			},
			DEFENDER2 =
			{
				spawnpt = 1,    //Forward spawn
				numbots = 4,
				crucialClass = CLASS.ENGINEER,
			},
			DEFENDER3 =
			{
				spawnpt = 1,    //Forward spawn
				numbots = 4,
				crucialClass = CLASS.ENGINEER,
			},
			DEFENSECAPTAIN =
			{
				spawnpt = 2,    //Castle
				numbots = 4,
				crucialClass = CLASS.SOLDIER,
			}
		},

		ALLIES =
		{
			AllBots = true, // each bot is considered for a role
			ATTACKER =
			{
				spawnpt = 3,    //Allied base
				numbots = 4,
				crucialClass = CLASS.ENGINEER,
			},
			ATTACKER1 =
			{
				spawnpt = 3,    //Allied base
				numbots = 4,
				crucialClass = CLASS.ENGINEER,
			},
			ATTACKER2 =
			{
				spawnpt = 3,    //Allied base
				numbots = 4,
				crucialClass = CLASS.ENGINEER,
			},
			ATTACKER3 =
			{
				spawnpt = 3,    //Allied base
				numbots = 4,
				crucialClass = CLASS.ENGINEER,
			},
			OFFENSECAPTAIN =
			{
				spawnpt = 3,    //Allied base
				numbots = 4,
				crucialClass = CLASS.ENGINEER,
			},
		},
	},

	Bridge_MG_Built = function( trigger )
	{
		Map.Bridge_MG = true;

		Wp.SetWaypointFlag( "Bridge_MG_1", "closed", false );

		Util.MapDebugPrint( "Bridge_MG_Built" );

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

		if ( !Map.Bridge and !Map.Forward_Hut_Allied )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				".*MG42_Bridge_MG",
			});
		}
	},

	Bridge_MG_Planted = function( trigger )
	{
		Util.MapDebugPrint( "Bridge_MG_Planted" );

		Util.SetGoalRange( "DEFUSE_Bridge_MG_.*", 800);
	},

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

	Bridge_MG_Destroyed = function( trigger )
	{
		Map.Bridge_MG = false;

		Wp.SetWaypointFlag( "Bridge_MG_1", "closed", true );

		Util.MapDebugPrint( "Bridge_MG_Destroyed" );

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			".*MG42_Bridge_MG",
		});

		if ( !Map.Bridge and !Map.Forward_Hut_Allied )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"BUILD_Bridge_MG",
			});
		}
	},

	Bridge_Built = function( trigger )
	{
		Map.Bridge = true;

		for ( q = 2; q < 16; q += 1 )
		{
			Wp.SetWaypointFlag( "Bridge_" + q, "closed", false );
		}

		Util.MapDebugPrint( "Bridge_Built" );

		Util.EnableGoal( "ROUTE_Bridge_.*" );

		SetGoalRole( "CHECKPOINT_forwardflag", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
		SetGoalRole( "BUILD_Bridge", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
		SetGoalRole( ".*_Allies_ForwardSpawn_.*", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
		SetGoalRole( "PLANT_Serpentine_Barricade", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });

		SetGoalRole( "SWITCH_Cave_Ladder", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "BUILD_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "PLANT_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( ".*_Allies_ForestHut_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "FLAG_radioparts", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "PLANT_Grate_Door", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( ".*_Allies_GrateDoor_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			".*MG42_Damaged_Building",
			"BUILD_Bridge_MG",
			"BUILD_Bridge",
			".*_Allies_Bridge_.*",
			".*MG42_Bridge_MG",
		});

		if ( Map.Serpentine_Barricade )
		{
			if ( !Map.Forward_Hut_Allied )
			{
				SetAvailableMapGoals( TEAM.ALLIES, true, {
					"CHECKPOINT_forwardflag",
				});
			}

			SetAvailableMapGoals( TEAM.ALLIES, true, {
				".*_Allies_ForwardSpawn_.*",
				"PLANT_Serpentine_Barricade",
			});
		}

		if ( !Map.Allied_CP )
		{
			if ( Map.Ladder_Up )
			{
				SetAvailableMapGoals( TEAM.ALLIES, true, {
					"SWITCH_Cave_Ladder",
					".*_Allies_ForestHut_.*",
				});

				if ( Map.Axis_CP )
				{
					SetAvailableMapGoals( TEAM.ALLIES, true, {
						"PLANT_Command_Post",
					});
				}
				else
				{
					SetAvailableMapGoals( TEAM.ALLIES, true, {
						"BUILD_Command_Post",
					});
				}

				if ( Map.Grate_Door )
				{
					SetAvailableMapGoals( TEAM.ALLIES, true, {
						"PLANT_Grate_Door",
					});
				}
			}
		}

		sleep(5);

		if ( Map.Bridge )
		{
			SetAvailableMapGoals( TEAM.AXIS, false, {
				".*_Axis_Bridge_.*",
			});
			//Plant bridge IMHO is suicide - so don't allow
			if ( tableCount(Map.count_ally) < 1 )
			{
				if ( Map.Serpentine_Barricade and !Map.Modification_Kit_Taken and !Map.Forward_Hut_Allied )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
						".*_Axis_ForwardSpawn_.*",
						".*_Forward_Hut",
						".*_Axis_SerpBarric_.*",
						".*MG42_barricade_mg",
					});
				}
			}
		}
	},

	Bridge_Planted = function( trigger )
	{
		Util.MapDebugPrint( "Bridge_Planted" );

		Util.SetGoalRange( "DEFUSE_Bridge_.*", 1400);
	},

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

	Bridge_Destroyed = function( trigger )
	{
		Map.Bridge = false;

		for ( q = 2; q < 16; q += 1 )
		{
			Wp.SetWaypointFlag( "Bridge_" + q, "closed", true );
		}

		Util.MapDebugPrint( "Bridge_Destroyed" );

		Util.DisableGoal( "ROUTE_Bridge_.*" );

		SetAvailableMapGoals( TEAM.AXIS, false, {
			".*_Axis_ForwardSpawn_.*",
			".*_Forward_Hut",
			".*_Axis_SerpBarric_.*",
			".*MG42_barricade_mg",
		});

		if ( tableCount(Map.count_ally) < 1 )
		{
			if ( Map.Serpentine_Barricade and !Map.Modification_Kit_Taken )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					".*_Axis_Bridge_.*",
				});
			}
		}

		if ( !Map.Forward_Hut_Allied )
		{
			ClearGoalRole( "CHECKPOINT_forwardflag", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
			ClearGoalRole( ".*_Allies_ForwardSpawn_.*", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
			ClearGoalRole( "PLANT_Serpentine_Barricade", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
		}

		if ( !Map.Serpentine_Barricade )
		{
			Util.SetMaxUsers( 1, "BUILD_Bridge" );
		}

		if ( Map.Ladder_Up and !Map.Allied_CP and !Map.Forward_Hut_Allied )
		{
			ClearGoalRole( "SWITCH_Cave_Ladder", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "BUILD_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "PLANT_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "FLAG_radioparts", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "PLANT_Grate_Door", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( ".*_Allies_ForestHut_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( ".*_Allies_GrateDoor_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		}

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			".*MG42_Damaged_Building",
			"BUILD_Bridge",
			".*_Allies_Bridge_.*",
		});

		if ( !Map.Bridge_MG )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"BUILD_Bridge_MG",
			});
		}
		else
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				".*MG42_Bridge_MG",
			});
		}
	},

	Ladder_Raised = function( trigger )
	{
		Map.Ladder_Up = true;

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

		Util.DisableGoal( "ROUTE_Cave_.*" );

		DynamicPathsUpdated( TEAM.AXIS, TEAM.ALLIES );

		Util.MapDebugPrint( "Ladder_Raised" );

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"SWITCH_Cave_Ladder",
		});

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"SWITCH_Cave_Ladder",
		});

		if ( !Map.Bridge and !Map.Allied_CP and !Map.Forward_Hut_Allied )
		{
			ClearGoalRole( "SWITCH_Cave_Ladder", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "BUILD_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "PLANT_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "FLAG_radioparts", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "PLANT_Grate_Door", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( ".*_Allies_ForestHut_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( ".*_Allies_GrateDoor_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		}
	},

	Ladder_Lowered = function( trigger )
	{
		Map.Ladder_Up = false;

		SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_Cave_Ladder" );

		Wp.SetWaypointFlag( "Cave_Ladder", "closed", false );

		Util.MapDebugPrint( "Ladder_Lowered" );

		Util.EnableGoal( "ROUTE_Cave_.*" );

		if ( tableCount(Map.count_ally) < 1 )
		{
			if ( Map.Serpentine_Barricade and !Map.Modification_Kit_Taken )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_Cave_Ladder" );
			}
		}

		SetGoalRole( "SWITCH_Cave_Ladder", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "BUILD_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "PLANT_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "FLAG_radioparts", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "PLANT_Grate_Door", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( ".*_Allies_ForestHut_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( ".*_Allies_GrateDoor_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });

		if ( !Map.Bridge and !Map.Allied_CP )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				".*_Allies_ForestHut_.*",
			});

			if ( Map.Axis_CP )
			{
				SetAvailableMapGoals( TEAM.ALLIES, true, {
					"PLANT_Command_Post",
				});
			}
			else
			{
				SetAvailableMapGoals( TEAM.ALLIES, true, {
					"BUILD_Command_Post",
				});
			}

			if ( Map.Grate_Door )
			{
				SetAvailableMapGoals( TEAM.ALLIES, true, {
					"PLANT_Grate_Door",
				});
			}
		}
	},

	Axis_CP_Built = function( trigger )
	{
		Map.Axis_CP = true;

		Util.MapDebugPrint( "Axis_CP_Built" );

		Util.DisableGoal( {
			"BUILD_Command_Post",
		});

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Axis_CommPost_.*",
		});

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"PLANT_Command_Post",
		});

		if ( Map.Serpentine_Barricade and !Map.Modification_Kit_Taken )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				".*_Axis_ForestHut_.*",
			});
		}
	},

	Axis_CP_Destroyed = function( trigger )
	{
		Map.Axis_CP = false;

		Util.MapDebugPrint( "Axis_CP_Destroyed" );

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

		if ( Map.Serpentine_Barricade and !Map.Modification_Kit_Secured )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"BUILD_Command_Post",
			});
		}

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"BUILD_Command_Post",
		});
	},

	CP_Planted = function( trigger )
	{
		Util.SetGoalRange( "DEFUSE_Command_Post_.*", 1400);

		if ( Map.Allied_CP )
		{
			Util.MapDebugPrint( "Allied_CP_Planted" );
		}
		else
		{
			Util.MapDebugPrint( "Axis_CP_Planted" );

			if ( Map.Modification_Kit_Secured )
			{
				SetAvailableMapGoals( TEAM.AXIS, false, {
					"DEFUSE_Command_Post_.*",
				});
			}
		}
	},

	CP_Defused = function( trigger )
	{
		if ( Map.Allied_CP )
		{
			Util.MapDebugPrint( "Allied_CP_Defused" );
		}
		else
		{
			Util.MapDebugPrint( "Axis_CP_Defused" );
		}
	},

	Allied_CP_Built = function( trigger )
	{
		Map.Allied_CP = true;

		Util.MapDebugPrint( "Allied_CP_Built" );

		Map.Roles.ALLIES.ATTACKER3.spawnpt = 4; //Forest hut spawn
		Map.Roles.ALLIES.OFFENSECAPTAIN.spawnpt = 4; //Forest hut spawn

		Map.SetSpawn();

		SetGoalRole( "SWITCH_Cave_Ladder", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "BUILD_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "PLANT_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( ".*_Allies_ForestHut_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( ".*_Allies_GrateDoor_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "FLAG_radioparts", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });

		Util.DisableGoal( {
			"BUILD_Command_Post",
		});

		SetAvailableMapGoals( TEAM.AXIS, false, {
			".*_Axis_ForestHut_.*",
		});

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			".*_Allies_ForestHut_.*",
		});

		if ( !Map.Modification_Kit_Taken )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"FLAG_radioparts",
			});
		}

		if ( Map.Grate_Door )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"PLANT_Grate_Door",
			});
		}

		if ( Map.Serpentine_Barricade and !Map.Modification_Kit_Secured and !Map.Modification_Kit_Taken )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"DEFEND_Axis_CommPost_.*",
			});
		}

		if ( tableCount(Map.count_ally) < 1 and !Map.Modification_Kit_Secured )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"PLANT_Command_Post",
			});
		}
	},

	Allied_CP_Destroyed = function( trigger )
	{
		Map.Allied_CP = false;

		Util.MapDebugPrint( "Allied_CP_Destroyed" );

		if ( !Map.Forward_Hut_Allied )
		{
			Map.Roles.ALLIES.ATTACKER3.spawnpt = 3; //Allied base
			Map.Roles.ALLIES.OFFENSECAPTAIN.spawnpt = 3; //Allied base
		}
		else
		{
			Map.Roles.ALLIES.ATTACKER3.spawnpt = 1; //Forward spawn
			Map.Roles.ALLIES.OFFENSECAPTAIN.spawnpt = 1; //Forward spawn
		}

		Map.SetSpawn();

		if ( Map.Ladder_Up and !Map.Bridge and !Map.Forward_Hut_Allied )
		{
			ClearGoalRole( "SWITCH_Cave_Ladder", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "BUILD_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "PLANT_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( ".*_Allies_ForestHut_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( ".*_Allies_GrateDoor_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "FLAG_radioparts", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		}

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"PLANT_Command_Post",
			"DEFEND_Axis_CommPost_.*",
		});

		if ( Map.Serpentine_Barricade and !Map.Modification_Kit_Secured )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"BUILD_Command_Post",
			});
		}

		if ( !Map.Serpentine_Barricade )
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, {
				"FLAG_radioparts",
			});
		}

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"BUILD_Command_Post",
		});

		if ( !Map.Modification_Kit_Secured )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				".*_Allies_ForestHut_.*",
			});
		}

		if ( !Map.Modification_Kit_Taken )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				".*_Axis_ForestHut_.*",
			});
		}
	},

	Grate_Door_Built = function( trigger )
	{
		Map.Grate_Door = true;

		Wp.SetWaypointFlag( "Grate_Door_1", "closed", false );
		Wp.SetWaypointFlag( "Grate_Door_3", "door", true );
		Wp.SetWaypointFlag( "Grate_Door_3", "sneak", true );
		Wp.SetWaypointFlag( "Grate_Door_3", "axis", true );
		Wp.SetWaypointFlag( "Grate_Door_3", "infiltrator", true );
		Wp.SetWaypointFlag( "Grate_Door_4", "door", true );
		Wp.SetWaypointFlag( "Grate_Door_4", "sneak", true );

		DynamicPathsUpdated( TEAM.AXIS, TEAM.ALLIES );

		Util.MapDebugPrint( "Grate_Door_Built" );

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Axis_GrateDoorDest_.*",
			"BUILD_Grate_Door",
		});

		if ( Map.Serpentine_Barricade and !Map.Modification_Kit_Taken )
		{
			SetAvailableMapGoals( TEAM.AXIS, false, {
				"DEFEND_Axis_GrateDoor_.*",
			});
		}

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"PLANT_Grate_Door",
		});

		if ( Map.Serpentine_Barricade )
		{
			ClearGoalRole( "ATTACK_Allies_CappointPlace_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "ATTACK_Allies_CappointArea_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			ClearGoalRole( "PLANT_Backgate", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });

			foreach ( bot in BotTable )
			{
				if ( bot.IsCarryingFlag() and ( bot.HasRole(ROLE.ROAMER) or bot.HasRole(ROLE.TEAMCAPTAIN) ))
				{
					SetAvailableMapGoals( TEAM.ALLIES, true, {
						"CAPPOINT_FakePlace_.*",
					});

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

			SetAvailableMapGoals( TEAM.ALLIES, true, {
				".*_Allies_ForestHut_.*",
			});
		}
	},

	Grate_Door_Planted = function( trigger )
	{
		Util.MapDebugPrint( "Grate_Door_Planted" );

		if ( !Map.Modification_Kit_Secured )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				".*_Allies_GrateDoor_.*",
			});

			if ( !Map.Modification_Kit_Taken )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					"DEFEND_Axis_GrateDoor_1.*",
				});
			}

			if ( !Map.Serpentine_Barricade )
			{
				Util.SetGoalRange( "DEFUSE_Grate_Door.*", 900);
			}
		}
		else
		{
			SetAvailableMapGoals( TEAM.AXIS, false, {
				"DEFUSE_Grate_Door_.*",
			});
		}
	},

	Grate_Door_Defused = function( trigger )
	{
		Util.MapDebugPrint( "Grate_Door_Defused" );

		if ( tableCount(Util.GoalTable("DEFUSE_Grate_Door.*")) == 1 )
		{
			if ( !Map.Modification_Kit_Taken )
			{
				SetAvailableMapGoals( TEAM.AXIS, false, {
					"DEFEND_Axis_GrateDoor_.*",
				});
			}
		}
	},

	Grate_Door_Destroyed = function( trigger )
	{
		Map.Grate_Door = false;

		Wp.SetWaypointFlag( "Grate_Door_1", "closed", true );
		Wp.SetWaypointFlag( "Grate_Door_3", "door", false );
		Wp.SetWaypointFlag( "Grate_Door_3", "sneak", false );
		Wp.SetWaypointFlag( "Grate_Door_3", "axis", false );
		Wp.SetWaypointFlag( "Grate_Door_3", "infiltrator", false );
		Wp.SetWaypointFlag( "Grate_Door_4", "door", false );
		Wp.SetWaypointFlag( "Grate_Door_4", "sneak", false );

		DynamicPathsUpdated( TEAM.AXIS, TEAM.ALLIES );

		Util.MapDebugPrint( "Grate_Door_Destroyed" );

		foreach( goal in Util.GoalTable("DEFUSE_Grate_Door.*") )
		{
			goal.SetAvailable(TEAM.AXIS, false);
		}

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"PLANT_Grate_Door",
			".*_Allies_GrateDoor_.*",
		});

		if ( !Map.Modification_Kit_Secured )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"BUILD_Grate_Door",
			});
		}

		if ( Map.Serpentine_Barricade )
		{
			SetGoalRole( "ATTACK_Allies_CappointPlace_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			SetGoalRole( "ATTACK_Allies_CappointArea_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			SetGoalRole( "PLANT_Backgate", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });

			if ( !Map.Modification_Kit_Secured )
			{
				if ( Map.Modification_Kit_Taken )
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
					  "DEFEND_Axis_GrateDoor_.*",
					  "DEFEND_Axis_GrateDoorDest_.*",
					});

					SetAvailableMapGoals( TEAM.ALLIES, false, {
						"CAPPOINT_FakePlace_.*",
						".*_Allies_ForestHut_.*",
					});

					SetAvailableMapGoals( TEAM.ALLIES, true, {
						"CAPPOINT_Transmitter",
						".*_Allies_CappointPlace_.*",
						".*_Allies_CappointArea_.*",
					});
				}
				else
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
					  "DEFEND_Axis_GrateDoor_1.*",
					});
				}
			}
		}
	},

	Forward_Hut_Axis_Captured = function( trigger )
	{
		Map.Forward_Hut_Allied = false;

		Util.MapDebugPrint( "Forward_Hut_Axis_Captured" );

		if ( !Map.Allied_CP )
		{
			Map.Roles.ALLIES.ATTACKER3.spawnpt = 3; //Allied base
			Map.Roles.ALLIES.OFFENSECAPTAIN.spawnpt = 3; //Allied base
		}

		Map.Roles.ALLIES.ATTACKER.spawnpt = 3; //Allied base
		Map.Roles.ALLIES.ATTACKER1.spawnpt = 3; //Allied base
		Map.Roles.ALLIES.ATTACKER2.spawnpt = 3; //Allied base

		Map.SetSpawn();

		ClearGoalRole( "MOUNTMG42_Forward_Hut", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
		ClearGoalRole( "REPAIRMG42_Forward_Hut", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });

		if ( !Map.Bridge )
		{
			ClearGoalRole( ".*_Allies_ForwardSpawn_.*", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
			ClearGoalRole( "PLANT_Serpentine_Barricade", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });

			if ( !Map.Allied_CP and Map.Ladder_Up )
			{
				ClearGoalRole( "SWITCH_Cave_Ladder", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
				ClearGoalRole( "BUILD_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
				ClearGoalRole( "PLANT_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
				ClearGoalRole( ".*_Allies_ForestHut_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
				ClearGoalRole( ".*_Allies_GrateDoor_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
				ClearGoalRole( "PLANT_Grate_Door", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
			}
		}

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CHECKPOINT_forwardflag",
		});

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"CHECKPOINT_forwardflag",
		});

		GetGoal("MOUNTMG42_Forward_Hut").AimVectors = { Vec3(0.926, -0.366, -0.095) };

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			".*MG42_Forward_Hut",
			".*_Allies_ForwardSpawn_.*",
		});

		if ( !Map.Modification_Kit_Taken )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				".*_Axis_TunnelEntrance_.*",
			});

			if ( !Map.Bridge )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					".*_Axis_Bridge_.*",
				});
			}
			else
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					".*_Axis_ForwardSpawn_.*",
					".*MG42_Forward_Hut",
				});
			}
		}
	},

	Forward_Hut_Allies_Captured = function( trigger )
	{
		Map.Forward_Hut_Allied = true;

		Util.MapDebugPrint( "Forward_Hut_Allies_Captured" );

		if ( !Map.Allied_CP )
		{
			Map.Roles.ALLIES.ATTACKER3.spawnpt = 1; //Forward spawn
			Map.Roles.ALLIES.OFFENSECAPTAIN.spawnpt = 1; //Forward spawn
		}

		Map.Roles.ALLIES.ATTACKER.spawnpt = 1; //Forward spawn
		Map.Roles.ALLIES.ATTACKER1.spawnpt = 1; //Forward spawn
		Map.Roles.ALLIES.ATTACKER2.spawnpt = 1; //Forward spawn

		Map.SetSpawn();

		SetGoalRole( ".*_Allies_ForwardSpawn_.*", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
		SetGoalRole( "PLANT_Serpentine_Barricade", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
		SetGoalRole( "MOUNTMG42_Forward_Hut", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });
		SetGoalRole( "REPAIRMG42_Forward_Hut", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2 });

		SetGoalRole( "SWITCH_Cave_Ladder", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "BUILD_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "PLANT_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( ".*_Allies_ForestHut_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( ".*_Allies_GrateDoor_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "PLANT_Grate_Door", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });

		SetAvailableMapGoals( TEAM.AXIS, false, {
			".*_Axis_Bridge_.*",
			".*_Axis_TunnelEntrance_.*",
			".*_Axis_ForwardSpawn_.*",
			".*MG42_Forward_Hut",
		});

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

		if ( !Map.Modification_Kit_Taken )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"CHECKPOINT_forwardflag",
			});
		}

		GetGoal("MOUNTMG42_Forward_Hut").AimVectors = { Vec3(0.926, -0.366, -0.095), Vec3(0.824, 0.557, 0.103) };

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			".*MG42_Forward_Hut",
			".*_Allies_ForwardSpawn_.*",
		});

		if ( !Map.Modification_Kit_Taken )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"FLAG_radioparts",
			});
		}
	},

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

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

	Serpentine_Barricade_Destroyed = function( trigger )
	{
		Map.Serpentine_Barricade = false;
		Map.Forward_Hut_Allied = true;

		Wp.SetWaypointFlag( "Serpentine_Door_1", "door", false );
		Wp.SetWaypointFlag( "Serpentine_Door_2", "door", false );
		Wp.SetWaypointFlag( "Serpentine_Door_2", "axis", false );
		Wp.SetWaypointFlag( "Serpentine_Door_2", "infiltrator", false );
		Wp.SetWaypointFlag( "Serpentine_Barricade_3", "closed", false );

		Util.MapDebugPrint( "Serpentine_Barricade_Destroyed" );

		if ( !Map.Allied_CP )
		{
			Map.Roles.ALLIES.ATTACKER3.spawnpt = 1; //Forward spawn
			Map.Roles.ALLIES.OFFENSECAPTAIN.spawnpt = 1; //Forward spawn
		}

		Map.Roles.ALLIES.ATTACKER.spawnpt = 1; //Forward spawn
		Map.Roles.ALLIES.ATTACKER1.spawnpt = 1; //Forward spawn
		Map.Roles.ALLIES.ATTACKER2.spawnpt = 1; //Forward spawn

		Map.SetSpawn();

		foreach( goal in Util.GoalTable("DEFUSE_Serpentine_Barricade.*") )
		{
			goal.SetAvailable(TEAM.AXIS, false);
		}

		Util.DisableGoal( {
			"CHECKPOINT_forwardflag",
			".*MG42_Forward_Hut",
		});

		ClearGoalRole( "BUILD_Axis_Castle_MG", { ROLE.DEFENDER, ROLE.DEFENSECAPTAIN });
		ClearGoalRole( ".*MG42_Axis_Castle_MG", { ROLE.DEFENDER, ROLE.DEFENSECAPTAIN });
		ClearGoalRole( "PLANT_Command_Post", { ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN });

		ClearGoalRole( "ATTACK_Allies_CappointArea_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN, ROLE.SNIPER });
		ClearGoalRole( "PLANT_Backgate", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN, ROLE.SNIPER });

		SetGoalRole( "SWITCH_Cave_Ladder", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "BUILD_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "PLANT_Command_Post", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN, ROLE.INFILTRATOR });
		SetGoalRole( "FLAG_radioparts", ROLE.ATTACKER );
		SetGoalRole( ".*_Allies_ForestHut_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( ".*_Allies_GrateDoor_.*", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "PLANT_Grate_Door", { ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });
		SetGoalRole( "ATTACK_Allies_CappointPlace_.*", { ROLE.ATTACKER2, ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN });

		if ( !Map.Modification_Kit_Secured )
		{
			SetGoalRole( "ATTACK_Allies_Antenna_.*", { ROLE.ATTACKER, ROLE.ATTACKER1 });
		}

		SetAvailableMapGoals( TEAM.AXIS, false, {
			".*_Axis_Bridge_.*",
			".*_Axis_TunnelEntrance_.*",
			".*_Axis_ForwardSpawn_.*",
			".*_Axis_SerpBarric_.*",
			".*MG42_barricade_mg",
			"DEFEND_Axis_GrateDoorDest_.*",
			"DEFEND_Axis_GrateDoor_.*",
			".*_Axis_ForestHut_.*",
			"DEFEND_Axis_CommPost_.*",
			"SWITCH_Cave_Ladder",
		});

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			".*_Allies_ForwardSpawn_.*",
			"PLANT_Serpentine_Barricade",
			"SWITCH_Cave_Ladder",
		});

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			".*_Allies_Antenna_.*",
			".*_Allies_AntennaArea_.*",
		});

		if ( !Map.Modification_Kit_Secured )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				".*_Allies_CappointArea_.*",
				".*_Allies_CappointPlace_.*",
			});
		}

		if ( !Map.Axis_Castle_MG )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"BUILD_Axis_Castle_MG",
			});
		}
		else
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				".*MG42_Axis_Castle_MG",
			});

			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"PLANT_Axis_Castle_MG",
			});
		}

		if ( tableCount(Map.count_ally) < 1 )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				".*MG42_Castle",
				".*_Axis_CastleBackEntr_.*",
				".*_Axis_CastleFront_.*",
				".*_Axis_CastleBackGate_.*",
			});
		}

		if ( !Map.Modification_Kit_Taken )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"FLAG_radioparts",
			});
		}
		else
		{
			if ( !Map.Modification_Kit_Secured )
			{
				SetAvailableMapGoals( TEAM.ALLIES, false, {
					"CAPPOINT_FakePlace_.*",
				});

				SetAvailableMapGoals( TEAM.ALLIES, true, {
					"CAPPOINT_Transmitter",
				});
			}
		}

		if ( Map.Backgate )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"PLANT_Backgate",
			});

			if ( !Map.Backgate_Opened )
			{
				SetAvailableMapGoals( TEAM.ALLIES, true, {
					"CAMP_Backgate_Opening",
				});
			}
		}

		if ( !Map.Antenna_Ready )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"SWITCH_Antenna",
			});
		}

		if ( !Map.Allied_Castle_MG )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"BUILD_allied_Castle_MG",
			});
		}
	},

	Axis_Castle_MG_Built = function( trigger )
	{
		Map.Axis_Castle_MG = true;

		Wp.SetWaypointFlag( "Axis_Castle_MG_1", "closed", false );

		Util.MapDebugPrint( "Axis_Castle_MG_Built" );

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Axis_Castle_MG",
		});

		if ( tableCount(Map.count_ally) < 1 )
		{
			if ( Map.Modification_Kit_Taken or !Map.Serpentine_Barricade )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					".*MG42_Axis_Castle_MG",
				});
			}
		}

		if ( !Map.Serpentine_Barricade )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"PLANT_Axis_Castle_MG",
			});
		}
	},

	Axis_Castle_MG_Planted = function( trigger )
	{
		Util.MapDebugPrint( "Axis_Castle_MG_Planted" );

		Util.SetMaxUsers( 1, "DEFUSE_Axis_Castle_MG.*" );
		Util.SetGoalRange( "DEFUSE_Axis_Castle_MG.*", 1400);
	},

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

	Axis_Castle_MG_Destroyed = function( trigger )
	{
		Map.Axis_Castle_MG = false;

		Wp.SetWaypointFlag( "Axis_Castle_MG_1", "closed", true );

		Util.MapDebugPrint( "Axis_Castle_MG_Destroyed" );

		foreach( goal in Util.GoalTable("DEFUSE_Axis_Castle_MG.*") )
		{
			goal.SetAvailable(TEAM.AXIS, false);
		}

		SetAvailableMapGoals( TEAM.AXIS, false, {
			".*MG42_Axis_Castle_MG",
		});

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

		if ( tableCount(Map.count_ally) < 1 )
		{
			if ( Map.Modification_Kit_Taken or !Map.Serpentine_Barricade )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					"BUILD_Axis_Castle_MG",
				});
			}
		}
	},

	Allied_Castle_MG_Built = function( trigger )
	{
		Map.Allied_Castle_MG = true;

		Wp.SetWaypointFlag( "Allied_Castle_MG_1", "closed", true );
		Wp.SetWaypointFlag( "Allied_Castle_MG_4", "closed", false );

		Util.MapDebugPrint( "Allied_Castle_MG_Built" );

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

		if ( tableCount(Map.count_ally) < 1 )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"PLANT_allied_Castle_MG",
			});
		}

		if ( !Map.Serpentine_Barricade and !Map.Modification_Kit_Secured )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				".*MG42_allied_Castle_MG",
			});
		}
	},

	Allied_Castle_MG_Planted = function( trigger )
	{
		Util.MapDebugPrint( "Allied_Castle_MG_Planted" );

		Util.SetMaxUsers( 1, "DEFUSE_allied_Castle_MG.*" );
		Util.SetGoalRange( "DEFUSE_allied_Castle_MG.*", 1400);
	},

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

	Allied_Castle_MG_Destroyed = function( trigger )
	{
		Map.Allied_Castle_MG = false;

		Wp.SetWaypointFlag( "Allied_Castle_MG_1", "closed", false );
		Wp.SetWaypointFlag( "Allied_Castle_MG_4", "closed", true );

		Util.MapDebugPrint( "Allied_Castle_MG_Destroyed" );

		foreach( goal in Util.GoalTable("DEFUSE_allied_Castle_MG.*") )
		{
			goal.SetAvailable(TEAM.AXIS, false);
		}

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"PLANT_allied_Castle_MG",
		});

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			".*MG42_allied_Castle_MG",
		});

		if ( !Map.Serpentine_Barricade )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"BUILD_allied_Castle_MG",
			});
		}
	},

	Backgate_Opening = function( trigger )
	{
		vel = ToVector( trigger.Action );

		if ( vel[ 2 ] == 8 )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"ATTACK_Backgate_Opening_.*",
			});

			Map.Backgate_Open_Counter += 1;

			if ( Map.Backgate_Open_Counter == 6 )
			{
				Map.Backgate_Opened = true;

				Util.MapDebugPrint( "Backgate_Opened" );
			}
		}
		else
		{
			Map.Backgate_Open_Counter = 0;

			SetAvailableMapGoals( TEAM.AXIS, false, {
				"ATTACK_Backgate_Opening_.*",
			});

			if ( Map.Backgate_Opened )
			{
				Map.Backgate_Opened = false;

				Util.MapDebugPrint( "Backgate_Closed" );
			}
		}
	},

	Backgate_Planted = function( trigger )
	{
		Util.MapDebugPrint( "Backgate_Planted" );

		Util.SetMaxUsers( 2, "DEFUSE_Backgate_.*" );
	},

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

	Backgate_Destroyed = function( trigger )
	{
		Map.Backgate = false;
		Map.Backgate_Opened = true;

		Util.MapDebugPrint( "Backgate_Destroyed" );

		foreach( goal in Util.GoalTable("DEFUSE_Backgate.*") )
		{
			goal.SetAvailable(TEAM.AXIS, false);
		}

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"ATTACK_Backgate_Opening_.*",
		});

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"CAMP_Backgate_Opening",
			"PLANT_Backgate",
		});
	},

	Radio_Modification_Kit_Taken = function( trigger )
	{
		SetGoalPriority( "DEFEND_Axis_CappointPlace_00", 0.81, TEAM.AXIS, 0 );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_01", 0.81, TEAM.AXIS, 0 );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_02", 0.81, TEAM.AXIS, 0 );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_00", 0.68, TEAM.AXIS, CLASS.SOLDIER );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_01", 0.68, TEAM.AXIS, CLASS.SOLDIER  );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_02", 0.68, TEAM.AXIS, CLASS.SOLDIER  );

		if ( !Map.Modification_Kit_Taken )
		{
			Map.Modification_Kit_Taken = true;

			Util.MapDebugPrint( "Radio_Modification_Kit_Taken" );

			Map.Roles.AXIS.DEFENDER.spawnpt = 2;    //Castle

			Map.SetSpawn();

			Util.SetMaxUsers( 2, "BUILD_Grate_Door" );

			SetAvailableMapGoals( TEAM.AXIS, false, {
				".*_Axis_TunnelEntrance_.*",
				".*_Axis_ForestHut_.*",
				"DEFEND_Axis_CommPost_.*",
			});

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

			if ( Map.Serpentine_Barricade )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					"DEFEND_Axis_GrateDoor_.*",
					"DEFEND_Axis_MKTaken_.*",
				});

				if ( Map.Forward_Hut_Allied )
				{
					SetAvailableMapGoals( TEAM.AXIS, false, {
						"CHECKPOINT_forwardflag",
					});
				}
			}

			if ( !Map.Axis_Castle_MG )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					"BUILD_Axis_Castle_MG",
				});
			}
			else
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					".*MG42_Axis_Castle_MG",
				});
			}

			if ( !Map.Grate_Door )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					"DEFEND_Axis_GrateDoorDest_.*",
				});

				SetAvailableMapGoals( TEAM.ALLIES, true, {
					"CAPPOINT_Transmitter",
					".*_Allies_CappointPlace_.*",
					".*_Allies_CappointArea_.*",
				});
			}
			else
			{
				SetAvailableMapGoals( TEAM.ALLIES, true, {
					".*_Allies_GrateDoor_.*",
				});

				if ( Map.Serpentine_Barricade )
				{
					SetAvailableMapGoals( TEAM.ALLIES, true, {
						"CAPPOINT_FakePlace_.*",
					});
				}
				else
				{
					SetAvailableMapGoals( TEAM.ALLIES, true, {
						"CAPPOINT_Transmitter",
					});
				}
			}
		}
	},

	Radio_Modification_Kit_Dropped = function( trigger )
	{
		Util.MapDebugPrint( "Radio_Modification_Kit_Dropped" );

		SetGoalPriority( "DEFEND_Axis_CappointPlace_00", 0.78, TEAM.AXIS, 0 );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_01", 0.78, TEAM.AXIS, 0 );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_02", 0.78, TEAM.AXIS, 0 );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_00", 0.68, TEAM.AXIS, CLASS.SOLDIER );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_01", 0.68, TEAM.AXIS, CLASS.SOLDIER  );
		SetGoalPriority( "DEFEND_Axis_CappointPlace_02", 0.68, TEAM.AXIS, CLASS.SOLDIER  );
	},

	Radio_Modification_Kit_Returned = function( trigger )
	{
		Map.Modification_Kit_Taken = false;

		Util.MapDebugPrint( "Radio_Modification_Kit_Returned" );

		Util.SetMaxUsers( 4, "BUILD_Grate_Door" );

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Axis_GrateDoorDest_.*",
			"DEFEND_Axis_GrateDoor_.*",
			".*MG42_Axis_Castle_MG",
			"DEFEND_Axis_MKTaken_.*",
		});

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"CAPPOINT_.*",
		});

		if ( Map.Allied_CP or Map.Forward_Hut_Allied )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"FLAG_radioparts",
			});
		}

		if ( !Map.Grate_Door )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, {
				"BUILD_Grate_Door",
			});
		}

		if ( Map.Serpentine_Barricade )
		{
			if ( Map.Allied_CP )
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					"DEFEND_Axis_CommPost_.*",
				});
			}
			else
			{
				SetAvailableMapGoals( TEAM.AXIS, true, {
					".*_Axis_ForestHut_.*",
				});
			}

			if ( Map.Grate_Door )
			{
				SetAvailableMapGoals( TEAM.ALLIES, false, {
					".*_Allies_CappointPlace_.*",
					".*_Allies_CappointArea_.*",
				});
			}
		}

		if ( tableCount(Map.count_ally) < 1 )
		{
			if ( Map.Serpentine_Barricade )
			{
				if ( Map.Forward_Hut_Allied )
				{
					Map.Roles.AXIS.DEFENDER.spawnpt = 1;

					Map.SetSpawn();

					SetAvailableMapGoals( TEAM.AXIS, true, {
						"CHECKPOINT_forwardflag",
					});
				}
				else
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
						".*_Axis_TunnelEntrance_.*",
					});

					if ( !Map.Bridge )
					{
						SetAvailableMapGoals( TEAM.AXIS, true, {
							".*_Axis_Bridge_.*",
						});
					}
					else
					{
						SetAvailableMapGoals( TEAM.AXIS, true, {
							".*_Axis_ForwardSpawn_.*",
						});
					}
				}
			}
		}
	},

	Radio_Modification_Kit_Secured = function( trigger )
	{
		Map.Modification_Kit_Secured = true;

		Util.MapDebugPrint( "Radio_Modification_Kit_Secured" );

		Util.SetMaxUsersInProgress( 8, "SWITCH_Antenna" );
		ClearGoalRole( "DEFEND_Axis_Antenna_.*", { ROLE.DEFENDER, ROLE.DEFENDER1 });
		ClearGoalRole( "ATTACK_Allies_Antenna_.*", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.SNIPER });
		ClearGoalRole( "SWITCH_Antenna", { ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.ATTACKER, ROLE.ATTACKER1 });
		SetGoalPriority( "SWITCH_Antenna", 0.91, TEAM.AXIS, 0 );

		SetAvailableMapGoals( TEAM.AXIS, false, {
			".*_Axis_Cappoint.*",
			".*MG42_Castle",
			".*_Axis_CastleBackEntr_.*",
			".*_Axis_CastleFront_.*",
			".*_Axis_CastleBackGate_.*",
			".*_Axis_TunnelEntrance_.*",
			"SWITCH_Cave_Ladder",
			".*_Axis_Bridge_.*",
			".*_Axis_ForwardSpawn_.*",
			".*_Forward_Hut",
			".*_Axis_SerpBarric_.*",
			".*MG42_barricade_mg",
			"PLANT_Command_Post",
			"DEFEND_Axis_CommPost_.*",
			"BUILD_Command_Post",
			".*_Axis_ForestHut_.*",
			".*_Axis_GrateDoor_.*",
			"BUILD_Grate_Door",
			".*MG42_Axis_Castle_MG",
			"BUILD_Axis_Castle_MG",
			"DEFEND_Axis_GrateDoorDest_.*",
			"DEFEND_Axis_MKTaken_.*",
		});

		if ( Map.Serpentine_Barricade and Map.Forward_Hut_Allied )
		{
			SetAvailableMapGoals( TEAM.AXIS, false, {
				"CHECKPOINT_forwardflag",
			});
		}

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_Allies_CappointArea_.*",
			"ATTACK_Allies_CappointPlace_.*",
			"CAPPOINT_Transmitter",
			".*_Allies_ForestHut_.*",
			".*_Allies_GrateDoor_.*",
		});

		SetAvailableMapGoals( TEAM.AXIS, true, {
			".*_Axis_Antenna_.*",
			".*_Axis_AntennaArea_.*",
		});

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			".*_Allies_Antenna_.*",
			".*_Allies_AntennaArea_.*",
		});

		if ( !Map.Antenna_Ready )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"SWITCH_Antenna",
			});
		}
	},

	Antenna_Rearranged = function( trigger )
	{
		Map.Antenna_Ready = false;

		Util.MapDebugPrint( "Antenna_Rearranged" );

		if ( Map.Modification_Kit_Secured or !Map.Serpentine_Barricade )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"SWITCH_Antenna",
			});
		}

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"SWITCH_Antenna",
		});
	},

	Antenna_Rotated = function( trigger )
	{
		Map.Antenna_Ready = true;

		Util.MapDebugPrint( "Antenna_Rotated" );

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

		SetAvailableMapGoals( TEAM.AXIS, true, {
			"SWITCH_Antenna",
		});
	},

	Toilet = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"GRENADE_Toilet",
		});

		Util.MapDebugPrint( "Toilet" );
	},

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

	Wooden_Barrier_Planks_Test = function()
	{
		start73 = Vector3(1417, -4913, -750);
		end73 = Vector3(1442, -4913, -750);
		start74 = Vector3(1417, -5061, -750);
		end74 = Vector3(1442, -5061, -750);
		start75 = Vector3(1418, -4922, -795);
		end75 = Vector3(1425, -4922, -795);
		start76 = Vector3(1400, -5060, -808);
		end76 = Vector3(1410, -5060, -808);
		start508 = Vector3(1418, -4922, -817);
		end508 = Vector3(1424, -4922, -817);

		tr73 = TraceLine( start73, end73, null, TRACE.SOLID, 0, false );
		if ( tr73.fraction == 1 )
		{
			if ( Map.Ent_73 )
			{
				Map.Ent_73 = false;
			}
		}

		tr74 = TraceLine( start74, end74, null, TRACE.SOLID, 0, false );
		if ( tr74.fraction == 1 )
		{
			if ( Map.Ent_74 )
			{
				Map.Ent_74 = false;
			}
		}

		tr75 = TraceLine( start75, end75, null, TRACE.SOLID, 0, false );
		if ( tr75.fraction == 1 )
		{
			if ( Map.Ent_75 )
			{
				Map.Ent_75 = false;
			}
		}

		tr76 = TraceLine( start76, end76, null, TRACE.SOLID, 0, false );
		if ( tr76.fraction == 1 )
		{
			if ( Map.Ent_76 )
			{
				Map.Ent_76 = false;
			}
		}

		tr508 = TraceLine( start508, end508, null, TRACE.SOLID, 0, false );
		if ( tr508.fraction == 1 )
		{
			if ( Map.Ent_508 )
			{
				Map.Ent_508 = false;
			}
		}

		if ( Map.Ent_73 or Map.Ent_74 or Map.Ent_75 or Map.Ent_76 or Map.Ent_508 )
		{
			Map.Wooden_Barrier_Planks = true;

			//Util.MapDebugPrint( "Some_Planks_Still_Aren't_Destroyed" );
		}
		else
		{
			Map.Wooden_Barrier_Planks = false;

			//Util.MapDebugPrint( "All_Planks_Are_Destroyed" );
		}
	},

	Wooden_Barrier =
	{
		Name = "Wooden_Barrier",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			bot = Util.IsBot(ent);
			if ( bot )
			{
				Map.Wooden_Barrier_Planks_Test();

				if ( Map.Wooden_Barrier_Planks )
				{
					bot.OldReactionTime = bot.ReactionTime;
					bot.ReactionTime = 0.05;
					bot.TargetBreakableDist = 300;
					bot.Change = true;

					for ( q = 0; q < 64; q += 1 )
					{
						if ( EntityIsValid(q) and !GetEntFlags( q, ENTFLAG.CARRYINGGOAL ) )
						{
							bot.IgnoreTarget(q, 999);
						}
					}

					foreach( id and weap1 in Map.weaps_1 )
					{
						bot.GetWeapon( weap1 ).PrimaryFire.SetTargetBias( CLASS.BREAKABLE, 1.2 );
					}

					foreach( id and weap2 in Map.weaps_2 )
					{
						bot.GetWeapon( weap2 ).PrimaryFire.SetTargetBias( CLASS.BREAKABLE, 0.2 );
					}
				}
			}
		},
		OnExit = function(ent)
		{
			bot = Util.IsBot(ent);

			if ( bot )
			{
				if ( bot.Change == true )
				{
					bot.Change = false;
					bot.ReactionTime = bot.OldReactionTime;
					bot.TargetBreakableDist = 130;

					for ( q = 0; q < 64; q += 1 )
					{
						if ( EntityIsValid(q) )
						{
							bot.IgnoreTarget(q, 0.1);
						}
					}

					foreach( id and weap1 in Map.weaps_1 )
					{
						bot.GetWeapon( weap1 ).PrimaryFire.SetTargetBias( CLASS.BREAKABLE, 0 );
					}

					foreach( id and weap2 in Map.weaps_2 )
					{
						bot.GetWeapon( weap2 ).PrimaryFire.SetTargetBias( CLASS.BREAKABLE, 1.2 );
					}
				}

			}
		},
	},

	ForwardSpawnArea =
	{
		Name = "ForwardSpawnArea",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			bot = Util.IsBot(ent);
			if ( bot )
			{
				if( GetEntTeam(ent) == TEAM.ALLIES )
				{
					bot.SetRoles(ROLE.ROAMER);
				}
			}
		},
		OnExit = function(ent)
		{
			bot = Util.IsBot(ent);

			if ( bot )
			{
				bot.ClearRoles(ROLE.ROAMER);
			}
		},
	},

	ForestHutArea =
	{
		Name = "ForestHutArea",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			bot = Util.IsBot(ent);
			if ( bot )
			{
				if( GetEntTeam(ent) == TEAM.ALLIES )
				{
					bot.SetRoles(ROLE.TEAMCAPTAIN);
				}
			}
		},
		OnExit = function(ent)
		{
			bot = Util.IsBot(ent);

			if ( bot )
			{
				bot.ClearRoles(ROLE.TEAMCAPTAIN);
			}
		},
	},

	BehindSerpentine =
	{
		Name = "BehindSerpentine",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			bot = Util.IsBot(ent);
			if ( bot )
			{
				if( GetEntTeam(ent) == TEAM.ALLIES )
				{
					bot.SetRoles(ROLE.SNIPER);
				}
			}
		},
		OnExit = function(ent)
		{
			bot = Util.IsBot(ent);

			if ( bot )
			{
				bot.ClearRoles(ROLE.SNIPER);
			}
		},
	},

	Inside =
	{
		Name = "Inside",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			if ( GetEntTeam(ent) == TEAM.ALLIES )
			{
				if (Map.count_ally[ent])
				{
					Map.count_ally[ent] += 1;
				}
				else
				{
					Map.count_ally[ent] = 1;
					Util.MapDebugPrint("Allies entered into inside trigger");
				}

				if ( Map.Modification_Kit_Secured )
				{
					Util.MapDebugPrint("Allies entered; Modification Kit Secured");

					Map.SetSpawn();

					SetAvailableMapGoals( TEAM.AXIS, false, {
						".*MG42_Castle",
						".*_Axis_CastleBackEntr_.*",
						".*_Axis_CastleFront_.*",
						".*_Axis_CastleBackGate_.*",
						".*_Axis_TunnelEntrance_.*",
						"SWITCH_Cave_Ladder",
						".*_Axis_Bridge_.*",
						".*_Axis_ForwardSpawn_.*",
						".*_Forward_Hut",
						".*_Axis_SerpBarric_.*",
						".*MG42_barricade_mg",
						"PLANT_Command_Post",
						"DEFEND_Axis_CommPost_.*",
						"BUILD_Command_Post",
						".*_Axis_ForestHut_.*",
						".*_Axis_GrateDoor_.*",
						"BUILD_Grate_Door",
						".*MG42_Axis_Castle_MG",
						"BUILD_Axis_Castle_MG",
						"DEFEND_Axis_GrateDoorDest_.*",
						"DEFEND_Axis_MKTaken_.*",
					});

					if ( Map.Serpentine_Barricade and Map.Forward_Hut_Allied )
					{
						SetAvailableMapGoals( TEAM.AXIS, false, {
							"CHECKPOINT_forwardflag",
						});
					}

					SetAvailableMapGoals( TEAM.AXIS, true, {
						".*_Axis_Antenna_.*",
						".*_Axis_AntennaArea_.*",
					});
				}
				else
				{
					SetAvailableMapGoals( TEAM.AXIS, true, {
						".*_Axis_Antenna_.*",
					});

					if ( Map.Modification_Kit_Taken )
					{
						if ( GetEntFlags(ent,ENTFLAG.CARRYINGGOAL) )
						{
							Util.MapDebugPrint("Allies with radioparts entered; Modification Kit taken");

							SetAvailableMapGoals( TEAM.AXIS, false, {
								".*MG42_Castle",
								".*_Axis_CastleBackEntr_.*",
								".*_Axis_CastleFront_.*",
								".*_Axis_CastleBackGate_.*",
								".*_Axis_TunnelEntrance_.*",
								"SWITCH_Cave_Ladder",
								".*_Axis_Bridge_.*",
								".*_Axis_ForwardSpawn_.*",
								".*_Forward_Hut",
								".*_Axis_SerpBarric_.*",
								".*MG42_barricade_mg",
								"PLANT_Command_Post",
								"DEFEND_Axis_CommPost_.*",
								"BUILD_Command_Post",
								".*_Axis_ForestHut_.*",
								".*_Axis_GrateDoor_.*",
								"BUILD_Grate_Door",
								".*MG42_Axis_Castle_MG",
								"BUILD_Axis_Castle_MG",
								"DEFEND_Axis_GrateDoorDest_.*",
								"DEFEND_Axis_MKTaken_.*",
							});

							if ( Map.Serpentine_Barricade and Map.Forward_Hut_Allied )
							{
								SetAvailableMapGoals( TEAM.AXIS, false, {
									"CHECKPOINT_forwardflag",
								});
							}

							SetAvailableMapGoals( TEAM.AXIS, true, {
								".*_Axis_CappointPlace_.*",
								".*_Axis_CappointArea_.*",
							});
						}
						else
						{
							Util.MapDebugPrint("Allies without radioparts entered; Modification Kit taken");

							SetAvailableMapGoals( TEAM.AXIS, true, {
								".*_Axis_CappointArea_.*",
							});
						}
					}
					else
					{
						Util.MapDebugPrint("Allies without radioparts entered; Modification Kit doesn't taken");

						//maybe nothing
					}
				}
			}
		},
		OnExit = function(ent)
		{
			if (Map.count_ally[ent])
			{
				if (Map.count_ally[ent] > 1)
				{
					Map.count_ally[ent] -= 1;
					//Util.MapDebugPrint("Allies in trigger: " + tableCount(Map.count_ally));
				}
				else
				{
					Map.count_ally[ent] = null;
					Util.MapDebugPrint("Inside trigger is empty");
				}

				if ( tableCount(Map.count_ally) < 1 )
				{
					Map.SetSpawn();

					SetAvailableMapGoals( TEAM.AXIS, false, {
						".*_Axis_Antenna_.*",
						".*_Axis_AntennaArea_.*",
						".*_Axis_CappointPlace_.*",
					});

					if ( Map.Allied_CP and !Map.Modification_Kit_Secured )
					{
						SetAvailableMapGoals( TEAM.AXIS, true, {
							"PLANT_Command_Post",
						});
					}

					if ( !Map.Grate_Door and !Map.Modification_Kit_Secured )
					{
						SetAvailableMapGoals( TEAM.AXIS, true, {
							"BUILD_Grate_Door",
						});
					}

					if ( Map.Allied_Castle_MG )
					{
						SetAvailableMapGoals( TEAM.AXIS, true, {
							"PLANT_allied_Castle_MG",
						});
					}

					if ( Map.Serpentine_Barricade )
					{
						if ( Map.Forward_Hut_Allied )
						{
							SetAvailableMapGoals( TEAM.AXIS, true, {
								"CHECKPOINT_forwardflag",
							});
						}

						SetAvailableMapGoals( TEAM.AXIS, true, {
							".*_Axis_TunnelEntrance_.*",
						});

						if ( !Map.Ladder_Up )
						{
							SetAvailableMapGoals( TEAM.AXIS, true, {
								"SWITCH_Cave_Ladder",
							});
						}

						if ( !Map.Bridge )
						{
							SetAvailableMapGoals( TEAM.AXIS, true, {
								".*_Axis_Bridge_.*",
							});
						}
						else
						{
							SetAvailableMapGoals( TEAM.AXIS, true, {
								".*_Axis_ForwardSpawn_.*",
								".*_Forward_Hut",
								".*_Axis_SerpBarric_.*",
								".*MG42_barricade_mg",
							});
						}

						if ( !Map.Modification_Kit_Taken )
						{
							if ( Map.Allied_CP )
							{
								SetAvailableMapGoals( TEAM.AXIS, true, {
									"DEFEND_Axis_CommPost_.*",
								});
							}
							else
							{
								if ( !Map.Axis_CP )
								{
									SetAvailableMapGoals( TEAM.AXIS, true, {
										"BUILD_Command_Post",
									});
								}

								SetAvailableMapGoals( TEAM.AXIS, true, {
									".*_Axis_ForestHut_.*",
									"PLANTMINE_Axis_GrateDoor_.*",
								});
							}

							if ( !Map.Grate_Door )
							{
								SetAvailableMapGoals( TEAM.AXIS, true, {
									"DEFEND_Axis_GrateDoor_1.*",
								});
							}
						}
						else
						{
							if ( Map.Axis_Castle_MG )
							{
								SetAvailableMapGoals( TEAM.AXIS, true, {
									".*MG42_Axis_Castle_MG",
								});
							}
							else
							{
								SetAvailableMapGoals( TEAM.AXIS, true, {
									"BUILD_Axis_Castle_MG",
								});
							}

							if ( Map.Grate_Door )
							{
								SetAvailableMapGoals( TEAM.AXIS, true, {
									"DEFEND_Axis_GrateDoor_.*",
								});
							}
							else
							{
								SetAvailableMapGoals( TEAM.AXIS, true, {
									"DEFEND_Axis_GrateDoor_.*",
									"DEFEND_Axis_GrateDoorDest_.*",
								});
							}

							SetAvailableMapGoals( TEAM.AXIS, true, {
								"DEFEND_Axis_MKTaken_.*",
							});
						}
					}
					else
					{
						if ( Map.Axis_Castle_MG )
						{
							SetAvailableMapGoals( TEAM.AXIS, true, {
								".*MG42_Axis_Castle_MG",
							});
						}
						else
						{
							SetAvailableMapGoals( TEAM.AXIS, true, {
								"BUILD_Axis_Castle_MG",
							});
						}

						SetAvailableMapGoals( TEAM.AXIS, true, {
							".*MG42_Castle",
							".*_Axis_CastleBackEntr_.*",
							".*_Axis_CastleFront_.*",
							".*_Axis_CastleBackGate_.*",
						});
					}
				}
			}
		},
	},

	SetSpawn = function()
	{
		foreach(bot in BotTable)
		{
			Map.SetSpawn1(bot);
		}
	},

	SetSpawn1 = function(bot)
	{
		if (bot.GetTeam() == TEAM.ALLIES)
		{
			if ( Map.Allied_CP )
			{
				if ( bot.HasRole(ROLE.ATTACKER3) or bot.HasRole(ROLE.OFFENSECAPTAIN) )
				{
					bot.ChangeSpawnPoint(4);    //Forest hut spawn
				}
			}
			else
			{
				if ( bot.HasRole(ROLE.ATTACKER3) or bot.HasRole(ROLE.OFFENSECAPTAIN) )
				{
					if ( !Map.Forward_Hut_Allied )
					{
						bot.ChangeSpawnPoint(3);    //Allied base
					}
					else
					{
						bot.ChangeSpawnPoint(1);    //Forward spawn
					}
				}
			}
			if ( !Map.Forward_Hut_Allied )
			{
				if ( bot.HasRole(ROLE.ATTACKER) or bot.HasRole(ROLE.ATTACKER1) or bot.HasRole(ROLE.ATTACKER2) )
				{
					bot.ChangeSpawnPoint(3);    //Allied base
				}
			}
			else
			{
				if ( bot.HasRole(ROLE.ATTACKER) or bot.HasRole(ROLE.ATTACKER1) or bot.HasRole(ROLE.ATTACKER2) )
				{
					bot.ChangeSpawnPoint(1);    //Forward spawn
				}
			}

		}
		else
		{
			if ( tableCount(Map.count_ally) < 1 )
			{
				if ( !Map.Forward_Hut_Allied )
				{
					if ( Map.Modification_Kit_Taken )
					{
						if ( bot.HasRole(ROLE.DEFENDER) )
						{
							bot.ChangeSpawnPoint(2);    //Castle
						}
						else
						{
							bot.ChangeSpawnPoint(1);    //Forward spawn
						}
					}
					else
					{
						bot.ChangeSpawnPoint(1);    //Forward spawn
					}
				}
				else
				{
					bot.ChangeSpawnPoint(2);    //Castle
				}
			}
			else
			{
				bot.ChangeSpawnPoint(2);    //Castle
			}
		}
	},

	Ignore_Target =
	{
		Name = "Ignore_Target",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			b = Util.IsBot(ent);
			if ( b )
			{
				if ( b.DistanceTo( Vec3( 893.813, -999.994, -127.875 )) < 60 )
				{
					Util.MapDebugPrint("I go outside");
				}
				else
				{
					Util.MapDebugPrint("I go inside");

					for ( q = 0; q < 64; q += 1 )
					{
						if ( EntityIsValid(q) and !GetEntFlags(q,ENTFLAG.CARRYINGGOAL) )
						{
							b.IgnoreTarget(q, 999);
						}
					}
				}
			}
		},
		OnExit = function(ent)
		{
			b = Util.IsBot(ent);
			if ( b )
			{
				for ( q = 0; q < 64; q += 1 )
				{
					if ( EntityIsValid(q) )
					{
						b.IgnoreTarget(q, 0.1);
					}
				}
			}
		},
	},

	Ignore_Breakable =
	{
		Name = "Ignore_Breakable",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			b = Util.IsBot(ent);
			if ( b )
			{
				b.TargetBreakableDist = 0;
			}
		},
		OnExit = function(ent)
		{
			b = Util.IsBot(ent);
			if ( b )
			{
				b.TargetBreakableDist = 130;
			}
		},
	},

	Ice_trigger =
	{
		Name = "\r\nIce_trigger",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			b = Util.IsBot(ent);
			if (!b) { b = 1; }
			Map.b_ice[ent] = b;
			b2 = GetEntName(ent);
			Util.MapDebugPrint( "Entering " + b2 );

			while ( !GetEntFlags( ent, ENTFLAG.DEAD ) and Map.b_ice[ent] )
			{
				sleep(0.5);
			}
			if ( GetEntFlags( ent, ENTFLAG.DEAD ) and Map.b_ice[ent] )
			{
				b.ExecCommand("kill");  //because of medic can't revive on ice
				Util.MapDebugPrint( "Kill myself " + b2 );
			}
			else
			{
				Util.MapDebugPrint( "Leave the trigger alive " + b2 );
			}
		},
		OnExit = function(ent)
		{
			b = Map.b_ice[ent];
			if (b)
			{
				Map.b_ice[ent] = null;

				Util.MapDebugPrint( "Clearing" );
			}
		},
	},

	Antenna_Trigger =
	{
		Name = "Antenna_Trigger",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			a = Util.IsBot(ent);
			if (a)
			{
				a.OldReactionTime = a.ReactionTime;
				a.ReactionTime = 0.4;
			}
		},
		OnExit = function(ent)
		{
			a = Util.IsBot(ent);
			if (a)
			{
				a.ReactionTime = a.OldReactionTime;
			}
		},
	},
};

global OnMapLoad = function()
{
	if ( Map.Debug )
	{
		Util.DebugColorString = "^3";
	}

	start = Vector3(1454, -3200, -330);
	end = Vector3(1454, -3090, -330);
	n = TraceLine( start, end, null, TRACE.SOLID, 0, false );

	if ( n.fraction == 1 )
	{
		Map.Tunnel_Passage = true;

		Util.MapDebugPrint( "Tunnel_Passage_Available" );
	}
	else
	{
		Map.Tunnel_Passage = false;

		Util.MapDebugPrint( "Tunnel_Passage_Not_Available" );

		Util.DisableGoal( "ROUTE_Passage.*" );
	}

	OnTrigger( "^1Axis team has built the Axis Castle MG!", Map.Axis_Castle_MG_Built );
	OnTrigger( "Planted at Axis Castle MG.", Map.Axis_Castle_MG_Planted );
	OnTrigger( "Defused at Axis Castle MG.", Map.Axis_Castle_MG_Defused );
	OnTrigger( "^1Allied team has destroyed the Axis Castle MG!", Map.Axis_Castle_MG_Destroyed );

	OnTrigger( "^1Allied team has built the Bridge!", Map.Bridge_Built );
	OnTrigger( "Planted at the Bridge.", Map.Bridge_Planted );
	OnTrigger( "Defused at the Bridge.", Map.Bridge_Defused );
	OnTrigger( "^1Axis team has destroyed the Bridge!", Map.Bridge_Destroyed );

	OnTrigger( "^1Allied team has built the Bridge MG!", Map.Bridge_MG_Built );
	OnTrigger( "Planted at the Bridge MG.", Map.Bridge_MG_Planted );
	OnTrigger( "Defused at the Bridge MG.", Map.Bridge_MG_Defused );
	OnTrigger( "^1Axis team has destroyed the Bridge MG!", Map.Bridge_MG_Destroyed );

	OnTrigger( "^1Axis Command Post constructed. Charge speed increased!", Map.Axis_CP_Built );
	OnTrigger( "^1Allied team has damaged the Axis Command Post!", Map.Axis_CP_Destroyed );

	OnTrigger( "Planted at the Command Post.", Map.CP_Planted );
	OnTrigger( "Defused at the Command Post.", Map.CP_Defused );

	OnTrigger( "^1Allied Command Post constructed. Charge speed increased! Forest Spawn", Map.Allied_CP_Built );
	OnTrigger( "^1Axis team has damaged the Allied Command Post!", Map.Allied_CP_Destroyed );

	OnTrigger( "^1Axis team has rebuilt the Grate Door!", Map.Grate_Door_Built );
	OnTrigger( "Planted at the Grate Door.", Map.Grate_Door_Planted );
	OnTrigger( "Defused at the Grate Door.", Map.Grate_Door_Defused );
	OnTrigger( "^1Allied team has breached the Grate Door!", Map.Grate_Door_Destroyed );

	OnTrigger( "^1Allied team has built the Castle MG!", Map.Allied_Castle_MG_Built );
	OnTrigger( "Planted at the allied Castle MG.", Map.Allied_Castle_MG_Planted );
	OnTrigger( "Defused at the allied Castle MG.", Map.Allied_Castle_MG_Defused );
	OnTrigger( "^1Axis team has destroyed the Castle MG!", Map.Allied_Castle_MG_Destroyed );

	OnTrigger( "backdoor_goto", Map.Backgate_Opening );
	OnTrigger( "Planted at the Backgate.", Map.Backgate_Planted );
	OnTrigger( "Defused at the Backgate.", Map.Backgate_Defused );
	OnTrigger( "^1Backgate destroyed!", Map.Backgate_Destroyed );

	OnTrigger( "Planted at the Serpentine Barricade.", Map.Serpentine_Barricade_Planted );
	OnTrigger( "Defused at the Serpentine Barricade.", Map.Serpentine_Barricade_Defused );
	OnTrigger( "^1Allies have breached the Serpentine Barricade and secured the Forward", Map.Serpentine_Barricade_Destroyed );

	OnTrigger( "allies_modification_kit_taken", Map.Radio_Modification_Kit_Taken );
	OnTrigger( "Flag dropped radioparts!", Map.Radio_Modification_Kit_Dropped );
	OnTrigger( "Flag returned radioparts!", Map.Radio_Modification_Kit_Returned );
	OnTrigger( "^1Allies have manipulated the receiving frequency!", Map.Radio_Modification_Kit_Secured );

	OnTrigger( "^1Axis reclaim the Forward Hut!", Map.Forward_Hut_Axis_Captured );
	OnTrigger( "^1Allies capture the Forward Hut!", Map.Forward_Hut_Allies_Captured );

	OnTrigger( "^1Axis have rearranged the Antenna!", Map.Antenna_Rearranged );
	OnTrigger( "^1Allies have changed the Antenna orientation!", Map.Antenna_Rotated );

	OnTrigger( "^1Cave Ladder raised!^7", Map.Ladder_Raised );
	OnTrigger( "^1Cave Ladder lowered!^7", Map.Ladder_Lowered );

	OnTrigger( "GRENADE_Toilet Exploded.", Map.Toilet );

	OnTrigger( "^1Allies are sending their pirate signal!", Map.Allies_Win );

	OnTriggerRegion(AABB(1221.368,-5076.570,-884.086,1682.282,-4916.660,-751.906), Map.Wooden_Barrier );
	OnTriggerRegion(AABB(-2256.616,-5930.828,-966.875,1265.415,-3153.126,-265.535), Map.ForwardSpawnArea );
	OnTriggerRegion(AABB(1999.125,-5979.406,-928.957,5981.241,-591.125,-186.436), Map.ForestHutArea );
	OnTriggerRegion(AABB(-2608.875,-3048.776,-422.874,1968.875,1533.290,465.788), Map.BehindSerpentine );
	OnTriggerRegion(AABB(-1380.875,-992.874,-150.875,1312.875,1241.171,522.146), Map.Inside );
	OnTriggerRegion(AABB(-1626.781,-2032.855,-422.875,1494.455,-1372.210,-390.875), Map.Ice_trigger );
	OnTriggerRegion(AABB(-1512.405,-6600.847,-1142.875,1386.815,-6030.030,-1110.396), Map.Ice_trigger );
	OnTriggerRegion(AABB(-952.874,-366.875,145.125,-623.125,-49.125,360.633), Map.Antenna_Trigger);
	OnTriggerRegion(AABB(861.125,-1040.125,-150.875,928.875,-1035.125,-55.875), Map.Ignore_Target );
	OnTriggerRegion(AABB(357.488,500.539,25.125,674.295,665.118,136.188), Map.Ignore_Breakable );

	RegionTrigger.Create(AABB(-2211.333,-938.647,129.126,-1527.378,-782.128,211.128), "DisableCombatMovement", "Wall_1");
	RegionTrigger.Create(AABB(-2085.219,-872.872,129.125,-1733.984,-787.729,211.125), "DisableCombatMovement", "Callartillery_Wall_3");
	RegionTrigger.Create(AABB(-1719.056,-2237.876,-422.875,1498.373,-1287.648,-326.093), "DisableCombatMovement", "Ice");
	RegionTrigger.Create(AABB(-1944.170,426.905,-62.875,-1851.560,575.473,27.125), "DisableCombatMovement", "Callartillery_22");
	RegionTrigger.Create(AABB(-753.342,-1368.143,97.125,-26.274,-1216.505,227.125), "DisableBotPush", "Callartillery_Wall_1");
	RegionTrigger.Create(AABB(760.495,-1024.875,241.125,980.875,-938.824,315.125), "DisableBotPush", "Callartillery_Wall_2");
	RegionTrigger.Create(AABB(107.222,261.408,25.125,336.738,378.401,239.125), "DisableBotPush", "Window_cappoint_place");

	Util.DisableGoal( ".*", true );

	Util.DisableGoal( "ROUTE_Bridge_.*" );
	Util.DisableGoal( "ROUTE_Cave_.*" );

	Util.EnableGoal( ".*CAB_.*" );

	SetAvailableMapGoals( TEAM.ALLIES, true, {
		".*MG42_Damaged_Building",
		"BUILD_Bridge_MG",
		"BUILD_Bridge",
		"GRENADE_Toilet",
		".*_Allies_Bridge_.*",
	});

	SetAvailableMapGoals( TEAM.AXIS, true, {
		"BUILD_Command_Post",
		".*_Axis_Bridge_.*",
		".*_Axis_TunnelEntrance_.*",
		".*_Axis_ForestHut_.*",
		"PLANTMINE_Axis_GrateDoor_.*",
	});

	Util.SetMaxUsers( 1, "REPAIRMG42_.*" );
	Util.SetMaxUsers( 1, "MOUNTMG42_.*" );
	Util.SetMaxUsers( 1, "CAMP_.*" );
	Util.SetMaxUsers( 1, "ATTACK_Backgate_Opening_.*" );
	Util.SetMaxUsers( 1, ".*_Axis_GrateDoor_.*" );
	Util.SetMaxUsers( 1, "PLANT_.*_Castle_MG" );
	Util.SetMaxUsers( 1, "BUILD_.*_Castle_MG" );
	Util.SetMaxUsers( 1, "GRENADE_Toilet" );
	Util.SetMaxUsers( 2, "BUILD_Bridge_MG" );
	Util.SetMaxUsers( 2, "PLANT_Command_Post" );
	Util.SetMaxUsers( 2, "BUILD_Command_Post" );
	Util.SetMaxUsers( 2, "PLANT_Backgate" );
	Util.SetMaxUsers( 2, "PLANT_Grate_Door" );
	Util.SetMaxUsersInProgress( 2, "SWITCH_Cave_Ladder" );
	Util.SetMaxUsersInProgress( 4, "SWITCH_Antenna" );

	SetGoalRole( "BUILD_Command_Post", { ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN, ROLE.TEAMCAPTAIN });
	SetGoalRole( "PLANT_Command_Post", { ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN, ROLE.TEAMCAPTAIN, ROLE.INFILTRATOR });
	SetGoalRole( "SWITCH_Antenna", { ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.ATTACKER, ROLE.ATTACKER1 });

	SetGoalRole( "MOUNTMG42_Forward_Hut", { ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.DEFENDER2, ROLE.ROAMER });
	SetGoalRole( "REPAIRMG42_Forward_Hut", { ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.DEFENDER2, ROLE.ROAMER });
	SetGoalRole( "CHECKPOINT_forwardflag", { ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.DEFENDER2, ROLE.ROAMER });
	SetGoalRole( "SWITCH_Cave_Ladder", { ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.TEAMCAPTAIN });

	SetGoalRole( ".*_Axis_TunnelEntrance_.*", ROLE.DEFENDER );
	SetGoalRole( "DEFEND_Axis_ForwardSpawn_.*", ROLE.DEFENDER1 );
	SetGoalRole( "DEFEND_Axis_SerpBarric_.*", ROLE.DEFENDER2 );
	SetGoalRole( "MOUNTMG42_barricade_mg", ROLE.DEFENDER2 );
	SetGoalRole( "CALLARTILLERY_Axis_Bridge_.*", { ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.DEFENDER2 });
	SetGoalRole( "MOBILEMG42_Axis_ForwardSpawn_.*", { ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.DEFENDER2 });
	SetGoalRole( "DEFEND_Axis_CastleBackEntr_.*", { ROLE.DEFENDER, ROLE.DEFENDER1 });
	SetGoalRole( ".*MG42_Castle", { ROLE.DEFENDER, ROLE.DEFENDER1 });
	SetGoalRole( "DEFEND_Axis_Antenna_.*", { ROLE.DEFENDER, ROLE.DEFENDER1 });
	SetGoalRole( "DEFEND_Axis_Bridge_.*", { ROLE.DEFENDER1, ROLE.DEFENDER2 });
	SetGoalRole( "PLANTMINE_Axis_ForwardSpawn_.*", { ROLE.DEFENDER1, ROLE.DEFENDER2 });
	SetGoalRole( "PLANTMINE_Axis_SerpBarric_.*", { ROLE.DEFENDER1, ROLE.DEFENDER2 });
	SetGoalRole( "REPAIRMG42_barricade_mg", { ROLE.DEFENDER1, ROLE.DEFENDER2 });
	SetGoalRole( "DEFUSE_Serpentine_Barricade_.*", { ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.DEFENDER2 }, true );
	SetGoalRole( "DEFEND_Axis_CastleFront_.*", { ROLE.DEFENDER2, ROLE.DEFENDER3 });
	SetGoalRole( ".*_Axis_ForestHut_.*", { ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN });
	SetGoalRole( ".*_Axis_GrateDoor_.*", { ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN });
	SetGoalRole( "DEFEND_Axis_GrateDoorDest_.*", { ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN });
	SetGoalRole( "DEFEND_Axis_CommPost_.*", { ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN });
	SetGoalRole( "DEFEND_Axis_CappointPlace_.*", { ROLE.DEFENDER2, ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN });
	SetGoalRole( "DEFEND_Axis_CastleBackGate_.*", ROLE.DEFENSECAPTAIN );

	SetGoalRole( "DEFUSE_Grate_Door_.*", { ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN }, true );
	SetGoalRole( "BUILD_Axis_Castle_MG", { ROLE.DEFENDER, ROLE.DEFENSECAPTAIN });
	SetGoalRole( ".*MG42_Axis_Castle_MG", { ROLE.DEFENDER, ROLE.DEFENSECAPTAIN });

	SetGoalRole( ".*_Allies_ForwardSpawn_.*", ROLE.ROAMER);
	SetGoalRole( "PLANT_Serpentine_Barricade", ROLE.ROAMER);
	SetGoalRole( ".*_Allies_ForestHut_.*", ROLE.TEAMCAPTAIN);
	SetGoalRole( "FLAG_radioparts", ROLE.TEAMCAPTAIN);
	SetGoalRole( "PLANT_Grate_Door", ROLE.TEAMCAPTAIN);
	SetGoalRole( ".*_Allies_GrateDoor_.*", ROLE.TEAMCAPTAIN);

	SetGoalRole( "ATTACK_Allies_Antenna_.*", ROLE.SNIPER );
	SetGoalRole( "ATTACK_Allies_CappointPlace_.*", ROLE.SNIPER );
	SetGoalRole( "ATTACK_Allies_CappointArea_.*", ROLE.SNIPER );
	SetGoalRole( "PLANT_Backgate", ROLE.SNIPER );

	/*
	ClearGoalRole( ".*", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2, ROLE.ATTACKER3, ROLE.OFFENSECAPTAIN, ROLE.ROAMER, ROLE.TEAMCAPTAIN,
							ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.DEFENDER2, ROLE.DEFENDER3, ROLE.DEFENSECAPTAIN });
	*/

	SetGoalPriority( "BUILD_.*", 0.8, 0, 0 );
	SetGoalPriority( "REPAIRMG42_.*", 0.69, 0, 0 );
	SetGoalPriority( "MOUNTMG42_.*", 0.69, 0, 0 );
	SetGoalPriority( "MOUNTMG42_.*", 0.58, 0, CLASS.SOLDIER );
	SetGoalPriority( "MOUNTMG42_.*", 0.68, 0, CLASS.ENGINEER );

	SetGoalPriority( "DEFEND_Axis_GrateDoor_.*", 0.51, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFEND_Axis_GrateDoorDest_.*", 0.52, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFEND_Axis_AntennaArea_.*", 0.6, TEAM.AXIS, 0 );
	SetGoalPriority( "SWITCH_Cave_Ladder", 0.6, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFEND_Axis_CappointArea_.*", 0.61, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFEND_Axis_CappointPlace_.*", 0.65, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFEND_Axis_CappointPlace_00", 0.81, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFEND_Axis_CappointPlace_01", 0.81, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFEND_Axis_CappointPlace_02", 0.81, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFEND_Axis_CappointPlace_00", 0.68, TEAM.AXIS, CLASS.SOLDIER  );
	SetGoalPriority( "DEFEND_Axis_CappointPlace_01", 0.68, TEAM.AXIS, CLASS.SOLDIER  );
	SetGoalPriority( "DEFEND_Axis_CappointPlace_02", 0.68, TEAM.AXIS, CLASS.SOLDIER  );
	SetGoalPriority( "CALLARTILLERY_Axis_.*", 0.69, TEAM.AXIS, 0 );
	SetGoalPriority( "AIRSTRIKE_.*", 0.69, TEAM.AXIS, 0 );
	SetGoalPriority( "PLANTMINE_.*", 0.69, TEAM.AXIS, 0 );
	SetGoalPriority( "MOBILEMG42_Axis_.*", 0.69, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFEND_Axis_Antenna_.*", 0.7, TEAM.AXIS, 0 );
	SetGoalPriority( "MOUNTMG42_barricade_mg", 0.71, TEAM.AXIS, 0 );
	SetGoalPriority( "MOUNTMG42_barricade_mg", 0.68, TEAM.AXIS, CLASS.ENGINEER );
	SetGoalPriority( "ARTILLERY_S_Axis_.*", 0.79, TEAM.AXIS, 0 );
	SetGoalPriority( "AIRSTRIKE_Axis_Bridge_30", 0.81, TEAM.AXIS, 0 );
	SetGoalPriority( "ATTACK_Backgate_Opening_.*", 0.81, TEAM.AXIS, 0 );
	SetGoalPriority( "DEFUSE_Grate_Door_.*", 0.89, TEAM.AXIS, 0, true );
	SetGoalPriority( "SWITCH_Antenna", 0.81, TEAM.AXIS, 0 );

	SetGoalPriority( ".*_Allies_GrateDoor_.*", 0.51, TEAM.ALLIES, 0 );
	SetGoalPriority( "ATTACK_Allies_CappointArea_.*", 0.55, TEAM.ALLIES, 0 );
	SetGoalPriority( "ATTACK_Allies_CappointPlace_.*", 0.58, TEAM.ALLIES, 0 );
	SetGoalPriority( "ATTACK_Allies_Antenna_.*", 0.6, TEAM.ALLIES, 0 );
	SetGoalPriority( "SWITCH_Antenna", 0.62, TEAM.ALLIES, 0 );
	SetGoalPriority( "SWITCH_Cave_Ladder", 0.72, TEAM.ALLIES, 0 );
	SetGoalPriority( "PLANT_.*", 0.71, TEAM.ALLIES, 0 );
	SetGoalPriority( "PLANT_Grate_Door", 0.70, TEAM.ALLIES, 0 );
	SetGoalPriority( "FLAG_radioparts", 0.70, TEAM.ALLIES, 0 );
	SetGoalPriority( "CAPPOINT_FakePlace_.*", 0.79, TEAM.ALLIES, 0 );
	SetGoalPriority( "CAMP_Backgate_Opening", 0.81, TEAM.ALLIES, 0 );

	Util.LimitToClass( "ATTACK_Backgate_Opening_00", TEAM.AXIS, CLASS.COVERTOPS, CLASS.MEDIC );
	Util.LimitToClass( "ATTACK_Backgate_Opening_01", TEAM.AXIS, CLASS.COVERTOPS, CLASS.MEDIC );
	Util.LimitToClass( "DEFEND_Axis_CappointPlace_00", TEAM.AXIS, CLASS.COVERTOPS, CLASS.MEDIC, CLASS.ENGINEER, CLASS.FIELDOPS );
	Util.LimitToClass( "DEFEND_Axis_CappointPlace_01", TEAM.AXIS, CLASS.COVERTOPS, CLASS.MEDIC, CLASS.ENGINEER, CLASS.FIELDOPS );
	Util.LimitToClass( "DEFEND_Axis_CappointPlace_02", TEAM.AXIS, CLASS.COVERTOPS, CLASS.MEDIC, CLASS.ENGINEER, CLASS.FIELDOPS );
	Util.LimitToClass( "DEFEND_Axis_Antenna_.*", TEAM.AXIS, CLASS.COVERTOPS, CLASS.MEDIC, CLASS.ENGINEER, CLASS.FIELDOPS );
	Util.LimitToClass( "PLANT_allied_Castle_MG", TEAM.AXIS, CLASS.COVERTOPS );

	Util.LimitToClass( "CAMP_Backgate_Opening", TEAM.ALLIES, CLASS.SOLDIER, CLASS.FIELDOPS );
	Util.LimitToClass( "PLANT_Axis_Castle_MG", TEAM.ALLIES, CLASS.COVERTOPS );

	Util.AddUseWp( "PLANT_Bridge_MG", "Bridge_MG_2" );
	Util.AddUseWp( "BUILD_Bridge_MG", "Bridge_MG_3" );

	Util.AddUseWp( "BUILD_Bridge", "Bridge_1" );

	Util.AddUseWp( "PLANT_Serpentine_Barricade", "Serpentine_Barricade_1" );
	Util.AddUseWp( "PLANT_Serpentine_Barricade", "Serpentine_Barricade_2" );

	Util.AddUseWp( "MOUNTMG42_barricade_mg", "Serpentine_Barricade_4" );
	Util.AddUseWp( "REPAIRMG42_barricade_mg", "Serpentine_Barricade_4" );

	Util.AddUseWp( "CHECKPOINT_forwardflag", "Flag_1" );
	Util.AddUseWp( "CHECKPOINT_forwardflag", "Flag_2" );
	Util.AddUseWp( "CHECKPOINT_forwardflag", "Flag_3" );
	Util.AddUseWp( "CHECKPOINT_forwardflag", "Flag_4" );

	Util.AddUseWp( "FLAG_radioparts", "Radio_Modification_Kit_1" );
	Util.AddUseWp( "FLAG_radioparts", "Radio_Modification_Kit_2" );

	Util.AddUseWp( "BUILD_Grate_Door", "Grate_Door_2" );
	Util.AddUseWp( "PLANT_Grate_Door", "Grate_Door_4" );
	Util.AddUseWp( "PLANT_Grate_Door", "Grate_Door_5" );

	Util.AddUseWp( "PLANT_Backgate", "Backgate_1" );
	Util.AddUseWp( "PLANT_Backgate", "Backgate_2" );

	Util.AddUseWp( "BUILD_Axis_Castle_MG", "Axis_Castle_MG_2" );
	Util.AddUseWp( "PLANT_Axis_Castle_MG", "Axis_Castle_MG_3" );
	Util.AddUseWp( "PLANT_Axis_Castle_MG", "Axis_Castle_MG_4" );

	Util.AddUseWp( "PLANT_allied_Castle_MG", "Allied_Castle_MG_2" );
	Util.AddUseWp( "MOUNTMG42_allied_Castle_MG", "Allied_Castle_MG_2" );
	Util.AddUseWp( "REPAIRMG42_allied_Castle_MG", "Allied_Castle_MG_2" );
	Util.AddUseWp( "BUILD_allied_Castle_MG", "Allied_Castle_MG_3" );

	Util.SetGoalPosition( -476.333, -6039.416, -927.875, "PLANT_Bridge" );
	Util.SetGoalPosition( 1818.125, -794.384, -335.875, "BUILD_Grate_Door" );

	for ( q = 2; q < 16; q += 1 )
	{
		Wp.SetWaypointFlag( "Bridge_" + q, "closed", true );
	}

	Wp.SetWaypointFlag( "Bridge_MG_1", "closed", true );
	Wp.SetWaypointFlag( "Cave_Ladder", "closed", true );
	Wp.SetWaypointFlag( "Serpentine_Door_1", "door", true );
	Wp.SetWaypointFlag( "Serpentine_Door_2", "door", true );
	Wp.SetWaypointFlag( "Serpentine_Door_2", "axis", true );
	Wp.SetWaypointFlag( "Serpentine_Door_2", "infiltrator", true );
	Wp.SetWaypointFlag( "Serpentine_Barricade_3", "closed", true );
	Wp.SetWaypointFlag( "Tunnel_.*", "closed", !Map.Tunnel_Passage );
	Wp.SetWaypointFlag( "Grate_Door_1", "closed", false );
	Wp.SetWaypointFlag( "Grate_Door_3", "door", true );
	Wp.SetWaypointFlag( "Grate_Door_3", "sneak", true );
	Wp.SetWaypointFlag( "Grate_Door_3", "axis", true );
	Wp.SetWaypointFlag( "Grate_Door_3", "infiltrator", true );
	Wp.SetWaypointFlag( "Grate_Door_4", "door", true );
	Wp.SetWaypointFlag( "Grate_Door_4", "sneak", true );
	Wp.SetWaypointFlag( "Axis_Castle_MG_1", "closed", true );
	Wp.SetWaypointFlag( "Allied_Castle_MG_1", "closed", false );
	Wp.SetWaypointFlag( "Allied_Castle_MG_4", "closed", true );

	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 );

	Util.SetGoalRange( ".*CAB_.*", 3700);

	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 );
	}
	sleep(2);

	SetGoalPriority( "AIRSTRIKE_Axis_Bridge_30", 0.79, TEAM.AXIS, 0 );
};

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

	Map.SetSpawn1(bot);
};

global InitializeRoutes = function()
{
	MapRoutes =
	{
	};

	MapRoutes["ATTACK_Allies_ForestHut_.*"] =
	{
		ROUTE_AlliedBase_Spawn =
		{
			ROUTE_Bridge_00 =
			{
				ROUTE_Bridge_01 =
				{
					ROUTE_Forest_00 = {},
				},
			},
			ROUTE_Cave_00 =
			{
				ROUTE_Cave_01 =
				{
					ROUTE_Forest_00 = {},
				},
			},
		},
	};

	if ( !Map.Tunnel_Passage )
	{
		MapRoutes["SWITCH_Antenna"] =
		{
			ROUTE_ForwardSpawnHut =
			{
				ROUTE_SerpBarricade =
				{
					ROUTE_Ruins =
					{
						Weight=2,
						ROUTE_Statue01 =
						{
							ROUTE_Statue02 =
							{
								ROUTE_InsideCastle01 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
						},
					},
					ROUTE_Ice01 =
					{
						ROUTE_Ice02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
						},
					},
				},
			},
			ROUTE_ForestSpawnHut =
			{
				ROUTE_GrateDoorFree =
				{
					ROUTE_BackGateFree =
					{
						ROUTE_InsideCastle02 =
						{
							ROUTE_Stairs01 =
							{
								ROUTE_Stairs02 = {},
							},
							ROUTE_Spawn01 =
							{
								ROUTE_Spawn02 = {},
							},
							ROUTE_Tower01 =
							{
								ROUTE_Tower02 = {},
							},
							ROUTE_Underground01 =
							{
								ROUTE_Underground02 = {},
							},
						},
					},
					ROUTE_AroundCastleWall01 =
					{
						ROUTE_AroundCastleWall02 =
						{
							ROUTE_Statue01 =
							{
								ROUTE_Statue02 =
								{
									ROUTE_InsideCastle01 =
									{
										ROUTE_Stairs01 =
										{
											ROUTE_Stairs02 = {},
										},
										ROUTE_Spawn01 =
										{
											ROUTE_Spawn02 = {},
										},
										ROUTE_Tower01 =
										{
											ROUTE_Tower02 = {},
										},
										ROUTE_Underground01 =
										{
											ROUTE_Underground02 = {},
										},
									},
								},
							},
						},
					},
				},
				ROUTE_SerpBarricade =
				{
					ROUTE_Ruins =
					{
						Weight=2,
						ROUTE_Statue01 =
						{
							ROUTE_Statue02 =
							{
								ROUTE_InsideCastle01 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
						},
					},
					ROUTE_Ice01 =
					{
						ROUTE_Ice02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
						},
					},
				},
			},
			ROUTE_CastleSpawn01 =
			{
				ROUTE_Spawn02 = {},
				ROUTE_Stairs01 =
				{
					ROUTE_Stairs02 = {},
				},
				ROUTE_Tower01 =
				{
					ROUTE_Tower02 = {},
				},
			},
			ROUTE_CastleSpawn02 =
			{
				ROUTE_Spawn02 = {},
				ROUTE_Stairs01 =
				{
					ROUTE_Stairs02 = {},
				},
				ROUTE_Tower01 =
				{
					ROUTE_Tower02 = {},
				},
			},
		};
	}
	else
	{
		MapRoutes["SWITCH_Antenna"] =
		{
			ROUTE_ForwardSpawnHut =
			{
				ROUTE_SerpBarricade =
				{
					ROUTE_Ruins =
					{
						Weight=2,
						ROUTE_Statue01 =
						{
							ROUTE_Statue02 =
							{
								ROUTE_InsideCastle01 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
						},
					},
					ROUTE_Ice01 =
					{
						ROUTE_Ice02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
						},
					},
					ROUTE_Passage01 =
					{
						ROUTE_Passage02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
							ROUTE_AroundCastleWall01 =
							{
								ROUTE_AroundCastleWall02 =
								{
									ROUTE_Statue01 =
									{
										ROUTE_Statue02 =
										{
											ROUTE_InsideCastle01 =
											{
												ROUTE_Stairs01 =
												{
													ROUTE_Stairs02 = {},
												},
												ROUTE_Spawn01 =
												{
													ROUTE_Spawn02 = {},
												},
												ROUTE_Tower01 =
												{
													ROUTE_Tower02 = {},
												},
												ROUTE_Underground01 =
												{
													ROUTE_Underground02 = {},
												},
											},
										},
									},
								},
							},
						},
					},
				},
			},
			ROUTE_ForestSpawnHut =
			{
				ROUTE_GrateDoorFree =
				{
					ROUTE_BackGateFree =
					{
						ROUTE_InsideCastle02 =
						{
							ROUTE_Stairs01 =
							{
								ROUTE_Stairs02 = {},
							},
							ROUTE_Spawn01 =
							{
								ROUTE_Spawn02 = {},
							},
							ROUTE_Tower01 =
							{
								ROUTE_Tower02 = {},
							},
							ROUTE_Underground01 =
							{
								ROUTE_Underground02 = {},
							},
						},
					},
					ROUTE_AroundCastleWall01 =
					{
						ROUTE_AroundCastleWall02 =
						{
							ROUTE_Statue01 =
							{
								ROUTE_Statue02 =
								{
									ROUTE_InsideCastle01 =
									{
										ROUTE_Stairs01 =
										{
											ROUTE_Stairs02 = {},
										},
										ROUTE_Spawn01 =
										{
											ROUTE_Spawn02 = {},
										},
										ROUTE_Tower01 =
										{
											ROUTE_Tower02 = {},
										},
										ROUTE_Underground01 =
										{
											ROUTE_Underground02 = {},
										},
									},
								},
							},
						},
					},
					ROUTE_Passage02 =
					{
						ROUTE_Passage01 =
						{
							ROUTE_Ruins =
							{
								ROUTE_Statue01 =
								{
									ROUTE_Statue02 =
									{
										ROUTE_InsideCastle01 =
										{
											ROUTE_Stairs01 =
											{
												ROUTE_Stairs02 = {},
											},
											ROUTE_Spawn01 =
											{
												ROUTE_Spawn02 = {},
											},
											ROUTE_Tower01 =
											{
												ROUTE_Tower02 = {},
											},
											ROUTE_Underground01 =
											{
												ROUTE_Underground02 = {},
											},
										},
									},
								},
							},
						},
					},
				},
				ROUTE_SerpBarricade =
				{
					ROUTE_Ruins =
					{
						Weight=2,
						ROUTE_Statue01 =
						{
							ROUTE_Statue02 =
							{
								ROUTE_InsideCastle01 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
						},
					},
					ROUTE_Ice01 =
					{
						ROUTE_Ice02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
						},
					},
					ROUTE_Passage01 =
					{
						ROUTE_Passage02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 =
								{
									ROUTE_Stairs01 =
									{
										ROUTE_Stairs02 = {},
									},
									ROUTE_Spawn01 =
									{
										ROUTE_Spawn02 = {},
									},
									ROUTE_Tower01 =
									{
										ROUTE_Tower02 = {},
									},
									ROUTE_Underground01 =
									{
										ROUTE_Underground02 = {},
									},
								},
							},
							ROUTE_AroundCastleWall01 =
							{
								ROUTE_AroundCastleWall02 =
								{
									ROUTE_Statue01 =
									{
										ROUTE_Statue02 =
										{
											ROUTE_InsideCastle01 =
											{
												ROUTE_Stairs01 =
												{
													ROUTE_Stairs02 = {},
												},
												ROUTE_Spawn01 =
												{
													ROUTE_Spawn02 = {},
												},
												ROUTE_Tower01 =
												{
													ROUTE_Tower02 = {},
												},
												ROUTE_Underground01 =
												{
													ROUTE_Underground02 = {},
												},
											},
										},
									},
								},
							},
						},
					},
				},
			},
			ROUTE_CastleSpawn01 =
			{
				ROUTE_Spawn02 = {},
				ROUTE_Stairs01 =
				{
					ROUTE_Stairs02 = {},
				},
				ROUTE_Tower01 =
				{
					ROUTE_Tower02 = {},
				},
			},
			ROUTE_CastleSpawn02 =
			{
				ROUTE_Spawn02 = {},
				ROUTE_Stairs01 =
				{
					ROUTE_Stairs02 = {},
				},
				ROUTE_Tower01 =
				{
					ROUTE_Tower02 = {},
				},
			},
		};
	}

	if ( !Map.Tunnel_Passage )
	{
		MapRoutes["ATTACK_Allies_Cappoint.*"] =
		{
			ROUTE_ForwardSpawnHut =
			{
				ROUTE_SerpBarricade =
				{
					ROUTE_Ruins =
					{
						Weight=2,
						ROUTE_Statue01 =
						{
							ROUTE_Statue02 =
							{
								ROUTE_InsideCastle01 = {},
							},
						},
					},
					ROUTE_Ice01 =
					{
						ROUTE_Ice02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 = {},
							},
						},
					},
				},
			},
			ROUTE_ForestSpawnHut =
			{
				ROUTE_GrateDoorFree =
				{
					ROUTE_BackGateFree =
					{
						ROUTE_InsideCastle02 = {},
					},
					ROUTE_AroundCastleWall01 =
					{
						ROUTE_AroundCastleWall02 =
						{
							ROUTE_Statue01 =
							{
								ROUTE_Statue02 =
								{
									ROUTE_InsideCastle01 = {},
								},
							},
						},
					},
				},
				ROUTE_SerpBarricade =
				{
					ROUTE_Ruins =
					{
						Weight=2,
						ROUTE_Statue01 =
						{
							ROUTE_Statue02 =
							{
								ROUTE_InsideCastle01 = {},
							},
						},
					},
					ROUTE_Ice01 =
					{
						ROUTE_Ice02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 = {},
							},
						},
					},
				},
			},
		};
	}
	else
	{
		MapRoutes["ATTACK_Allies_Cappoint.*"] =
		{
			ROUTE_ForwardSpawnHut =
			{
				ROUTE_SerpBarricade =
				{
					ROUTE_Ruins =
					{
						Weight=2,
						ROUTE_Statue01 =
						{
							ROUTE_Statue02 =
							{
								ROUTE_InsideCastle01 = {},
							},
						},
					},
					ROUTE_Ice01 =
					{
						ROUTE_Ice02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 = {},
							},
						},
					},
				},
			},
			ROUTE_ForestSpawnHut =
			{
				ROUTE_GrateDoorFree =
				{
					ROUTE_BackGateFree =
					{
						ROUTE_InsideCastle02 = {},
					},
					ROUTE_AroundCastleWall01 =
					{
						ROUTE_AroundCastleWall02 =
						{
							ROUTE_Statue01 =
							{
								ROUTE_Statue02 =
								{
									ROUTE_InsideCastle01 = {},
								},
							},
						},
					},
				},
				ROUTE_SerpBarricade =
				{
					ROUTE_Ruins =
					{
						Weight=2,
						ROUTE_Statue01 =
						{
							ROUTE_Statue02 =
							{
								ROUTE_InsideCastle01 = {},
							},
						},
					},
					ROUTE_Ice01 =
					{
						ROUTE_Ice02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 = {},
							},
						},
					},
					ROUTE_Passage01 =
					{
						ROUTE_Passage02 =
						{
							ROUTE_BackGateFree =
							{
								ROUTE_InsideCastle02 = {},
							},
							ROUTE_AroundCastleWall01 =
							{
								ROUTE_AroundCastleWall02 =
								{
									ROUTE_Statue01 =
									{
										ROUTE_Statue02 =
										{
											ROUTE_InsideCastle01 = {},
										},
									},
								},
							},
						},
					},
				},
			},
		};
	}

	MapRoutes.PLANT_Command_Post = MapRoutes["ATTACK_Allies_ForestHut_.*"];
	MapRoutes.BUILD_Command_Post = MapRoutes["ATTACK_Allies_ForestHut_.*"];
	MapRoutes["ATTACK_Allies_Antenna.*"] = MapRoutes["ATTACK_Allies_Cappoint.*"];

	Util.Routes(MapRoutes);
};
