//==========================================================================================
//
//	uje_trainstation.gm
//
//	Who       	When		What
//------------------------------------------------------------------------------------------
//	^1[UJE]^3Niek	15 August 2013	Initial Script
//	MickyP		28 December 2013 Goals Roles & Routing
//
//==========================================================================================
//

global Map =
{
	Debug = 0,

		Roles =
	{
		AXIS =
		{
			AllBots = true,
			DEFENDER =
			{
				spawnpt = 1,
				numbots = 1,
				crucialClass = CLASS.ENGINEER,
			},
			ATTACKER1 =
			{
				numbots = 10,
			},
			ATTACKER2 =
			{
				numbots = 10,
			},
		},

		ALLIES =
		{
			AllBots = true,
			ATTACKER1 =
			{
				numbots = 10,
			},
			ATTACKER2 =
			{
				numbots = 10,
			},
		},
	},

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

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

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

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

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

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

	Trainstation_Entrance_Door_Destroyed = function( trigger )
	{
		ClearGoalRole( "BUILD.*", ROLE.DEFENDER ); //Remove limit for axis building
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Flag.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"CAMP_South_Gun.*",
			"CAMP_North_Gun.*",
			"MOUNTMG42_Garrison_MG_Nest.*",
			"REPAIRMG42_Garrison_MG_Nest.*",
		});

		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_Main_Door.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"PLANT_Flaggun_door.*",
			"PLANT_North_PAK_75mm_Gun",
			"PLANT_South_PAK_75mm_Gun",
			"CAMP_South_Gun.*",
			"CAMP_North_Gun.*",
			"PLANT_Axis_Command_Post",
		});

		Util.MapDebugPrint( "Trainstation_Entrance_Door_Destroyed" );
	},

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

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

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

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

	Trainstation_Barrier_South_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_Trainstation_Barrier_1" );
		Util.MapDebugPrint( "Trainstation_Barrier_South_Built" );
	},

	Trainstation_Barrier_South_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "ROUTE_Trainstation_Barrier_1" );
		Util.MapDebugPrint( "Trainstation_Barrier_South_Destroyed" );
	},

	Trainstation_Barrier_North_Built = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_Trainstation_Barrier_2" );
		Util.MapDebugPrint( "Trainstation_Barrier_North_Built" );
	},

	Trainstation_Barrier_North_Destroyed = function( trigger )
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "ROUTE_Trainstation_Barrier_2" );
		Util.MapDebugPrint( "Trainstation_Barrier_North_Destroyed" );
	},

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

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

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

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

	North_PAK_75mm_Gun_Destroyed = function( trigger )
	{
		ClearGoalRole( "CAMP_North_Gun.*", ROLE.ATTACKER1 );
		ClearGoalRole( "CAMP_South_Gun.*", ROLE.ATTACKER2 );
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CAMP_North_Gun.*",
			"BUILD_Garrison_MG_Nest.*",
			"MOUNTMG42_Garrison_MG_Nest.*",
			"REPAIRMG42_Garrison_MG_Nest.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, "CAMP_North_Gun.*" );

		Util.MapDebugPrint( "North_PAK_75mm_Gun_Destroyed" );
	},

	South_PAK_75mm_Gun_Destroyed = function( trigger )
	{
		ClearGoalRole( "CAMP_North_Gun.*", ROLE.ATTACKER1 );
		ClearGoalRole( "CAMP_South_Gun.*", ROLE.ATTACKER2 );
		SetAvailableMapGoals( TEAM.AXIS, false, "CAMP_South_Gun.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "CAMP_South_Gun.*" );

		Util.MapDebugPrint( "South_PAK_75mm_Gun_Destroyed" );
	},

};

global OnMapLoad = function()
{
	// Register callback functions
	OnTrigger( "Allied Command Post constructed. Charge speed increased!", Map.Allied_Command_Post_Built );
	OnTrigger( "Axis team has destroyed the Allied Command Post!", Map.Allied_Command_Post_Destroyed );
	OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Axis_Command_Post_Built );
	OnTrigger( "Allied team has destroyed the Axis Command Post!", Map.Axis_Command_Post_Destroyed );
	OnTrigger( "Axis reclaim the Old City!", Map.oldcityflag_Axis_Captured );
	OnTrigger( "Allies capture the Old City!", Map.oldcityflag_Allies_Captured );
	OnTrigger( "Allies have breached the Old City wall", Map.Trainstation_Entrance_Door_Destroyed );
	OnTrigger( "The Garrison MG Nest has been constructed!", Map.Garrison_MG_Nest_Built );
	OnTrigger( "The Garrison MG Nest has been damaged!", Map.Garrison_MG_Nest_Destroyed );
	OnTrigger( "The Old City MG Nest has been constructed!", Map.Old_City_MG_Nest_Built );
	OnTrigger( "The Old City MG Nest has been damaged!", Map.Old_City_MG_Nest_Destroyed );
	OnTrigger( "The South Barrier has been constructed", Map.Trainstation_Barrier_South_Built );
	OnTrigger( "The South Barrier has been destroyed", Map.Trainstation_Barrier_South_Destroyed );
	OnTrigger( "The North Barrier has been constructed", Map.Trainstation_Barrier_North_Built );
	OnTrigger( "The North Barrier has been destroyed", Map.Trainstation_Barrier_North_Destroyed );
	OnTrigger( "^2The South FlakGun Barrier has been constructed", Map.FlakGun_Barrier_South_Built );
	OnTrigger( "^1The South FlakGun Barrier has been destroyed", Map.FlakGun_Barrier_South_Destroyed );
	OnTrigger( "^2The North FlakGun Barrier has been constructed", Map.FlakGun_Barrier_North_Built );
	OnTrigger( "^1The North FlakGun Barrier has been destroyed", Map.FlakGun_Barrier_North_Destroyed );
	OnTrigger( "Allies have destroyed the North Anti-Tank Gun!", Map.North_PAK_75mm_Gun_Destroyed );
	OnTrigger( "Allied team has destroyed the South Anti-Tank Gun!", Map.South_PAK_75mm_Gun_Destroyed );




	Util.DisableGoal( ".*", true ); // all but routes
	Util.EnableGoal( "AMMOCAB.*" );
	Util.EnableGoal( "HEALTHCAB.*" );

	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"ATTACK_Main_Door.*",
		"CHECKPOINT_oldcityflag.*",
		"BUILD_Allied_Command_Post",
		"PLANT_Trainstation_Entrance_Door",
	});

	SetAvailableMapGoals( TEAM.AXIS, true, {
		"DEFEND_Flag.*",
		"CHECKPOINT_oldcityflag.*",
		"BUILD.*",
	});

	SetGoalPriority( "BUILD_Flaggun_door.", 0.93, TEAM.AXIS);
	SetGoalPriority( "PLANT_Axis_Command_Post", 0.78, TEAM.ALLIES);

	// Max users per goal
	//Util.SetMaxUsers( 1, "DEFEND_.*" );
	//Util.SetMaxUsers( 1, "GRENADE_.*" );
	//Util.SetMaxUsers( 1, "MOUNTMG42_.*" );

	// Camp times
	SetMapGoalProperties( "MOUNTMG42_.*", {MinCampTime=15, MaxCampTime=90} );
	SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=10, MaxCampTime=60} );


	Util.MapDebugPrint( "Omni-bot map script for " + GetMapName() + " executed." );
};

global OnBotJoin = function( bot )
{
	bot.TargetBreakableDist = 90.0;
};

global InitializeRoutes = function()
{
	MapRoutes =
	{
		CHECKPOINT_oldcityflag =
		{
			ROUTE_Allied_1st  =
			{
				ROUTE_Main_Path  =
				{
					ROUTE_Outside_Mini_Tunnel  =
					{
						ROUTE_Map_Picture  =
						{
							ROUTE_Far_Side_Path  =
							{
							},
						},
						ROUTE_Middle_Route  =
						{
							ROUTE_Middle_Left_Stairs  =
							{
							},
							ROUTE_Middle_Right_Stairs  =
							{
							},
						},
					},
				},
				ROUTE_Left_Door  =
				{
					ROUTE_Map_Picture  =
					{
						ROUTE_Far_Side_Path  =
						{
						},
					},
				},
				ROUTE_Right_Door  =
				{
					ROUTE_Middle_Route  =
					{
						ROUTE_Middle_Left_Stairs  =
						{
						},
						ROUTE_Middle_Right_Stairs  =
						{
						},
					},
				},
			},
			ROUTE_Axis_1st  =
			{
				ROUTE_Door  =
				{
				},
				ROUTE_Ladder  =
				{
				},
			},
			ROUTE_Axis_Back  =
			{
				ROUTE_Door  =
				{
				},
				ROUTE_Ladder  =
				{
				},
			},
		},
		CAMP_North_Gun_1 =
		{
			ROUTE_Axis_Back  =
			{
				ROUTE_North_Door_Exit  =
				{
				},
				ROUTE_North_Upper_Exit  =
				{
				},
				ROUTE_South_Door_Exit  =
				{
				},
			},
			ROUTE_Allied_Flag  =
			{
				ROUTE_Trainstation_Barrier_1  =
				{
					ROUTE_North_Far_Tunnel  =
					{
					},
					ROUTE_Center_North_Lower_Stairs  =
					{
					},
					ROUTE_Center_Stairs  =
					{
						ROUTE_North_Stairs_Exit  =
						{
						},
					},
				},
				ROUTE_Trainstation_Barrier_2  =
				{
					ROUTE_Center_North_Lower_Stairs  =
					{
					},
					ROUTE_North_Far_Tunnel  =
					{
					},
					ROUTE_Center_Stairs  =
					{
						ROUTE_North_Stairs_Exit  =
						{
						},
					},
				},
				ROUTE_Trainstation_Open_Exit  =
				{
					ROUTE_Center_Stairs  =
					{
						ROUTE_North_Stairs_Exit  =
						{
						},
					},
					ROUTE_Center_North_Lower_Stairs  =
					{
					},
				},
			},
		},
		CAMP_South_Gun_1 =
		{
			ROUTE_Axis_Back  =
			{
				ROUTE_South_Door_Exit  =
				{
				},
				ROUTE_South_Upper_Exit  =
				{
				},
				ROUTE_North_Door_Exit  =
				{
				},
			},
			ROUTE_Allied_Flag  =
			{
				ROUTE_Trainstation_Barrier_1  =
				{
					ROUTE_Center_Stairs  =
					{
						ROUTE_South_Stairs_Exit  =
						{
						},
					},
					ROUTE_Center_South_Lower_Stairs  =
					{
					},
					ROUTE_South_Mini_Tunnel  =
					{
					},
				},
				ROUTE_Trainstation_Barrier_2  =
				{
					ROUTE_Center_Stairs  =
					{
						ROUTE_South_Stairs_Exit  =
						{
						},
					},
					ROUTE_Center_South_Lower_Stairs  =
					{
					},
					ROUTE_South_Mini_Tunnel  =
					{
					},
				},
				ROUTE_Trainstation_Open_Exit  =
				{
					ROUTE_Center_Stairs  =
					{
						ROUTE_South_Stairs_Exit  =
						{
						},
					},
					ROUTE_Center_South_Lower_Stairs  =
					{
					},
					ROUTE_South_Mini_Tunnel  =
					{
					},
				},
			},
		},
	};

	MapRoutes["DEFEND_Flag.*"] = MapRoutes.CHECKPOINT_oldcityflag;
	MapRoutes["ATTACK_Main_Door.*"] = MapRoutes.CHECKPOINT_oldcityflag;
	MapRoutes["PLANT_Trainstation_Entrance_Door"] = MapRoutes.CHECKPOINT_oldcityflag;
	MapRoutes["CAMP_South_Gun.*"] = CAMP_South_Gun_1;
	MapRoutes["PLANT_South_PAK_75mm_Gun"] = CAMP_South_Gun_1;
	MapRoutes["PLANT_Flaggun_door"] = CAMP_South_Gun_1;
	MapRoutes["CAMP_North_Gun.*"] = CAMP_North_Gun_1;
	MapRoutes["PLANT_North_PAK_75mm_Gun"] = CAMP_North_Gun_1;
	MapRoutes["PLANT_Flaggun_door_1"] = CAMP_North_Gun_1;

	Util.Routes(MapRoutes);
};
