//=============================================================================
//
//	V1 Rocket (Beta 2) - v1rocket_b2.gm
//
//	Who			When				What
//-----------------------------------------------------------------------------
//	Mateos		26 December 2010	Based on files present before
//
//=============================================================================

/****************************************************
Path mapping updated and script by Mateos
Correspondant WAY file hash: -
Last update: 1st June 2024
****************************************************/

/*
 * TODO:
 * - Saw OnMapLoad 5 engis + 1 covi on Allied side...
 *	 4 engis & 1 covi by role; at least one medic would perhaps be nice
 *	 -> To test someday, it works pretty well as is
 *
 * - Perhaps split the goal/role management outside Map in parts for readability?
 *
 ******************************************************************************
 *
 * - Add and manage class-specific goals
 *	 -> Not everything: make sure this is still balanced...
 *		Like, avoid arty/mortar/sniper/grenade on BUILD_Bridge...
 */

// Has to be before Map so Map.Roles can find the constants...
global Spawns =
{
	ALLIED_ENTRANCE = 1,
	MAIN_ENTRANCE	= 2,
	DEPOT_YARD		= 3,
	WEST_RADAR_1	= 4,
	EAST_RADAR_2	= 5,

	alliedSpawn,
	axisSpawn,

	isAlliedSplitOn = false,

	InitSpawns = function()
	{
		Spawns.alliedSpawn = Spawns.ALLIED_ENTRANCE;
		Spawns.axisSpawn = Spawns.MAIN_ENTRANCE;
	},

	// NOTES

	// Team spawns (excluding roles)
	// ALLIED_ENTRANCE -> Allied-only, from map start to Main Entrance destruction
	// MAIN_ENTRANCE -> Axis from start to Main Entrance destruction, then Allies
	// DEPOT_YARD (flag)
	// -> Axis own it at start but don't spawn there
	// -> Upon Main Entrance destruction, both teams have an advantage to spawn there
	// -> Once the Lorraine is escorted, Allies can move there while the obj is being stolen, perhaps just half of them (roughly equidistant in fact)
	// WEST_RADAR_1 -> Axis spawn there by default when the Main Entrance gets destroyed, but should spawn there only if the obj is being stolen
	// EAST_RADAR_2 -> Axis should spawn there to be closer to the obj location (after Main Entrance destruction ofc), only when it's not being stolen

	// Roles!
	// Only ATTACKER and ATTACKER3 (atm) have a different spawn from the other bots
	// ATTACKER makes Allies spawn at DEPOT_YARD in order to attack the Main Entrance by the back
	// ATTACKER3 makes an Allied Covi go for PLANT_Axis_MG42_Construction

	SetSpawn = function()
	{
		Spawns.CalculateSpawns();
		foreach ( id and bot in BotTable )
		{
			Spawns.SetBotSpawn( bot );
		}
	},

	CalculateSpawns = function()
	{
		if ( !Map.isMainEntranceDestroyed )
		{
			// Default values
			Spawns.InitSpawns();
			return;
		}

		// From now on, the Main Entrance is destroyed
		if ( !Map.isTankEscorted )
		{
			// Depot Yard all the way!
			// Else the closest!
			if ( Map.depotFlagTeam == TEAM.AXIS )
			{
				Spawns.alliedSpawn = Spawns.MAIN_ENTRANCE;
				Spawns.axisSpawn = Spawns.DEPOT_YARD;
			}
			else
			{
				Spawns.alliedSpawn = Spawns.DEPOT_YARD;
				Spawns.axisSpawn = Spawns.WEST_RADAR_1;
			}
		}
		else
		{
			// Basically depends on the objective status for Axis
			if ( Map.isFuelCanStolen )
			{
				Spawns.axisSpawn = Spawns.WEST_RADAR_1;
			}
			else
			{
				Spawns.axisSpawn = Spawns.EAST_RADAR_2;
			}

			// For Allies, just split between the Main Entrance and the Depot Yard
			Spawns.isAlliedSplitOn = true;
		}
	},

	SetBotSpawn = function( bot )
	{
		if ( bot.GetTeam() == TEAM.ALLIES )
		{
			if ( !Spawns.isAlliedSplitOn )
			{
				// Special case
				// The Tank is at the other side of the Bridge,
				// the Main Entrance is not yet destroyed,
				// the Allies own the Depot flag:
				// Allied bots with the ATTACKER role must spawn there!
				if ( bot.HasRole( ROLE.ATTACKER)
					 && !Map.isMainEntranceDestroyed
					 && Map.isTankPastBridge
					 && Map.depotFlagTeam == TEAM.ALLIES )
				{
					bot.ChangeSpawnPoint( Spawns.DEPOT_YARD );
				}
				else
				{
					bot.ChangeSpawnPoint( Spawns.alliedSpawn );
				}
			}
			else
			{
				// Split:
				// the first half on the Main Entrance,
				// the other half on the Depot yard
				if ( RandInt( 0, 9 ) < 5 )
				{
					bot.ChangeSpawnPoint( Spawns.MAIN_ENTRANCE );
				}
				else
				{
					bot.ChangeSpawnPoint( Spawns.DEPOT_YARD );
				}
			}
		}
		else
		{
			bot.ChangeSpawnPoint( Spawns.axisSpawn );
		}
	},
};

global Map =
{
	Debug = 0,	// Please set to zero before distributing your script

	// ************************************************************************

	depotFlagTeam = TEAM.AXIS,

	fuelCanDropPosition,

	isBridgeBuilt = false,
	isBridgeWalkable = false,
	isFuelCanStolen = false,
	isMainEntranceDestroyed = false,
	isRadarMGBuilt = false,
	isRocDoorOpened = false,
	isTankAtBridge = false,
	isTankPastBridge = false,
	isTankPastMainEntrance = false,
	isTankEscorted = false,

	// ************************************************************************

	// *** PATH THROUGH MANAGEMENT ***
	Navigation =
	{
		jump =
		{
			navigate = function( _this )
			{
				// Since this kind of navigation doesn't work well with waypoints
				// and since it is made this way in several locations...
				// Let's have a common name for the next waypoint of each
				wpTable = {};
				Wp.GetWaypointByName( "jump", wpTable );

				// With a good jump while going forward to pass through
				_this.AddAimRequest( Priority.High, "facing", wpTable.facing );
				_this.Bot.HoldButton( BTN.FORWARD, 0.5 );

				_this.Bot.HoldButton( BTN.JUMP, 0.5 );
			},
		},

		// Outside the Main Entrance, on the first floor,
		// southwest corner, between a pillar and the mountain...
		selfkill =
		{
			navigate = function( _this )
			{
				_this.Bot.ExecCommand( "kill" );
				Util.MapDebugPrint( "Bot was totally stuck!", true );
			},
		},
	},

	// ************************************************************************

	// *** ROLE MANAGEMENT ***
	Roles =
	{
		AXIS =
		{
			AllBots = true, // Each bot is considered for a role

			// The Bridge defence from the Main Entrance front
			// Then Tank camping goals once the Main Entrance is destroyed,
			// until the Tank is escorted
			DEFENDER =
			{
				voice = "defend",				// Signals voice chat to randomly announce
				spawnpt = Spawns.MAIN_ENTRANCE, // Users of this role will choose the Main Entrance spawn
				numbots = 4,					// Maximum of 4 bots
			},

			// The Bridge defence from the Main Entrance first floor
			// Then Depot flag camping goals once the Main Entrance is destroyed,
			// until the Tank is escorted
			DEFENDER1 =
			{
				voice = "defend",				// Signals voice chat to randomly announce
				spawnpt = Spawns.MAIN_ENTRANCE, // Users of this role will choose the Main Entrance spawn
				numbots = 4,					// Maximum of 4 bots
			},

			// The Depot flag defence (until the Main Entrance gets destroyed)
			DEFENDER2 =
			{
				voice = "defend",				// Signals voice chat to randomly announce
				spawnpt = Spawns.DEPOT_YARD,	// Users of this role will choose the Depot Yard spawn
				numbots = 4,					// Maximum of 4 bots
			},
		},

		ALLIES =
		{
			// Has to be true so there are bots defending the Depot flag
			// when the Tank is at the other side of the Bridge
			AllBots = true,

			// Attack the Main Entrance from the back
			// Only once the Lorraine is at the other side of the Bridge
			// Then Tank camping goals once the Main Entrance is destroyed,
			// until the Tank is escorted
			ATTACKER =
			{
				voice = "attack",					// Signals voice chat to randomly announce
				spawnpt = Spawns.DEPOT_YARD,		// Users of this role will choose the Depot Yard spawn
				numbots = 4,						// Maximum of 4 bots
				crucialClass = CLASS.ENGINEER,		// First bot (has to be Engineer to plant)
				MinBotsForRole = 5,					// Only assign this role if there are already 5 bots in game
			},

			// Also have at least an engineer trying to plant by the front
			// Then Depot flag camping goals once the Main Entrance is destroyed,
			// until the Tank is escorted
			ATTACKER1 =
			{
				voice = "attack",					// Signals voice chat to randomly announce
				spawnpt = Spawns.ALLIED_ENTRANCE,	// Users of this role will choose the Allied Entrance spawn
				numbots = 3,						// Maximum of 3 bots
				crucialClass = CLASS.ENGINEER,		// First bot (has to be Engineer to plant)
			},

			// Once the Main Entrance is destroyed, one Allied bot can use the Depot Yard MG42
			ATTACKER2 =
			{
				voice = "attack",					// Signals voice chat to randomly announce
				spawnpt = Spawns.MAIN_ENTRANCE,		// Users of this role will choose the Main Entrance spawn
				numbots = 1,						// Maximum of 1 bot
				crucialClass = CLASS.ENGINEER,		// First bot (Engineer for REPAIRMG42)
				MinBotsForRole = 4,					// Only assign this role if there are already 4 bots in game
			},

			// A Covert-Ops to destroy the Radar 1 MG42
			ATTACKER3 =
			{
				spawnpt = Spawns.DEPOT_YARD,
				numbots = 1,
				crucialClass = CLASS.COVERTOPS,
			},

			// The bot carrying the Fuel Can
			OFFENSECAPTAIN =
			{
				numbots = 1,
			},
		},
	},

	// ************************************************************************

	/**
	 * If an Axis player falls down the bridge
	 * while there's no way back to the top of the hill,
	 * excepted to go a long way around, just suicide.
	 */
	Axis_Bridge_Suicide =
	{
		Name = "Axis_Bridge_Suicide",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function( ent )
		{
			bot = Util.IsBot( ent );
			if ( !bot ) { return; }

			if ( !Map.isBridgeWalkable && bot.GetTeam() == TEAM.AXIS )
			{
				bot.ExecCommand( "kill" );

				Util.MapDebugPrint( "An Axis bot has fallen down the bridge without any way back", true );
			}
		},
	},

	// ************************************************************************

	/**
	 * When the Lorraine has been escorted,
	 * if the Radar 1 MG42 is built,
	 * have an Allied Covert-Ops destroy it, and watch for it.
	 */
	AlliesRadarMG42Management = function()
	{
		if ( !Map.isTankEscorted )
		{
			return;
		}

		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_RadarMG" );
		SetGoalRole( "ATTACK_RadarMG", ROLE.ATTACKER3 );
		Util.SetMaxUsers( 1, "ATTACK_RadarMG" );

		goal = "PLANT_Axis_MG42_Construction";
		SetAvailableMapGoals( TEAM.ALLIES, Map.isRadarMGBuilt, goal );
		if ( Map.isRadarMGBuilt )
		{
			SetGoalRole( goal, ROLE.ATTACKER3 );
		}
		else
		{
			ClearGoalRole( goal, ROLE.ATTACKER3 );
		}
	},

	/**
	 * Manages the role ATTACKER to set up an Allied attack from the back.
	 * @param bEnable Either set or clear the role.
	 */
	AlliesMainEntranceRole = function( bEnable )
	{
		campSpots = "CAMP_FlagB.*";
		defendSpots = "CAMP_Bravo[458]";
		goalTableAttacker =
		{
			campSpots,
			"CHECKPOINT_depotflag",
			defendSpots,
			"PLANT_Main_Entrance_to_the_Rocket_Base"
		};
		goalTableAttacker1 =
		{
			"BUILD_Bridge",
			"BUILD_Allied_MG_nest",
			"BUILD_Lorraine",
			"PLANT_Main_Entrance_to_the_Rocket_Base",
			"REPAIRMG42_Allied_MG_nest"
		};

		// Set the goals role and their priority
		if ( bEnable )
		{
			SetGoalPriority( campSpots, 0.81 );
			SetGoalPriority( defendSpots, 0.81 );
			SetGoalPriority( "CHECKPOINT_depotflag", 0.93 );
			SetGoalRole( goalTableAttacker, ROLE.ATTACKER );
			SetGoalRole( goalTableAttacker1, ROLE.ATTACKER1 );

			// Make the bots passing by capture the Depot flag
			range = 800;
			Util.SetGoalRange( "CHECKPOINT_depotflag", range );

			entityPosition = GetGoal( "CHECKPOINT_depotflag" ).GetPosition();
			DrawRadius( entityPosition, range, COLOR.BLUE, 30 );
		}
		else
		{
			SetGoalPriority( campSpots, 0.5 );
			SetGoalPriority( defendSpots, 0.5 );
			SetGoalPriority( "CHECKPOINT_depotflag", 0.7 );
			ClearGoalRole( goalTableAttacker, ROLE.ATTACKER );
			ClearGoalRole( goalTableAttacker1, ROLE.ATTACKER1 );

			// Reset to 'unlimited'
			Util.SetGoalRange( "CHECKPOINT_depotflag", 0 );
		}

		// Set the goals availability
		SetAvailableMapGoals( TEAM.ALLIES, bEnable, goalTableAttacker );

		Cabinets.DepotCabinets( TEAM.ALLIES, bEnable );
	},

	/**
	 * If the Main Entrance is still there,
	 * depending on its reachability from the Allied Entrance spawn,
	 * sets or clears the role ATTACKER1 for Allies,
	 * so they don't travel around the map unnecessarily...
	 */
	AlliesRoleAttacker1Management = function()
	{
		if ( Map.isMainEntranceDestroyed )
		{
			return;
		}

		if ( Map.isBridgeWalkable )
		{
			SetGoalRole( "PLANT_Main_Entrance_to_the_Rocket_Base", ROLE.ATTACKER1 );
		}
		else
		{
			ClearGoalRole( "PLANT_Main_Entrance_to_the_Rocket_Base", ROLE.ATTACKER1 );
		}
	},

	/**
	 * From my point of view, Allies should first get the Lorraine to the other side,
	 * then plant the Main Entrance by the back (ROLE.ATTACKER).
	 * @returns If the Allies should plant the Main Entrance.
	 */
	AlliesShouldPlantMainEntrance = function()
	{
		return Map.isTankPastBridge && !Map.isTankPastMainEntrance;
	},

	/**
	 * Similar to MainEntranceSuicide,
	 * but for Axis during the first part,
	 * when their side isn't reachable because the Bridge isn't walkable.
	 */
	AxisBridgeDestructionSuicide = function()
	{
		if ( Map.isMainEntranceDestroyed )
		{
			return;
		}

		foreach ( id and bot in BotTable )
		{
			// Only Axis
			if ( bot.GetTeam() == TEAM.ALLIES )
			{
				continue;
			}

			pos = bot.GetPosition();

			// Three possibilities:
			// - The bot is around the first spawn (y < -1500);
			// - The bot is at the other side of the Bridge (x > 2400) ;
			// - The bot is going for the flag but far from it (x < -3000)
			if ( x < -3000 || pos.x > 2400 || pos.y < -1500 )
			{
				bot.ExecCommand( "kill" );

				Util.MapDebugPrint(
					bot.Name + Util.DebugColorString + " had to kill himself to spawn back at the Main Entrance",
					true
				);
			}
		}
	},

	ClearRolesOnceTankEscorted = function()
	{
		ClearGoalRole( "CHECKPOINT_depotflag", { ROLE.ATTACKER1, ROLE.DEFENDER1 } );

		foreach ( id and bot in BotTable )
		{
			if ( bot.GetTeam() == TEAM.ALLIES )
			{
				hadRole = false;
				if ( bot.HasRole( ROLE.ATTACKER ) )
				{
					hadRole = true;
					bot.ClearRoles( ROLE.ATTACKER );
				}

				if ( bot.HasRole( ROLE.ATTACKER1 ) )
				{
					hadRole = true;
					bot.ClearRoles( ROLE.ATTACKER1 );
				}

				if ( bot.HasRole( ROLE.ATTACKER2 ) )
				{
					hadRole = true;
					bot.ClearRoles( ROLE.ATTACKER2 );
				}

				// Leave ROLE.ATTACKER3 as is

				if ( hadRole )
				{
					name = bot.Name + Util.DebugColorString;
					Util.MapDebugPrint( name + " has been cleared of a role", true );
					newClass = ClassManager.EvalClassChange( bot );
					if ( newClass  && newClass != CLASS.SOLDIER ) // FIXME No obj for soldiers as of now
					{
						strOldClass = Map.ClassEnumToColoredString( bot.GetClass() ) + Util.DebugColorString;
						strNewClass = Map.ClassEnumToColoredString( newClass ) + Util.DebugColorString;
						Util.MapDebugPrint( name + " is changing from " + strOldClass + " to " + strNewClass, true );
						bot.ExecCommand( "kill" );
						bot.ChangeClass( newClass );
					}
				}
			}
		}
	},

	/**
	 * Manages end game goal priorities
	 * Note: FLAG_fuelcan is at 0.80
	 */
	EndGameGoalPriorityManagement = function()
	{
		SetGoalPriority( "CAMP_Foxtrot.*", 0.70 );
		SetGoalPriority( "SWITCH_rocdoor_.*side", 0.71, TEAM.AXIS );
		SetGoalPriority( ".*_Golf.*", 0.72 );
		SetGoalPriority( "MOUNTMG42_.*", 0.72 );
		SetGoalPriority( "BUILD_Command_Post", 0.78 );
		SetGoalPriority( "REPAIRMG42_.*", 0.79 );
		SetGoalPriority( "SWITCH_rocdoor_.*side", 0.80, TEAM.ALLIES );
		SetGoalPriority( "GRENADE_Fuel_Depot_MG42", 0.805 );
		SetGoalPriority( "PLANT_Command_Post", 0.81, TEAM.AXIS, CLASS.COVERTOPS );
		SetGoalPriority( "PLANT_Command_Post", 0.81, TEAM.ALLIES, CLASS.COVERTOPS );
		SetGoalPriority( "ATTACK_RadarMG", 0.82 );
		SetGoalPriority( "PLANT_Axis_MG42_Construction", 0.83, TEAM.ALLIES, CLASS.COVERTOPS );

		// To make sure they own it
		SetGoalPriority( "CHECKPOINT_depotflag", 0.95, TEAM.ALLIES );

		Util.SetMaxUsers( 2, "SWITCH_rocdoor_.*side" );
		Util.SetMaxUsers( 3, "FLAG_fuelcan" );
	},

	/**
	 * Checks the Lorraine possibility to be escorted
	 * @returns true if the Lorraine is escortable, false otherwise
	 */
	IsLorraineEscortable = function()
	{
		return	!Map.isTankAtBridge ||
				Map.isTankAtBridge && Map.isBridgeBuilt ||
				Map.isBridgeWalkable && Map.isTankPastBridge ||
				Map.isTankPastMainEntrance;
	},

	/**
	 * Once the Main Entrance destroyed,
	 * some bots may "need" to kill themselves,
	 * depending on their position on the map.
	 * The Lorraine must be at the other side of the Bridge too.
	 * Originally just for Allies, also fits Axis in the end.
	 */
	MainEntranceSuicide = function()
	{
		if ( !Map.isTankPastBridge )
		{
			return;
		}

		foreach ( id and bot in BotTable )
		{
			pos = bot.GetPosition();

			// Two possibilities:
			// - The bot is around the first spawn (y < -1500);
			// - The bot is at the other side of the Bridge (x > 2400)
			// I had in mind a third possibility
			// (the bot is going for the flag but far from it, x < -3000),
			// but it sounds better to let it go
			if ( pos.x > 2400 || pos.y < -1500 )
			{
				bot.ExecCommand( "kill" );

				Util.MapDebugPrint(
					bot.Name + Util.DebugColorString + " had to kill himself to spawn closer to the action",
					true
				);
			}
		}
	},

	OnBridgeTrigger = function( bAxisGoalAvailability )
	{
		if ( Map.isTankPastMainEntrance )
		{
			return;
		}

		// If the Main Entrance is already destroyed when calling this, force these off
		// Otherwise, if the Main Entrance is destroyed before the Lorraine gets accross the Bridge, they will stay on forever...
		SetAvailableMapGoals(
			TEAM.AXIS,
			bAxisGoalAvailability && !Map.isMainEntranceDestroyed,
			{ "PLANT_Allied_MG_nest", "PLANT_Bridge" } );

		SetAvailableMapGoals( TEAM.ALLIES, Map.AlliesShouldPlantMainEntrance(), "PLANT_Main_Entrance_to_the_Rocket_Base" );
		SetAvailableMapGoals( TEAM.ALLIES, Map.IsLorraineEscortable(), "ESCORT_Lorraine" );
	},

	// ************************************************************************

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

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

	Allied_MG_nest_Built = function( trigger )
	{
		if ( !Map.isTankPastMainEntrance )
		{
			Maschinengewehr42.AlliedMGNest( true );
		}

		// No need to print active goals
		Util.MapDebugPrint( "Allied_MG_nest_Built", true );
	},

	Axis_MG42_Construction_Built = function( trigger )
	{
		Map.isRadarMGBuilt = true;

		Map.AlliesRadarMG42Management();

		// No need to print active goals
		Util.MapDebugPrint( "Axis_MG42_Construction_Built", true );
	},

	Axis_MG42_Construction_1_Built = function( trigger )
	{
		Util.MapDebugPrint( "Axis_MG42_Construction_1_Built", true );
	},

	Bridge_Reinforce = function( trigger )
	{
		Map.isBridgeWalkable = true;

		// Sometimes, there's no text when the Bridge has to be reinforced,
		// so the PLANT goal wasn't enabled again
		Map.OnBridgeTrigger( true );

		Util.MapDebugPrint( "Bridge_Reinforce" );
	},

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

		// If it was fully built then damaged, it wasn't walkable,
		// so also enable the main destructible here
		Map.OnBridgeTrigger( true );

		// ATTACKER1 role management
		Map.AlliesRoleAttacker1Management();

		Util.MapDebugPrint( "Bridge_Built" );
	},

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

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

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

	Allied_MG_nest_Destroyed = function( trigger )
	{
		Maschinengewehr42.AlliedMGNest( false );

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

	Axis_MG42_Construction_Destroyed = function( trigger )
	{
		Map.isRadarMGBuilt = false;

		Map.AlliesRadarMG42Management();

		// No need to print active goals
		Util.MapDebugPrint( "Axis_MG42_Construction_Destroyed", true );
	},

	Axis_MG42_Construction_1_Destroyed = function( trigger )
	{
		Util.MapDebugPrint( "Axis_MG42_Construction_1_Destroyed", true );
	},

	Bridge_Damaged = function( trigger )
	{
		Map.isBridgeBuilt = false;	// Only when changing from Built to Damaged state
		Map.isBridgeWalkable = false;

		Map.AxisBridgeDestructionSuicide();

		// Unreachable, excepted if you walk by the back... Too far away
		SetAvailableMapGoals( TEAM.ALLIES, Map.AlliesShouldPlantMainEntrance(), "PLANT_Main_Entrance_to_the_Rocket_Base" );
		SetAvailableMapGoals( TEAM.ALLIES, Map.IsLorraineEscortable(), "ESCORT_Lorraine" );

		Util.MapDebugPrint( "Bridge_Damaged" );
	},

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

		// Even though it is destroyed, they still try to plant it...
		Map.OnBridgeTrigger( false );

		// ATTACKER1 role management
		Map.AlliesRoleAttacker1Management();

		Util.MapDebugPrint( "Bridge_Destroyed" );
	},

	Lorraine_Destroyed = function( trigger )
	{
		if ( !Map.isTankPastMainEntrance && Map.isTankPastBridge )
		{
			// Case when the Lorraine just got over the river right before the Bridge gets destroyed
			// It was keeping the BUILD_Lorraine goal available while not (easily) reachable
			SetAvailableMapGoals( TEAM.ALLIES, Map.IsLorraineEscortable(), "BUILD_Lorraine" );
		}

		// No need to print active goals
		Util.MapDebugPrint( "Lorraine_Destroyed", true );
	},

	Main_Entrance_to_the_Rocket_Base_Destroyed = function( trigger )
	{
		// NOTE: Spawns are switched here

		Map.isMainEntranceDestroyed = true;

		Util.DisableGoal( ".*", true ); // All but routes

		// Clear the ATTACKER role for the other goals
		// Also handles a few goal availability,
		// thus the EnableGoal set afterward
		Map.AlliesMainEntranceRole( false );

		// Clear the role assigned to the Depot flag, and its restrictions
		ClearGoalRole( { "CAMP_FlagB.*", "CHECKPOINT_depotflag" }, ROLE.DEFENDER2 );
		Util.SetMaxUsers( 3, "CHECKPOINT_.*" );

		Util.EnableGoal( "CHECKPOINT_depotflag" );
		Util.EnableGoal( "CAMP_Bravo.*" );
		Util.EnableGoal( "CAMP_Flag.*" );

		// Add roles to split the Tank spots and the Depot flag ones
		SetGoalRole(
			{ "BUILD_Bridge", "BUILD_Lorraine", "CAMP_Bravo.*", "CAMP_Charlie.*", "CAMP_Delta.*", "CAMP_Echo.*", "ESCORT_Lorraine" },
			{ ROLE.ATTACKER, ROLE.DEFENDER }
		);
		SetGoalRole( { "CHECKPOINT_depotflag", "CAMP_Flag.*" }, { ROLE.ATTACKER1, ROLE.DEFENDER1 } );

		// Doing the spawn management after the role management
		Spawns.SetSpawn();

		SetAvailableMapGoals( TEAM.AXIS, true, ".*_Command_Post" );

		// Already available to Axis, not always for Allies
		Cabinets.DepotCabinets( TEAM.ALLIES, true );

		// Special case
		// The Main Entrance got destroyed before the Tank got accross the Bridge...
		if ( !Map.isTankPastBridge )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Bridge" );
		}

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

		// If CHECKPOINT_depotflag is captured, allow CP
		if ( Map.depotFlagTeam == TEAM.ALLIES )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"BUILD_Command_Post",
				"PLANT_Command_Post",
			});
		}

		// Depending on the Tank position and the available spawns,
		// some Allies may "need" to kill themselves to get closer
		Map.MainEntranceSuicide();

		// Finally, enable the Depot Yard MG42 for Allies, with a role
		Maschinengewehr42.AlliedDepotYardMG( true );

		Functions.Print( "Main_Entrance_to_the_Rocket_Base_Destroyed", true );
	},

	depotflag_Axis_Captured = function( trigger )
	{
		Map.depotFlagTeam = TEAM.AXIS;

		Spawns.SetSpawn();

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

	depotflag_Allies_Captured = function( trigger )
	{
		Map.depotFlagTeam = TEAM.ALLIES;

		Spawns.SetSpawn();

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

	Bridge_Planted = function( trigger )
	{
		if ( !Map.isBridgeWalkable || !Map.isTankPastBridge )
		{
			// Too dangerous
			SetAvailableMapGoals( TEAM.ALLIES, false, "DEFUSE_Bridge.*" );
		}

		// No need to print active goals
		Util.MapDebugPrint( "Bridge_Planted", true );
	},

	Tank_At_Bridge = function( trigger )
	{
		Map.isTankAtBridge = true;

		// Enable an extra routing node to use the Lorraine as cover for BUILD_Bridge
		Util.EnableGoal( "ROUTE_BridgeNode5" );

		SetAvailableMapGoals( TEAM.ALLIES, Map.IsLorraineEscortable(), "ESCORT_Lorraine" );

		Util.MapDebugPrint( "Tank_At_Bridge" );
	},

	Tank_Past_Bridge = function( trigger )
	{
		// isTankAtBridge left at true to simplify ESCORT_Lorraine availability calculation
		Map.isTankPastBridge = true;

		// Disable the extra routing node
		Util.DisableGoal( "ROUTE_BridgeNode5" );

		// Set the ATTACKER role
		Map.AlliesMainEntranceRole( true );

		WeaponGoals.DangerousSpots();

		// Updating priorities
		SetGoalPriority( "PLANT_Main_Entrance_to_the_Rocket_Base", 0.92 );
		SetGoalPriority( "BUILD_Allied_MG_nest", 0.91 ):
		SetGoalPriority( "BUILD_Bridge", 0.91 );
		SetGoalPriority( "REPAIRMG42_Allied_MG_nest", 0.91 ):
		SetGoalPriority( "BUILD_Lorraine", 0.90 );

		Functions.Print( "Tank_Past_Bridge" );

		//Map.TestRoleCount();
		//Map.TestAlliesGoalStats();
	},

	Tank_Past_Main_Entrance = function( trigger )
	{
		Map.isTankPastMainEntrance = true;

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

	Tank_Second_Part_Tunnel = function( trigger )
	{
		Util.DisableGoal( "CAMP_Bravo.*" );
		Util.EnableGoal( "CAMP_Charlie.*" );

		Util.MapDebugPrint( "Tank_Second_Part_Tunnel" );
	},

	Tank_Third_Part_Tunnel = function( trigger )
	{
		Util.DisableGoal( "CAMP_Charlie.*" );
		Util.EnableGoal( "CAMP_Delta.*" );

		Util.MapDebugPrint( "Tank_Third_Part_Tunnel" );
	},

	Tank_Fourth_Part_Tunnel = function( trigger )
	{
		Util.DisableGoal( "CAMP_Delta.*" );
		Util.EnableGoal( "CAMP_Echo.*" );

		Util.MapDebugPrint( "Tank_Fourth_Part_Tunnel" );
	},

	Tank_Escorted = function( trigger )
	{
		Map.isTankEscorted = true;

		Map.DoRoleStats();
		Map.ClearRolesOnceTankEscorted();
		Map.DoRoleStats();

		// Clearing ATTACKER2 role first before moving spawns!
		Maschinengewehr42.AlliedDepotYardMG( false );

		Spawns.SetSpawn();

		Util.DisableGoal( "CAMP_Echo.*" );
		Util.DisableGoal( "CAMP_Flag.*" );
		Util.EnableGoal( "CAMP_Foxtrot.*" );

		Maschinengewehr42.FuelDepotMG( true );

		Cabinets.DepotCabinets( TEAM.AXIS, false );

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Command_Post",
			"CHECKPOINT_depotflag",
			"PLANT_Command_Post",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"BUILD_Axis_MG42_Construction",
		});

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"BUILD_Lorraine",
			"ESCORT_Lorraine",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"ATTACK_RadarMG",
			"BUILD_Command_Post",
			"CAPPOINT_Generator",
			"FLAG_fuelcan",
			"PLANT_Axis_MG42_Construction",
			"PLANT_Command_Post",
			"SWITCH_rocdoor_outside",
		});

		Util.SetMaxUsers( 1, "BUILD_Command_Post" );
		Util.SetMaxUsers( 1, "PLANT_Command_Post" );

		// Priorities
		Map.EndGameGoalPriorityManagement();

		//Map.TestRoleCount();

		Functions.Print( "Tank_Escorted", true );
	},

	fuelcan_Taken = function( trigger )
	{
		Map.isFuelCanStolen = true;

		thread ( DropoffAreaTrigger.OnObjectiveTaken );

		Spawns.SetSpawn();

		if ( Map.isTankEscorted )
		{
			Util.DisableGoal( "CAMP_Foxtrot.*" );

			SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Golf.*" );
			SetAvailableMapGoals( TEAM.ALLIES, true, {
				"ATTACK_Golf.*",
				"SMOKEBOMB_Golf",
			});

			// So it's right below FLAG
			SetGoalPriority(
				"SWITCH_rocdoor_.*side",
				GetGoal( "SWITCH_rocdoor_inside" ).GetGoalPriority( TEAM.ALLIES, CLASS.ANYPLAYER ) - .01,
				TEAM.ALLIES
			);

			if ( Map.isRadarMGBuilt )
			{
				Maschinengewehr42.RadarMG( true );
			}
		}

		Maschinengewehr42.FuelDepotMG( false );

		Util.MapDebugPrint( "fuelcan_Taken" );
	},

	fuelcan_Dropped = function( trigger )
	{
		Map.fuelCanDropPosition = GetGoal( "FLAGRETURN_fuelcan_dropped" ).GetPosition();

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

	fuelcan_Returned = function( trigger )
	{
		Map.isFuelCanStolen = false;

		Spawns.SetSpawn();

		if ( Map.isTankEscorted )
		{
			SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Golf.*" );
			SetAvailableMapGoals( TEAM.ALLIES, false, {
				"ATTACK_Golf.*",
				"SMOKEBOMB_Golf",
			});

			Util.EnableGoal( "CAMP_Foxtrot.*" );

			// So it's back to FLAG level
			SetGoalPriority(
				"SWITCH_rocdoor_.*side",
				GetGoal( "SWITCH_rocdoor_inside" ).GetGoalPriority( TEAM.ALLIES, CLASS.ANYPLAYER ) + .01,
				TEAM.ALLIES
			);

			Maschinengewehr42.FuelDepotMG( true );
		}

		Maschinengewehr42.RadarMG( false );

		Util.MapDebugPrint( "fuelcan_Returned" );

		// Print the distance between the dropped flag and the dropoff for analysis
		distance = DistanceBetween( Map.fuelCanDropPosition, GetGoal( "CAPPOINT_Generator" ) );
		Functions.Print( "It was dropped " + distance + " units away from the dropoff" );
	},

	CAPPOINT_Generator_Captured = function( trigger )
	{
		Functions.Print( "CAPPOINT_Generator_Captured" );
	},

	rocdoor_Moving = function( trigger )
	{
		// Update the status of the Roc Door
		Map.isRocDoorOpened = !Map.isRocDoorOpened;

		// Allies open from outside, Axis close from inside
		SetAvailableMapGoals( TEAM.AXIS, Map.isRocDoorOpened, "SWITCH_rocdoor_inside" );
		SetAvailableMapGoals( TEAM.ALLIES, !Map.isRocDoorOpened, "SWITCH_rocdoor_outside" );
	},

	TestRoleCount = function()
	{
		while ( true )
		{
			sleep( 5 );
			Map.DoRoleStats();
		}
	},

	DoRoleStats = function()
	{
		Util.MapDebugPrint( "^=********************************************************************************", true );

		alliesAttackerRoleCount = 0;
		alliesAttacker1RoleCount = 0;
		alliesAttacker2RoleCount = 0;
		alliesAttacker3RoleCount = 0;

		axisDefenderRoleCount = 0;
		axisDefender1RoleCount = 0;
		axisDefender2RoleCount = 0;

		foreach ( id and bot in BotTable )
		{
			iBotRoleCount = 0;

			team = bot.GetTeam();
			class = "(" + Map.ClassEnumToColoredString( bot.GetClass() ) + Util.DebugColorString + ")";
			if ( team == TEAM.ALLIES )
			{
				if ( bot.HasRole( ROLE.ATTACKER ) )
				{
					Util.MapDebugPrint( class + " " + bot.Name + Util.DebugColorString + " has the ATTACKER role!", true );
					alliesAttackerRoleCount += 1;
					iBotRoleCount += 1;
				}

				if ( bot.HasRole( ROLE.ATTACKER1 ) )
				{
					Util.MapDebugPrint( class + " " + bot.Name + Util.DebugColorString + " has the ATTACKER1 role!", true );
					alliesAttacker1RoleCount += 1;
					iBotRoleCount += 1;
				}

				if ( bot.HasRole( ROLE.ATTACKER2 ) )
				{
					Util.MapDebugPrint( class + " " + bot.Name + Util.DebugColorString + " has the ATTACKER2 role!", true );
					alliesAttacker2RoleCount += 1;
					iBotRoleCount += 1;
				}

				if ( bot.HasRole( ROLE.ATTACKER3 ) )
				{
					Util.MapDebugPrint( class + " " + bot.Name + Util.DebugColorString + " has the ATTACKER3 role!", true );
					alliesAttacker3RoleCount += 1;
					iBotRoleCount += 1;
				}
			}
			/*else if ( team == TEAM.AXIS )
			{
				if ( bot.HasRole( ROLE.DEFENDER ) )
				{
					axisDefenderRoleCount += 1;
					iBotRoleCount += 1;
				}

				if ( bot.HasRole( ROLE.DEFENDER1 ) )
				{
					axisDefender1RoleCount += 1;
					iBotRoleCount += 1;
				}

				if ( bot.HasRole( ROLE.DEFENDER2 ) )
				{
					axisDefender2RoleCount += 1;
					iBotRoleCount += 1;
				}
			}
			else
			{
				Util.MapDebugPrint( "Test: A spectator bot is a different team: " + team, true );
			}*/

			if ( iBotRoleCount > 1 )
			{
				Util.MapDebugPrint( "The current bot has " + iBotRoleCount + " roles at once", true );
			}
		}

		Util.MapDebugPrint( "(ALLIES) ATTACKER: " + alliesAttackerRoleCount, true );
		Util.MapDebugPrint( "(ALLIES) ATTACKER1: " + alliesAttacker1RoleCount, true );
		Util.MapDebugPrint( "(ALLIES) ATTACKER2: " + alliesAttacker2RoleCount, true );
		Util.MapDebugPrint( "(ALLIES) ATTACKER3: " + alliesAttacker3RoleCount, true );

		alliesTotal = alliesAttackerRoleCount + alliesAttacker1RoleCount + alliesAttacker2RoleCount + alliesAttacker3RoleCount;
		Util.MapDebugPrint( "(ALLIES) Total: " + alliesTotal + "/" + Server.Team[ TEAM.ALLIES ].NumBots + " bot(s) has/have a role", true );

		/*
		Util.MapDebugPrint( "(AXIS) DEFENDER: " + axisDefenderRoleCount, true );
		Util.MapDebugPrint( "(AXIS) DEFENDER1: " + axisDefender1RoleCount, true );
		Util.MapDebugPrint( "(AXIS) DEFENDER2: " + axisDefender2RoleCount, true );

		axisTotal = axisDefenderRoleCount + axisDefender1RoleCount + axisDefender2RoleCount;
		Util.MapDebugPrint( "(AXIS) Total: " + axisTotal + "/" + Server.Team[ TEAM.AXIS ].NumBots + " bot(s) has/have a role", true );
		*/

		Util.MapDebugPrint( "^=********************************************************************************", true );
	},

	TestAlliesGoalStats = function()
	{
		while ( true )
		{
			gameTimeLeft = GetGameTimeLeft();

			sleep( 5 );

			if ( GetGameTimeLeft() == gameTimeLeft )
			{
				// Game is paused
				continue;
			}

			Map.DoAlliesGoalStats();
		}
	},

	DoAlliesGoalStats = function()
	{
		Util.MapDebugPrint( "^=********************************************************************************", true );

		foreach ( id and bot in BotTable )
		{
			if ( bot.GetTeam() == TEAM.ALLIES )
			{
				team = "(^4ALLIES" + Util.DebugColorString + ")";
				class = "(" + Map.ClassEnumToColoredString( bot.GetClass() ) + Util.DebugColorString + ")";
				role = "(" + Map.GetAlliedBotRole( bot ) + Util.DebugColorString + ")";
				name = bot.Name + Util.DebugColorString;
				goal = bot.GetMapGoalName();
				if ( goal == null)
				{
					goal = bot.GetHighLevelGoalName();
					if ( goal == null)
					{
						goal = "either ROAMING, WatchForProjectile or CovertOps";
					}
				}

				if ( bot.Health > 0 )
				{
					Util.MapDebugPrint( team + " " + class + " " + role + " " + name + " is going for " + goal, true );
				}
				else
				{
					Util.MapDebugPrint( team + " " + class + " " + role + " " + name + " is dead", true );
				}
			}
		}

		Util.MapDebugPrint( "^=********************************************************************************", true );
	},

	ClassEnumToColoredString = function( class )
	{
		returnValue;
		switch( class )
		{
			case CLASS.SOLDIER:
			{
				returnValue = "^2SOLDIER";
			}

			case CLASS.MEDIC:
			{
				returnValue = "^1MEDIC";
			}

			case CLASS.ENGINEER:
			{
				returnValue = "^3ENGINEER";
			}

			case CLASS.FIELDOPS:
			{
				returnValue = "^5FIELDOPS";
			}

			case CLASS.COVERTOPS:
			{
				returnValue = "^8COVERTOPS";
			}
		}

		return returnValue;
	},

	GetAlliedBotRole = function( bot )
	{
		role;
		if ( bot.HasRole( ROLE.ATTACKER ) )
		{
			role = "ATTACKER";
		}
		else if ( bot.HasRole( ROLE.ATTACKER1 ) )
		{
			role = "ATTACKER1";
		}
		else if ( Util.BotHasAnyRole( bot ) )
		{
			// Falling here when a bot goes for a goal without a role though...
			role = "SOME ROLE?";
		}
		else
		{
			role = "NO ROLE";
		}

		return role;
	},
};

global OnMapLoad = function()
{
	Functions.timeLimitInMinutes = Ceil( GetGameTimeLeft() ) / 60;

	// *** TRIGGERS ***
	OnTrigger( "Allied Command Post constructed. Charge speed increased!", Map.Allied_Command_Post_Built );
	OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Axis_Command_Post_Built );
	OnTrigger( "The Allied MG Nest has been constructed.", Map.Allied_MG_nest_Built );
	OnTrigger( "Axis Team have built the MG42 nest near the First Radar!!", Map.Axis_MG42_Construction_Built );
	OnTrigger( "Axis Team have built the MG42 at the bunker!!", Map.Axis_MG42_Construction_1_Built );
	OnTrigger( "fueldump_allies_bridge_reinforce", Map.Bridge_Reinforce );
	OnTrigger( "Allied team has reinforced the Bridge!", Map.Bridge_Built );
	OnTrigger( "The Tank has been repaired", Map.Lorraine_Built );
	OnTrigger( "Axis team has destroyed the Allied Command Post!", Map.Allied_Command_Post_Destroyed );
	OnTrigger( "Allied team has destroyed the Axis Command Post!", Map.Axis_Command_Post_Destroyed );
	OnTrigger( "The Allied MG Nest has been destroyed.", Map.Allied_MG_nest_Destroyed );
	OnTrigger( "Allies have destroyed the MG42 nest near the First Radar!!", Map.Axis_MG42_Construction_Destroyed );
	OnTrigger( "Allies have destroyed the MG42 nest at the bunker!!", Map.Axis_MG42_Construction_1_Destroyed );
	OnTrigger( "Axis team has damaged the Bridge!", Map.Bridge_Damaged );
	OnTrigger( "Axis team has destroyed the Bridge!", Map.Bridge_Destroyed );
	OnTrigger( "The Tank has been damaged", Map.Lorraine_Destroyed );
	OnTrigger( "Allies have breached the Main Entrance and entered the Rocket Base", Map.Main_Entrance_to_the_Rocket_Base_Destroyed );
	OnTrigger( "Axis captured the Depot Yard!", Map.depotflag_Axis_Captured );
	OnTrigger( "Allies captured the Depot Yard!", Map.depotflag_Allies_Captured );

	OnTrigger( "Planted at The Bridge.", Map.Bridge_Planted );

	OnTriggerRegion( AABB( 839.173, -2163.921, 137.125, 3140.962, 104.713, 239.862 ), Map.Axis_Bridge_Suicide );

	// Note: this trigger doesn't include the Radar MG42 because it's too close to the Axis spawn
	// Note: it isn't attached to the tunnel where from the rocket comes from as well to make sure the Allied forces exited it alive...
	OnTriggerRegion( AABB( -2100.000, 5100.000, 250.000, -472.794, 7634.162, 671.125 ), DropoffAreaTrigger.Dropoff_Area );
	DropoffAreaTrigger.Init();

	// Lorraine triggers
	Util.OnTriggerPosition( "MOVER_tank", Vector3( 3675.0, -620.0, 505.0 ), 200.0, Map.Tank_At_Bridge );
	Util.OnTriggerPosition( "MOVER_tank", Vector3( 2380.0, -515.0, 505.0 ), 200.0, Map.Tank_Past_Bridge );
	Util.OnTriggerPosition( "MOVER_tank", "region1", 200.0, Map.Tank_Past_Main_Entrance );
	Util.OnTriggerPosition( "MOVER_tank", Vector3( 715.0, 440.0, 370.0 ), 200.0, Map.Tank_Second_Part_Tunnel );
	Util.OnTriggerPosition( "MOVER_tank", Vector3( 395.0, -925.0, 370.0 ), 200.0, Map.Tank_Third_Part_Tunnel );
	Util.OnTriggerPosition( "MOVER_tank", Vector3( -613.0, -1145.0, 370.0 ), 200.0, Map.Tank_Fourth_Part_Tunnel );
	OnTrigger( "Allies have escorted the Lorraine to the DepotYard", Map.Tank_Escorted );

	// Fuel can triggers
	OnTrigger( "Allies have stolen The Rocket Fuel!", Map.fuelcan_Taken );
	OnTrigger( "Flag dropped fuelcan!", Map.fuelcan_Dropped );
	OnTrigger( "Flag returned fuelcan!", Map.fuelcan_Returned );
	OnTrigger( "Allies captured rocket_endpoint", Map.CAPPOINT_Generator_Captured );

	// *** CLEAR ALL GOALS AND ROLES FOR BOTH TEAMS ***
	Util.DisableGoal( ".*", true ); // All but Routes
	Util.DisableGoal( "ROUTE_BridgeNode5" );
	ClearGoalRole( ".*", { ROLE.ATTACKER, ROLE.ATTACKER1, ROLE.ATTACKER2, ROLE.DEFENDER, ROLE.DEFENDER1, ROLE.DEFENDER2 } );

	// *** AXIS GOALS ***
	SetAvailableMapGoals( TEAM.AXIS, true, {
		"CAMP_FlagB[1-6]",
		"CHECKPOINT_depotflag",
		"DEFEND_Alpha.*",
	});

	// *** ALLIED GOALS ***
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"ATTACK_Alpha.*",
		"BUILD_Allied_MG_nest",
		"BUILD_Bridge",
		"BUILD_Lorraine",
		"ESCORT_Lorraine",
	});

	Cabinets.AlliedRiverCabinets();
	Cabinets.DepotCabinets( TEAM.AXIS, true );

	WeaponGoals.Start( true );

	// *** GOALS PROPERTIES ***
	Util.SetMaxUsers( 1, "MOUNTMG42_.*" );
	Util.SetMaxUsers( 1, "CHECKPOINT_.*" );

	// Priorities
	// Main Entrance @ 0.90
	SetGoalPriority( "ATTACK_SafeSpot", 2.00 );
	SetGoalPriority( "BUILD_Lorraine", 0.92 );
	SetGoalPriority( "BUILD_Allied_MG_nest", 0.91 );
	SetGoalPriority( "BUILD_Bridge", 0.91 );
	SetGoalPriority( "REPAIRMG42_Allied_MG_nest", 0.91 );

	SetGoalPriority( "ATTACK_Alpha[3-4]", 0.54 );
	SetGoalPriority( "ATTACK_Alpha[1-2]", 0.53 );
	SetGoalPriority( "ATTACK_Alpha[5-7]", 0.51 );

	// *** ROLES ***
	SetGoalRole( "ATTACK_SafeSpot", ROLE.OFFENSECAPTAIN );
	SetGoalRole( "DEFEND_Alpha[5-8]", ROLE.DEFENDER );	// Ground floor
	SetGoalRole( "DEFEND_Alpha[1-4]", ROLE.DEFENDER1 ); // First floor
	SetGoalRole( { "CHECKPOINT_depotflag", "CAMP_FlagB.*" }, ROLE.DEFENDER2 );

	// So the other bots camp at the ATTACK spots
	Util.SetMaxUsers( 2, "ESCORT_Lorraine" );

	Util.AddUsePoint( "BUILD_Allied_MG_nest", Vec3( 3109.0125, -1993.123, 456.125 ) );
	Util.AddUsePoint( "BUILD_Bridge", Vec3( 3408.726, -307.198, 504.125 ) );
	Util.AddUsePoint( "PLANT_Bridge", Vec3( 2310, -620, 505 ) );

	// Outside
	Util.AddUsePoint( "PLANT_Main_Entrance_to_the_Rocket_Base", Vec3( 1930, -85, 505 ) );

	// Inside
	Util.AddUsePoint( "PLANT_Main_Entrance_to_the_Rocket_Base", Vec3( 1870, -45, 505 ) );

	Util.ExcludeClass( "MOUNTMG42_.*", TEAM.AXIS, CLASS.MEDIC, CLASS.ENGINEER );
	Util.ExcludeClass( "MOUNTMG42_.*", TEAM.ALLIES, CLASS.MEDIC, CLASS.ENGINEER );
	Util.LimitToClass( "PLANT_Allied_MG_nest", TEAM.AXIS, CLASS.COVERTOPS );
	Util.LimitToClass( "PLANT_Axis_MG42_Construction.*", TEAM.ALLIES, CLASS.COVERTOPS );

	Spawns.InitSpawns();

	Util.MapDebugPrint( "Omni-bot 0.8x map script for V1 Rocket (Beta 2) by Mateos" );

	//Map.DoRoleStats();
	//thread( Map.TestRoleCount );

	/*
	thread(
		function()
		{
			while ( true )
			{
				sleep( 5 );
				found = false;
				foreach ( id and bot in BotTable )
				{
					if ( bot.GetTeam() == TEAM.AXIS && bot.HasRole( ROLE.DEFENDER2 ) )
					{
						found = true;
						Util.MapDebugPrint( bot.Name + Util.DebugColorString + " has the DEFENDER2 role!", true );
					}
				}

				if ( tableCount( BotTable ) > 0 && !found )
				{
					Util.MapDebugPrint( "No bot found with the DEFENDER2 role :(", true );
				}
			}
		}
	);
	*/

	sleep( 1 );

	// Roc door trigger
	// Under silEnT mod, the below trigger is registered before the automatic door movement, messing the related logic/handling
	// Moved at the bottom after a sleep to avoid that issue
	OnTrigger( "rocdoor_lever1_Moving", Map.rocdoor_Moving );
};

global OnBotJoin = function( bot )
{
	bot.MaxViewDistance = 2800;

	Spawns.SetBotSpawn( bot );
};

global InitializeRoutes = function()
{
	MapRoutes =
	{
		BUILD_Allied_MG_nest =
		{
			ROUTE_AlliedEntranceSpawn1 =
			{
				ROUTE_BridgeNode1 =
				{
					ROUTE_BridgeNode2 =
					{
						ROUTE_BridgeNode3 = {},
					},
				},
			},

			ROUTE_AlliedEntranceSpawn2 =
			{
				ROUTE_BridgeNode1 =
				{
					ROUTE_BridgeNode2 =
					{
						ROUTE_BridgeNode3 = {},
					},
				},
			},

			ROUTE_AlliedEntranceSpawn3 =
			{
				ROUTE_BridgeNode1 =
				{
					ROUTE_BridgeNode2 =
					{
						ROUTE_BridgeNode3 = {},
					},
				},
			},
		},

		BUILD_Bridge =
		{
			ROUTE_AlliedEntranceSpawn1 =
			{
				ROUTE_BridgeNode1 =
				{
					ROUTE_BridgeNode2 =
					{
						ROUTE_BridgeNode3 =
						{
							ROUTE_BridgeNode4 =
							{
								ROUTE_BridgeNode5 = {},
							},
						},
					},
				},
			},

			ROUTE_AlliedEntranceSpawn2 =
			{
				ROUTE_BridgeNode1 =
				{
					ROUTE_BridgeNode2 =
					{
						ROUTE_BridgeNode3 =
						{
							ROUTE_BridgeNode4 =
							{
								ROUTE_BridgeNode5 = {},
							},
						},
					},
				},
			},

			ROUTE_AlliedEntranceSpawn3 =
			{
				ROUTE_BridgeNode1 =
				{
					ROUTE_BridgeNode2 =
					{
						ROUTE_BridgeNode3 =
						{
							ROUTE_BridgeNode4 =
							{
								ROUTE_BridgeNode5 = {},
							},
						},
					},
				},
			},
		},

		CAPPOINT_Generator =
		{
			ROUTE_FuelCan =
			{
				ROUTE_FuelDepot =
				{
					ROUTE_WestNode = {},

					ROUTE_NorthNode3 = {},

					ROUTE_SouthNode1 = {},
				},

				ROUTE_NorthNode1 =
				{
					ROUTE_NorthNode2 =
					{
						ROUTE_NorthNode3 = {},
					},

					ROUTE_FuelDepot =
					{
						ROUTE_WestNode = {},

						ROUTE_SouthNode1 = {},
					},
				},

				ROUTE_TopNode1 =
				{
					ROUTE_TopNode2 =
					{
						ROUTE_SouthNode1 = {},
					},
				},
			},
		},

		ATTACK_Golf1 =
		{
			ROUTE_Depot_Yard_North =
			{
				ROUTE_SouthNodeIndirect1 =
				{
					ROUTE_SouthNodeIndirect2 = {},
				},
			},

			ROUTE_Depot_Yard_South =
			{
				ROUTE_SouthNodeIndirect1 =
				{
					ROUTE_SouthNodeIndirect2 = {},
				},
			},
		},
	};

	// Copy routes
	MapRoutes.ATTACK_Alpha3 = MapRoutes.BUILD_Allied_MG_nest;
	MapRoutes.MOUNTMG42_Allied_MG_nest = MapRoutes.BUILD_Allied_MG_nest;
	MapRoutes.REPAIRMG42_Allied_MG_nest = MapRoutes.BUILD_Allied_MG_nest;

	MapRoutes.ATTACK_Alpha1 = MapRoutes.BUILD_Bridge;
	MapRoutes.SMOKEBOMB_AlliesAlpha = MapRoutes.BUILD_Bridge;

	MapRoutes.ATTACK_Golf2 = MapRoutes.ATTACK_Golf1;
	MapRoutes.ATTACK_Golf3 = MapRoutes.ATTACK_Golf1;
	MapRoutes.ATTACK_Golf4 = MapRoutes.ATTACK_Golf1;

	Util.Routes( MapRoutes );
};

global Cabinets =
{
	AlliedRiverCabinets = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"AMMOCAB_north_ammocabinet",
			"HEALTHCAB_north_healthcabinet",
		});
	},

	DepotCabinets = function( team, bAvailability )
	{
		SetAvailableMapGoals( team, bAvailability, {
			"AMMOCAB_depot_ammocabinet",
			"HEALTHCAB_depot_healthcabinet",
		});
	},
};

global DropoffAreaTrigger =
{
	isThreadRunning = false,

	Dropoff_Area =
	{
		Name = "Dropoff_Area",
		TriggerOnClass = CLASS.ANYPLAYER,

		playerList = {},

		OnEnter = function( ent )
		{
			DropoffAreaTrigger.Dropoff_Area.playerList[ GetEntTeam( ent ) ][ ent ] = true;
		},

		OnExit = function( ent )
		{
			// No team checking to handle the case when the player switches team...
			// The reference comparison on the entity still works in this case
			// Player joining spectators or disconnecting work fine too
			DropoffAreaTrigger.Dropoff_Area.playerList[ TEAM.ALLIES ][ ent ] = null;
			DropoffAreaTrigger.Dropoff_Area.playerList[ TEAM.AXIS ][ ent ] = null;
		},
	},

	Init = function()
	{
		DropoffAreaTrigger.Dropoff_Area.playerList[ TEAM.ALLIES ] = {};
		DropoffAreaTrigger.Dropoff_Area.playerList[ TEAM.AXIS ] = {};
	},

	OnObjectiveTaken = function()
	{
		// If the Lorraine isn't even escorted, don't bother
		if ( !Map.isTankEscorted )
		{
			return;
		}

		// In case the objective is dropped then taken
		// in a time interval below the sleep value of the thread...
		if ( DropoffAreaTrigger.isThreadRunning )
		{
			return;
		}

		DropoffAreaTrigger.isThreadRunning = true;

		while ( Map.isFuelCanStolen )
		{
			DropoffAreaTrigger.ManageFuelCanCarryingBot();
			sleep( 1 );
		}

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

		DropoffAreaTrigger.isThreadRunning = false;
	},

	ManageFuelCanCarryingBot = function()
	{
		bot = DropoffAreaTrigger.GetAlliedBotCarryingFuelCan();
		if ( bot )
		{
			// Case when the Fuel Can has been dropped near the dropoff and re-taken
			// The bot should just go for it!
			// Excepted if the bot is closer to the Safe Spot, in which case we do the safe check!
			distanceBetweenBotAndDropoff = DistanceBetween( bot.GetPosition(), GetGoal( "CAPPOINT_Generator" ) );
			distanceBetweenBotAndSafeSpot = DistanceBetween( bot.GetPosition(), GetGoal( "ATTACK_SafeSpot" ) );
			if ( !bot.HasRole( ROLE.OFFENSECAPTAIN )
			  && distanceBetweenBotAndDropoff < distanceBetweenBotAndSafeSpot
			  && distanceBetweenBotAndDropoff < 875 )
			{
				Util.MapDebugPrint( bot.Name + Util.DebugColorString + " is close enough to the dropoff, go!", true );
				SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_SafeSpot" );
				return;
			}

			isDropoffAreaSafe = DropoffAreaTrigger.IsDropoffAreaSafe();
			SetAvailableMapGoals( TEAM.ALLIES, !isDropoffAreaSafe, "ATTACK_SafeSpot" );
			if ( isDropoffAreaSafe )
			{
				bot.ClearRoles( ROLE.OFFENSECAPTAIN );
				Util.MapDebugPrint( bot.Name + Util.DebugColorString + " is going for the dropoff!", true );
			}
			else
			{
				bot.SetRoles( ROLE.OFFENSECAPTAIN );
				Util.MapDebugPrint( bot.Name + Util.DebugColorString + " is going for the safe spot!", true );
			}
		}
		else
		{
			// Several cases
			// The Fuel Can is carried by a real player,
			// The Fuel Can has been dropped, ...
			// Well here just clear the goal
			SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_SafeSpot" );
		}
	},

	GetAlliedBotCarryingFuelCan = function()
	{
		foreach ( id and bot in BotTable )
		{
			if ( bot.IsCarryingFlag() )
			{
				return bot;
			}
		}

		return null;
	},

	IsDropoffAreaSafe = function()
	{
		alliesStats = DropoffAreaTrigger.GetAlivePlayerStats( TEAM.ALLIES );
		axisStats = DropoffAreaTrigger.GetAlivePlayerStats( TEAM.AXIS );

		return axisStats.count <= 2 || alliesStats.count > axisStats.count || alliesStats.avgHealth >= axisStats.avgHealth;
	},

	GetAlivePlayerStats = function( team )
	{
		alivePlayerCount = 0;
		alivePlayerHealth = 0;
		foreach ( ent and flag in DropoffAreaTrigger.Dropoff_Area.playerList[ team ] )
		{
			health = Util.GetEntHealth( ent );
			if ( health > 0 )
			{
				alivePlayerCount += 1;
				alivePlayerHealth += health;
			}
		}

		alivePlayerAverageHealth = 0;
		if ( alivePlayerCount > 0 )
		{
			alivePlayerAverageHealth = alivePlayerHealth / alivePlayerCount;
		}

		return { count = alivePlayerCount, avgHealth = alivePlayerAverageHealth };
	},
};

global Maschinengewehr42 =
{
	AlliedMGNest = function( bAvailability )
	{
		SetAvailableMapGoals( TEAM.ALLIES,	bAvailability , {
			"MOUNTMG42_Allied_MG_nest",
			"REPAIRMG42_Allied_MG_nest",
		});
	},

	AxisDamMG = function()
	{
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"MOUNTMG42_Axis_MG42_Construction_1",
			"REPAIRMG42_Axis_MG42_Construction_1",
		});
	},

	AlliedDepotYardMG = function( bAvailability )
	{
		goalTable = { "MOUNTMG42_1074", "REPAIRMG42_1074" };

		if ( bAvailability )
		{
			SetGoalRole( goalTable, ROLE.ATTACKER2 );
		}
		else
		{
			ClearGoalRole( goalTable, ROLE.ATTACKER2 );
		}

		SetAvailableMapGoals( TEAM.ALLIES, bAvailability, goalTable );
	},

	FuelDepotMG = function( bAvailability )
	{
		SetAvailableMapGoals( TEAM.AXIS, bAvailability, {
			"MOUNTMG42_mg42_2",
			"REPAIRMG42_mg42_2",
		});

		SetAvailableMapGoals( TEAM.ALLIES, true, "GRENADE_Fuel_Depot_MG42" );
	},

	RadarMG = function( bAvailability )
	{
		SetAvailableMapGoals( TEAM.AXIS, bAvailability, {
			"MOUNTMG42_Axis_MG42_Construction",
			"REPAIRMG42_Axis_MG42_Construction",
		});

		SetAvailableMapGoals( TEAM.ALLIES, bAvailability, {
			"MOUNTMG42_Axis_MG42_Construction",
			"REPAIRMG42_Axis_MG42_Construction",
		});
	},
};

/**
 * Weapon goals management:
 *	   - Soldier: Mobile MG42 and Mobile Mortar;
 *	   - Engineer: Landmine (perhaps silEnT tripmine);
 *	   - Field Op: Artillery and FFE;
 *	   - Covert Op: Sniping weapons and smoke bomb.
 */
global WeaponGoals =
{
	Start = function( bAvailability )
	{
		SetAvailableMapGoals( TEAM.ALLIES, bAvailability, {
			"ARTILLERY_D_AlliesAlpha.*",
			"CALLARTILLERY_AlliesAlpha.*",
			"MOBILEMORTAR_AlliesAlpha",
			"SMOKEBOMB_AlliesAlpha",
			"SNIPE_AlliesAlpha",
		});
	},

	DangerousSpots = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ARTILLERY_D_AlliesAlpha1",
		});
	},

	TankPastBridge = function( bAvailability )
	{
	},

	TankPastMainEntrance = function( bAvailability )
	{
	},

	TankV1Secured = function( bAvailability )
	{
	},
};

global Functions =
{
	/**
	 * Map time limit.
	 */
	timeLimitInMinutes,

	/**
	 * Prints a text with elapsed and left times.
	 * Prints active goals as well.
	 * @param text Text to print.
	 */
	Print = function( text )
	{
		Functions.Print( text, false );
	},

	/**
	 * Prints a text with elapsed and left times.
	 * @param text Text to print.
	 * @param printActiveGoals Either print or not active goals.
	 */
	Print = function( text, printActiveGoals )
	{
		Util.MapDebugPrint( text + Functions.GetFormattedElaspedTime() + Functions.GetFormattedTimeLeft(), !printActiveGoals );
	},

	/**
	 * Builds and returns the elapsed time since the round has started.
	 */
	GetFormattedElaspedTime = function()
	{
		totalTimeInSeconds = Functions.timeLimitInMinutes * 60;
		gameTimeLeftInSeconds = Floor( GetGameTimeLeft() );
		elapsedTimeInSeconds = totalTimeInSeconds - gameTimeLeftInSeconds;

		elapsedTimeMinutes = Floor( elapsedTimeInSeconds / 60 );
		elapsedTimeSeconds = elapsedTimeInSeconds - elapsedTimeMinutes * 60;
		if ( elapsedTimeSeconds < 10 )
		{
			elapsedTimeSeconds = "0" + elapsedTimeSeconds;
		}

		return " (" + elapsedTimeMinutes + ":" + elapsedTimeSeconds + " elapsed)";
	},

	/**
	 * Builds and returns the game time left, formatted as mm:ss.
	 */
	GetFormattedTimeLeft = function()
	{
		gameTimeLeft = Floor( GetGameTimeLeft() );
		minutes = Floor( gameTimeLeft / 60 );
		seconds = gameTimeLeft - minutes * 60;
		if ( seconds < 10 )
		{
			seconds = "0" + seconds;
		}

		return " (" + minutes + ":" + seconds + " left)";
	},
};
