global Map =
{
	Debug = false,
	//set Talk to false if you don't want the Allied bots to cheer after victory:
	Talk = true,
	DefendingTeam = TEAM.AXIS,

	Movers =
	{
		//retain these movers so we can make the bots ignore the
		//corresponding targets later on
		"MOVER_church_rubble",
		"MOVER_at_gun",
	},

	Switches =
	{
		AT_GUN =
		{
			Enabled = true,
			WaypointName = "AT Gun Switch",
			LimitTeam = 0, // disabled initially.
			LimitClass = (1<<CLASS.SOLDIER),
		},
	},

	Build_tankbarrier = "BUILD_Tank_Barrier",
	Build_side_entrance = "BUILD_Side_Entrance",
	Build_lib_side_wall = "BUILD_Library_Side_Wall",
	Build_boatbarrier2 = "BUILD_Boat_Barrier_2",
	Build_allied_radio_built = "BUILD_Allied_Command_Post",
	Build_axischurchmg42nest = "BUILD_Church_MG",
	BUILD_AT_Gun = "BUILD_AT_Gun",
	Build_boatbarrier1 = "BUILD_Boat_Barrier_1",
	Build_tank_construct = "BUILD_Tank",
	Build_axislibmg42nest = "BUILD_Library_MG",
	Build_boat_construct = "BUILD_Speedboat",
	Destroy_axischurchmg42nest = "PLANT_Church_MG",
	Destroy_side_entrance = "PLANT_Side_Entrance",
	Destroy_axis_radio_built = "PLANT_Axis_Command_Post",
	Destroy_boatbarrier2 = "PLANT_Boat_Barrier_2",
	Destroy_allied_radio_built = "PLANT_Allied_Command_Post",
	Destroy_footbridge = "PLANT_Foot_Bridge",
	Destroy_gun_construct = "PLANT_AT_Gun",
	Destroy_tankbarrier = "PLANT_Tank_Barrier",
	Destroy_axislibmg42nest = "PLANT_Library_MG",
	Destroy_lib_side_wall = "PLANT_Library_Side_Wall",
	Destroy_boatbarrier1 = "PLANT_Boat_Barrier_1",
	Mount_alliedcampomg42 = "MOUNTMG42_Campo_MG",
	Mount_axischurchmg42 = "MOUNTMG42_Church_MG",
	Mount_axislibmg42 = "MOUNTMG42_Library_MG",
	Repair_axischurchmg42 = "REPAIRMG42_Church_MG",
	Repair_axislibmg42 = "REPAIRMG42_Library_MG",
	Repair_alliedcampomg42 = "REPAIRMG42_Campo_MG",
	Mover_tank = "MOVER_tank",
	Mover_boat = "MOVER_boat",
	Flag_relic = "FLAG_relic",
	Flag_relic_dropped = "FLAG_relic_dropped",
	Cappoint_429 = "CAPPOINT_429",

	// region triggers for bot talk
	iw1 = 0,
	iw2 = 0,

	//Status' for conditionals
	TankBarrierStatus = 0, //not built
	TankInView = false,
	tank_past_gun = false,
	tank_past_gate = false,
	tank_near_barrier = false,
	GunStatus = 1, //built
	RelicSecured = false,
	BoatStart = true,
	FirstCorner = false,
	FirstCornerB = false,
	SecondCorner = false,
	SecondCornerB = false,
	FinalTurn = false,


	//Dyno Counters
	TankBarrierDyno = 0,

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

	boatbarrier1_Built = function( trigger )
	{
		if ( Map.RelicSecured )
		{
			SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Boat_Barrier_2" );
		}

		Util.MapDebugPrint( "boatbarrier1_Built" );
	},

	boatbarrier1_Planted = function( trigger )
	{
		Util.MapDebugPrint( "boatbarrier1_Planted" );
	},

	boatbarrier1_Destroyed = function( trigger )
	{
		Util.MapDebugPrint( "boatbarrier1_Destroyed" );
	},

	boatbarrier2_Built = function( trigger )
	{
		Util.MapDebugPrint( "boatbarrier2_Built" );
	},

	boatbarrier2_Planted = function( trigger )
	{
		Util.MapDebugPrint( "boatbarrier2_Planted" );
	},

	boatbarrier2_Destroyed = function( trigger )
	{
		Util.MapDebugPrint( "boatbarrier2_Destroyed" );
	},

	tankbarrier_Built = function( trigger )
	{
		Map.TankBarrierStatus = 1;

		Util.MapDebugPrint( "tankbarrier_Built" );
	},

	tankbarrier_Destroyed = function( trigger )
	{
		Map.TankBarrierStatus = 0;

		//reset the dyno counter
		Map.TankBarrierDyno = 0;

		Util.MapDebugPrint( "tankbarrier_Destroyed" );
	},

	lib_side_wall_Destroyed = function( trigger )
	{
		//enable the route node
		Util.EnableGoal("ROUTE_lib_deck");
		Util.EnableGoal("ROUTE_lib_deck2");

		Util.MapDebugPrint( "lib_side_wall_Destroyed" );
	},


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

	tank_past_AT = function( trigger )
	{
		Map.TankInView = false;
		Map.tank_past_gun = true;
		Map.Switches.AT_GUN.LimitTeam = 0;

		//shift the action
		Groups.DisableAllies(Groups.group1);
		Groups.DisableAxis(Groups.group2);
		Groups.EnableAllies(Groups.group3);
		Groups.EnableAxis(Groups.group4);

		Util.IgnoreTargetGoalAllBots("MOVER_at_gun");
		Util.MapDebugPrint( "tank_past_AT" );
	},

	tank_past_Barrier = function( trigger )
	{
		Map.tank_near_barrier = false;

		//shift the action
		Groups.DisableAllies(Groups.group5);
		Groups.DisableAxis(Groups.group6);
		Groups.EnableAllies(Groups.group7);
		Groups.EnableAxis(Groups.group8);

		Util.MapDebugPrint( "tank_past_Barrier" );
	},

	tank_in_sight = function( trigger )
	{
		Map.TankInView = true;

		if ( Map.GunStatus == 1 )
			{ Map.Switches.AT_GUN.LimitTeam = (1<<TEAM.AXIS); }

		//start the thread for the next position trigger
		Util.OnTriggerPosition( "MOVER_tank", "gatetrigger", 200.0,
			Map.tank_at_gate );

		Util.MapDebugPrint( "tank_in_sight" );
	},

	tank_hit = function( trigger )
	{
		Map.Switches.AT_GUN.LimitTeam = 0;
		sleep(10);
		if ( Map.TankInView && Map.GunStatus == 1 )
			{ Map.Switches.AT_GUN.LimitTeam = (1<<TEAM.AXIS); }

		Util.MapDebugPrint( "tank_hit" );
	},

	tank_missed = function( trigger )
	{
		Map.Switches.AT_GUN.LimitTeam = 0;
		sleep(10);
		if ( Map.TankInView && Map.GunStatus == 1 )
			{ Map.Switches.AT_GUN.LimitTeam = (1<<TEAM.AXIS); }

		Util.MapDebugPrint( "tank_missed" );
	},

	gun_construct_Built = function( trigger )
	{
		Map.GunStatus = 1;

		if ( Map.TankInView )
			{ Map.Switches.AT_GUN.LimitTeam = (1<<TEAM.AXIS); }

		Util.MapDebugPrint( "gun_construct_Built" );
	},

	gun_construct_Destroyed = function( trigger )
	{
		Map.GunStatus = 0;

		if ( Map.TankInView )
			{ Map.Switches.AT_GUN.LimitTeam = 0; }

		//Center and reposition the goal for reachability
		Util.SetPositionGoal( "BUILD_AT_Gun", "MOVER_at_gun" );
		Util.SetGoalOffset( 40, 40, 0, "BUILD_AT_Gun" );

		Util.MapDebugPrint( "gun_construct_Destroyed" );
	},

	tank_at_gate = function( trigger )
	{
		//shift the axis early
		Groups.DisableAxis(Groups.group4);
		Groups.EnableAxis(Groups.group6);

		//start the thread for the next positional trigger
		Util.OnTriggerPosition( "MOVER_tank", "tbarrier", 200.0,
			Map.tank_at_barrier );

		Util.MapDebugPrint( "tank_at_gate" );
	},

	allies_captured_outpost = function( trigger )
	{
		Map.tank_past_gate = true;

		//shift the allies
		Groups.DisableAllies(Groups.group3);
		Groups.EnableAllies(Groups.group5);

		Util.MapDebugPrint( "allies_captured_outpost" );
	},

	tank_at_barrier = function( trigger )
	{
		Map.tank_near_barrier = true;

		//focus on destroying barrier rather than building tank
		if ( Map.TankBarrierStatus > 0 && Map.TankBarrierDyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" ); }
		else
			{ SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" ); }

		Util.MapDebugPrint( "tank_at_barrier" );
	},

	tank_barrier_planted = function( trigger )
	{
		Map.TankBarrierDyno += 1;

		//dyno is down, repair the tank if needed
		if ( Map.tank_near_barrier )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank"); }

		Util.MapDebugPrint( "tank_barrier_planted" );
	},

	tank_barrier_defused = function( trigger )
	{
		Map.TankBarrierDyno -= 1;

		//no more dyno, back to focusing on the barrier
		if ( Map.TankBarrierDyno < 1 && Map.tank_near_barrier )
			{ SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank"); }

		Util.MapDebugPrint( "tank_barrier_defused" );
	},

	library_doors_destroyed = function( trigger )
	{
		//shift the action
		Groups.DisableAllies(Groups.group7);
		Groups.DisableAxis(Groups.group8);
		Groups.EnableAllies(Groups.group9);
		Groups.EnableAxis(Groups.group10);

		Util.DisableGoal("MOUNT_tank");

		Map.iw1 = OnTriggerRegion( AABB(4125.973,4134.436,-231.448,4781.629,5291.188,210.477), RegionTrigger.IntrusionWarning );
		Map.iw2 = OnTriggerRegion( AABB(4378.506,3970.378,-246.310,4580.530,4146.209,10.023), RegionTrigger.IntrusionWarning );

		Util.MapDebugPrint( "library_doors_destroyed" );
	},

	relic_stolen = function( trigger )
	{
		//shift the action
		Groups.DisableAllies(Groups.group9);
		Groups.DisableAxis(Groups.group10);
		Groups.EnableAllies(Groups.group11);
		Groups.EnableAxis(Groups.group12);

		Util.MapDebugPrint( "relic_stolen" );
	},

	relic_returned = function( trigger )
	{
		//shift the action
		Groups.DisableAllies(Groups.group11);
		Groups.DisableAxis(Groups.group12);
		Groups.EnableAllies(Groups.group9);
		Groups.EnableAxis(Groups.group10);

		Util.MapDebugPrint( "relic_returned" );
	},

	relic_secured = function( trigger )
	{
		Map.RelicSecured = true;

		//shift the action
		Groups.DisableAllies(Groups.group11);
		Groups.DisableAxis(Groups.group12);
		Groups.EnableAllies(Groups.group13);
		Groups.EnableAxis(Groups.group14);

		DeleteTriggerRegion( Map.iw1 );
		DeleteTriggerRegion( Map.iw2 );

		Util.MapDebugPrint( "relic_secured" );
	},

	boat_stolen = function( trigger )
	{
		Util.IgnoreTargetGoalAllBots("MOVER_tank");

		//set up the next position trigger
		Util.OnTriggerPosition( "MOVER_boat", "passing_cp", 200.0,
			Map.boat_past_cp );

		Util.MapDebugPrint( "boat_stolen" );
	},

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

	boat_construct_Damaged = function( trigger )
	{
		//center it every time it is damaged
		Util.SetPositionGoal( "BUILD_Speedboat", "MOVER_boat" );

		//bleh
		if ( Map.BoatStart )
			{ Util.SetGoalOffset( -20, 0, 60, "BUILD_Speedboat" ); }
		else if ( Map.FirstCorner )
			{ Util.SetGoalOffset( -30, 40, 60, "BUILD_Speedboat" ); }
		else if ( Map.FirstCornerB )
			{ Util.SetGoalOffset( 0, 35, 60, "BUILD_Speedboat" ); }
		else if ( Map.SecondCorner )
			{ Util.SetGoalOffset( 40, 35, 60, "BUILD_Speedboat" ); }
		else if ( Map.SecondCornerB )
			{ Util.SetGoalOffset( 40, 0, 60, "BUILD_Speedboat" ); }
		else if ( Map.FinalTurn )
			{ Util.SetGoalOffset( 0, 40, 60, "BUILD_Speedboat" ); }

		Util.MapDebugPrint( "boat_construct_Damaged" );
	},

	boat_past_cp = function( trigger )
	{
		//set up the next position trigger
		Util.OnTriggerPosition( "MOVER_boat", "firstcorner", 200.0, Map.boat_at_first_corner );

		//shift the action
		Groups.DisableAllies(Groups.group13);
		Groups.DisableAxis(Groups.group14);
		Groups.EnableAllies(Groups.group15);
		Groups.EnableAxis(Groups.group16);

		Util.MapDebugPrint( "boat_past_cp" );
	},

	boat_at_first_corner = function( trigger )
	{
		Map.BoatStart = false;
		Map.FirstCorner = true;

		//set up the next position trigger
		Util.OnTriggerPosition( "MOVER_boat", "firstcornerb", 150.0,
			Map.boat_at_first_cornerb );

		Util.MapDebugPrint("boat at first corner");
	},

	boat_at_second_corner = function( trigger )
	{
		Map.FirstCornerB = false;
		Map.SecondCorner = true;

		//set up the next position trigger
		Util.OnTriggerPosition( "MOVER_boat", "secondcornerb", 150.0,
			Map.boat_at_second_cornerb );

		Util.MapDebugPrint("boat at second corner");
	},

	boat_at_first_cornerb = function( trigger )
	{
		Map.FirstCorner = false;
		Map.FirstCornerB = true;

		//set up the next position trigger
		Util.OnTriggerPosition( "MOVER_boat", "bbarrier1_marker", 200.0,
			Map.boat_at_bbarrier1 );

		Util.MapDebugPrint("boat at first cornerb");
	},

	boat_at_second_cornerb = function( trigger )
	{
		Map.SecondCorner = false;
		Map.SecondCornerB = true;

		//set up the next position trigger
		Util.OnTriggerPosition( "MOVER_boat", "bbarrier2_marker", 200.0,
			Map.boat_at_bbarrier2 );

		Util.MapDebugPrint("boat at second cornerb");
	},

	boat_at_final_turn = function( trigger )
	{
		Map.SecondCornerB = false;
		Map.FinalTurn = true;

		Util.MapDebugPrint("boat at final turn");
	},

	boat_at_barrier1 = function( trigger )
	{
		//shift the action
		Groups.DisableAllies(Groups.group15);
		Groups.DisableAxis(Groups.group16);
		Groups.EnableAllies(Groups.group17);
		Groups.EnableAxis(Groups.group18);

		Util.MapDebugPrint( "boat_at_bbarier1" );
	},

	boat_past_barrier1 = function( trigger )
	{
		//set up the next position trigger
		Util.OnTriggerPosition( "MOVER_boat", "secondcorner", 200.0,
			Map.boat_at_second_corner );

		//shift the action
		Groups.DisableAllies(Groups.group17);
		Groups.DisableAxis(Groups.group18);
		Groups.EnableAllies(Groups.group19);
		Groups.EnableAxis(Groups.group20);

		Util.MapDebugPrint( "boat_past_barrier1" );
	},

	boat_at_bbarrier2 = function( trigger )
	{
		//set up the next position trigger
		Util.OnTriggerPosition( "MOVER_boat", "finalturn", 200.0,
			Map.boat_at_final_turn );

		Util.MapDebugPrint( "boat_at_bbarier2" );
	},

	boat_past_barrier2 = function( trigger )
	{
		Util.MapDebugPrint( "boat_past_barrier2" );
	},

	AlliesWon = function( trigger )
	{
		ETUtil.WinningChat( TEAM.ALLIES );
		ETUtil.LosingChat( TEAM.AXIS );
		Util.MapDebugPrint("AlliesWon");
	},
};

global OnMapLoad = function()
{
	OnTrigger( "Boat Barrier #1 has been constructed.", Map.boatbarrier1_Built );
	OnTrigger( "The Tank has been repaired", Map.tank_construct_Built );
	OnTrigger( "Boat Barrier #2 has been constructed.", Map.boatbarrier2_Built );
	OnTrigger( "Tank Barrier has been constructed.", Map.tankbarrier_Built );
	OnTrigger( "The Boat has been repaired!", Map.boat_construct_Built );
	OnTrigger( "The AT Gun has been repaired!", Map.gun_construct_Built );
	OnTrigger( "Planted at Boat Barrier #1.", Map.boatbarrier1_Planted );
	OnTrigger( "Boat Barrier #1 has been destroyed.", Map.boatbarrier1_Destroyed );
	OnTrigger( "Allies have destroyed the Library Side Wall!", Map.lib_side_wall_Destroyed );
	OnTrigger( "Planted at Boat Barrier #2.", Map.boatbarrier2_Planted );
	OnTrigger( "Boat Barrier #2 has been destroyed.", Map.boatbarrier2_Destroyed );
	OnTrigger( "Tank Barrier has been destroyed.", Map.tankbarrier_Destroyed );
	OnTrigger( "Allies have destroyed the Side Entrance!", Map.side_entrance_Destroyed );
	OnTrigger( "The AT Gun has been damaged!", Map.gun_construct_Destroyed );
	OnTrigger( "The Boat has been damaged!", Map.boat_construct_Damaged );
	OnTrigger( "The Tank is past the Tank Barrier!", Map.tank_past_Barrier );
	OnTrigger( "Allied team has destroyed the Library Doors!", Map.library_doors_destroyed );
	OnTrigger( "Allies have stolen The Relic!", Map.relic_stolen );
	OnTrigger( "Flag returned relic!", Map.relic_returned );
	OnTrigger( "Allied team has secured the Relic!", Map.relic_secured );
	OnTrigger( "The Allies have stolen the boat!", Map.boat_stolen );
	OnTrigger( "The Boat is past Boat Barrier #1!", Map.boat_past_barrier1 );
	OnTrigger( "The Boat is past Boat Barrier #2!", Map.boat_past_barrier2 );
	OnTrigger( "Planted at the Tank Barrier.", Map.tank_barrier_planted );
	OnTrigger( "Defused at the Tank Barrier.", Map.tank_barrier_defused );
	OnTrigger( "AT Gun fired and hit the tank!", Map.tank_hit );
	OnTrigger( "AT Gun fired and missed the tank!", Map.tank_missed );
	OnTrigger( "Allied team has captured the Outpost!", Map.allies_captured_outpost );
	OnTrigger( "Allied team escaped with the Relic!", Map.AlliesWon );

	//set up a positional trigger for the tank
	Util.OnTriggerPosition( "MOVER_tank", "tank_route2", 200.0, Map.tank_in_sight );
	Util.OnTriggerPosition( "MOVER_tank", "Past_AT", 200.0, Map.tank_past_AT );


	//remove the truck as a goal
	Util.RemoveGoal("MOVER_truck");

	//set up the switch (AT gun)
	Util.UpdateSwitchData();

	//offset goals for reachability
	Util.SetGoalOffset( 0, -75, 0, "PLANT_Tank_Barrier" );
	Util.SetGoalOffset( 0, 0, 125, "PLANT_Boat_Barrier_1" );
	Util.SetGoalOffset( 0, 0, 120, "PLANT_Boat_Barrier_2" );
	Util.SetGoalOffset( 10, 10, -30, "BUILD_Boat_Barrier_2" );
	Util.SetGoalPosition( 1504, 2623, -149, "PLANT_Foot_Bridge" );
	Util.SetGoalOffset( 0, 0, -50, "PLANT_Foot_Bridge" );
	Util.SetGoalOffset( 0, 35, 0, "BUILD_Tank_Barrier" );
	Util.SetGoalPosition( 4741, 2642, -183, "BUILD_Library_MG" );
	Util.SetGoalPosition( 1613.363, 2579.845, -190.875, "BUILD_Foot_Bridge" );
	Util.SetGoalPosition( 1832.413, -1735.810, -215.875, "PLANT_Boat_Barrier_1" );
	Util.SetGoalPosition( 1367.288, 1403.951, -199.875, "PLANT_Boat_Barrier_2" );
	Util.SetGoalPosition( 2004.391, 31.875, -129.861, "PLANT_Tank_Barrier" );

	//set max users for goals
	Util.SetMaxUsersInProgress( 1, "GRENADE_.*" );
	Util.SetMaxUsersInProgress( 2, "BUILD.*" );
	Util.SetMaxUsersInProgress( 2, "PLANT.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_at.*" );
	Util.SetMaxUsersInProgress( 1, "ATTACK_at.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_libdoor.*" );
	Util.SetMaxUsersInProgress( 1, "ATTACK_libdoor.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_relic.*" );
	Util.SetMaxUsersInProgress( 2, "MOUNTMG42.*" );
	Util.SetMaxUsersInProgress( 6, "FLAG_.*" );

	SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=30, MaxCampTime=120} );
	SetMapGoalProperties( "SNIPE_.*", {MinCampTime=15, MaxCampTime=120} );
	SetMapGoalProperties( "ATTACK_.*", {MinCampTime=5, MaxCampTime=40} );
	SetMapGoalProperties( "DEFEND_.*", {MinCampTime=15, MaxCampTime=50} );
	SetGoalPriority( "ATTACK_deliver.*", 0.6);
	SetGoalPriority( "DEFEND_deliver.*", 0.6);
	SetGoalPriority( "DEFEND_relic_defend_1", 0.6);
	SetGoalPriority( "DEFEND_relic_defend_2", 0.6);
	SetGoalPriority( "DEFEND_relic_defend_3", 0.6);
	SetGoalPriority( "DEFEND_relic_defend_13", 0.6);
	SetGoalPriority( "DEFEND_relic_defend_14", 0.6);
	SetGoalPriority( "DEFEND_cz1_defend.*", 0.6);
	SetGoalPriority( "DEFEND_bb1_defend.*", 0.6);
	SetGoalPriority( "ATTACK_cz1_attack.*", 0.6);
	SetGoalPriority( "ATTACK_bb1_attack.*", 0.6);
	SetGoalPriority( "DEFEND_bb2_defend.*", 0.6);
	SetGoalPriority( "ATTACK_bb2_attack.*", 0.6);

	//clear all goals
	SetAvailableMapGoals( TEAM.ALLIES, false, ".*" );
	SetAvailableMapGoals( TEAM.AXIS, false, ".*" );

	//enable phase 1 goals
	Groups.EnableAllies(Groups.group1);
	Groups.EnableAxis(Groups.group2);

	//enable goals that can be active the entire round
	SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_429" );
	Util.EnableGoal("ROUTE.*"); //enables for both teams

	// set max. users
	Util.SetMaxUsers( 1, "DEFEND_.*" );
	Util.SetMaxUsers( 1, "MOUNTMG42.*" );
	Util.SetMaxUsers( 1, "REPAIRMG42_.*" );
	Util.SetMaxUsers( 1, "GRENADE_.*" );
	Util.SetMaxUsers( 1, "SWITCH_.*" );
	Util.SetMaxUsers( 1, "BUILD_.*" );
	Util.SetMaxUsers( 1, "PLANT_.*" );

	//disable some routes
	Util.DisableGoal("ROUTE_lib_deck");

	MapRoutes =
	{
		ATTACK_at_attack_1 =
		{
			ROUTE_AllySpawn =
			{
				ROUTE_cp_route =
				{
					ROUTE_cp_right_split = {},
					ROUTE_alley2 = {},
					ROUTE_balcony_stairs =
					{
						ROUTE_wood_stairs = { ROUTE_gate_flank = {}, },
					},
				},
				ROUTE_alley =
				{
					ROUTE_south_caffe = {},
					ROUTE_alley3 =
					{
						ROUTE_north_caffe = {},
						ROUTE_wood_stairs = { ROUTE_gate_flank = {}, },
					},
				},
				ROUTE_tank_route =
				{
					Weight = 2,
					ROUTE_south_caffe = {},
					ROUTE_tank_route2 =
					{
						ROUTE_tank_route3 = {},
						ROUTE_north_alley =
						{
							ROUTE_north_alley2 = { ROUTE_north_alley3 = {}, },
						},
					},
				},
			},
		},
		DEFEND_at_defend_1 =
		{
			ROUTE_HotelSpawn =
			{
				ROUTE_sw_exit = {},
				ROUTE_nw_exit = {},
				ROUTE_south_exit =
				{
					ROUTE_gate_flank = {},
					ROUTE_tunnel = {},
				},
			},
		},
		DEFEND_at_defend_9 =
		{
			ROUTE_HotelSpawn =
			{
				ROUTE_nw_exit =
				{
					ROUTE_north_alley3 =
					{
						ROUTE_north_alley2 =
						{
							ROUTE_north_alley = {},
						},
					},
				},
			},
		},
		DEFEND_gate_defend_1 =
		{
			ROUTE_HotelSpawn =
			{
				ROUTE_sw_exit = {},
				ROUTE_south_exit = {},
			},
		},
		ATTACK_gate_attack_1 =
		{
			ROUTE_AllySpawn =
			{
				ROUTE_cp_route =
				{
					ROUTE_cp_right_split = {},
					ROUTE_alley2 = {},
					ROUTE_balcony_stairs =
					{
						ROUTE_wood_stairs = { ROUTE_gate_flank = {}, },
					},
				},
				ROUTE_alley =
				{
					ROUTE_south_caffe = {},
					ROUTE_alley3 =
					{
						ROUTE_north_caffe = {},
						ROUTE_wood_stairs = { ROUTE_gate_flank = {}, },
					},
				},
				ROUTE_tank_route =
				{
					Weight = 2,
					ROUTE_south_caffe = {},
					ROUTE_tank_route2 = {},
				},
			},
		},
		DEFEND_tbarrier_defend_1 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_canal = { Weight = 3, },
				ROUTE_rs_north =
				{
					Weight = 2,
					ROUTE_bridge =
					{
						ROUTE_bbarrier2_route = { ROUTE_bbarrier2_route2 = {}, },
						ROUTE_ha_route = {},
					},
				},
			},
		},
		ATTACK_tbarrier_attack_1 =
		{
			ROUTE_HotelSpawn =
			{
				ROUTE_bbarrier2_route = {},
				ROUTE_south_exit = {},
			},
		},
		DEFEND_libdoor_defend_1 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_canal = {},
				ROUTE_rs_north =
				{
					Weight = 2,
					ROUTE_bridge = {},
				},
			},
		},
		ATTACK_libdoor_attack_1 =
		{
			ROUTE_HotelSpawn =
			{
				ROUTE_south_exit =
				{
					Weight = 2,
					ROUTE_tr1 = {},
					ROUTE_tr2 = {},
				},
				ROUTE_bbarrier2_route = {},
				ROUTE_fb_route = {},
			},
		},
		DEFEND_relic_defend_1 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_canal = { ROUTE_ha_route = {}, },
				ROUTE_rs_north = { Weight = 2, },
				ROUTE_rs_alley =
				{
					Weight = 2,
					ROUTE_rs_alley2 = {},
				},
			},
		},
		FLAG_relic =
		{
			ROUTE_HotelSpawn =
			{
				ROUTE_south_exit =
				{
					Weight = 2,
					ROUTE_tr1 = {},
					ROUTE_tr2 = {},
				},
				ROUTE_bbarrier2_route = {},
				ROUTE_fb_route =
				{
					ROUTE_fb_route2 =
					{
						ROUTE_fb_route3 =
						{
							ROUTE_fb_route4 =
							{
								ROUTE_lib_deck = { Weight = 3, },
								ROUTE_sw_corner = {},
							},
						},
					},
				},
			},
		},
		CAPPOINT_429 =
		{
			ROUTE_relicgrab =
			{
				ROUTE_spiral =
				{
					Weight = 3,
					ROUTE_lib_deck2 = {},
				},
				ROUTE_sw_corner = {},
			},
		},
		DEFEND_deliver_defend_1 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_rs_north = {},
				ROUTE_rs_alley =
				{
					ROUTE_rs_alley2 = {},
				},
			},
		},
		ATTACK_deliver_attack_1 =
		{
			ROUTE_HotelSpawn =
			{
				ROUTE_south_exit =
				{
					Weight = 2,
					ROUTE_tr1 = {},
					ROUTE_tr2 = {},
				},
				ROUTE_bbarrier2_route = { Weight = 2, },
				ROUTE_fb_route =
				{
					ROUTE_fb_route2 =
					{
						ROUTE_fb_route3 = { ROUTE_fb_route4 = {}, },
					},
				},
			},
		},
		DEFEND_cz1_defend_1 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_cz1_door1 = {},
				ROUTE_cz1_door2 = {},
			},
		},
		ATTACK_cz1_attack_1 =
		{
			ROUTE_HotelSpawn =
			{
				ROUTE_sink = {},
				ROUTE_tr3 = {},
			},
		},
		DEFEND_bb2_defend_1 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_bridge =
				{
					Weight = 3,
					ROUTE_bbarrier2_route = {},
				},
				ROUTE_canal = { ROUTE_tr1 = {}, },
			},
		},
		ATTACK_bb2_attack_1 =
		{
			ROUTE_HotelSpawn =
			{
				ROUTE_sidewall = {},
				ROUTE_south_exit = { ROUTE_bbarrier2_route = {}, },
			},
		},
	};

	//copy some routes
	MapRoutes.ATTACK_at_attack_2 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_3 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_4 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_5 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_6 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_7 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_8 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_9 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_10 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_11 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_12 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_13 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_14 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.ATTACK_at_attack_15 = MapRoutes.ATTACK_at_attack_1;
	MapRoutes.DEFEND_at_defend_2 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_3 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_4 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_5 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_6 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_7 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_8 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_10 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_11 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_12 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_13 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_14 = MapRoutes.DEFEND_at_defend_1;
	MapRoutes.DEFEND_at_defend_15 = MapRoutes.DEFEND_at_defend_9;
	MapRoutes.DEFEND_gate_defend_2 = MapRoutes.DEFEND_gate_defend_1;
	MapRoutes.DEFEND_gate_defend_3 = MapRoutes.DEFEND_gate_defend_1;
	MapRoutes.DEFEND_gate_defend_4 = MapRoutes.DEFEND_gate_defend_1;
	MapRoutes.DEFEND_gate_defend_5 = MapRoutes.DEFEND_gate_defend_1;
	MapRoutes.DEFEND_gate_defend_6 = MapRoutes.DEFEND_gate_defend_1;
	MapRoutes.DEFEND_gate_defend_7 = MapRoutes.DEFEND_gate_defend_1;
	MapRoutes.ATTACK_gate_attack_2 = MapRoutes.ATTACK_gate_attack_1;
	MapRoutes.ATTACK_gate_attack_3 = MapRoutes.ATTACK_gate_attack_1;
	MapRoutes.ATTACK_gate_attack_4 = MapRoutes.ATTACK_gate_attack_1;
	MapRoutes.ATTACK_gate_attack_5 = MapRoutes.ATTACK_gate_attack_1;
	MapRoutes.ATTACK_gate_attack_6 = MapRoutes.ATTACK_gate_attack_1;
	MapRoutes.ATTACK_gate_attack_7 = MapRoutes.ATTACK_gate_attack_1;
	MapRoutes.DEFEND_tbarrier_defend_2 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_tbarrier_defend_3 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_tbarrier_defend_4 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_tbarrier_defend_5 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_tbarrier_defend_6 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_tbarrier_defend_7 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_tbarrier_defend_8 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.ATTACK_tbarrier_attack_2 = MapRoutes.ATTACK_tbarrier_attack_1;
	MapRoutes.ATTACK_tbarrier_attack_3 = MapRoutes.ATTACK_tbarrier_attack_1;
	MapRoutes.ATTACK_tbarrier_attack_4 = MapRoutes.ATTACK_tbarrier_attack_1;
	MapRoutes.ATTACK_tbarrier_attack_5 = MapRoutes.ATTACK_tbarrier_attack_1;
	MapRoutes.ATTACK_tbarrier_attack_6 = MapRoutes.ATTACK_tbarrier_attack_1;
	MapRoutes.ATTACK_tbarrier_attack_7 = MapRoutes.ATTACK_tbarrier_attack_1;
	MapRoutes.ATTACK_tbarrier_attack_8 = MapRoutes.ATTACK_tbarrier_attack_1;
	MapRoutes.DEFEND_libdoor_defend_2 = MapRoutes.DEFEND_libdoor_defend_1;
	MapRoutes.DEFEND_libdoor_defend_3 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_4 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_5 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_6 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_7 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_8 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_11 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_12 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_13 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_14 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.DEFEND_libdoor_defend_15 = MapRoutes.DEFEND_tbarrier_defend_1;
	MapRoutes.ATTACK_libdoor_attack_2 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_3 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_4 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_5 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_6 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_7 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_8 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_9 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_10 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_11 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_12 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.ATTACK_libdoor_attack_13 = MapRoutes.ATTACK_libdoor_attack_1;
	MapRoutes.DEFEND_relic_defend_2 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_3 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_4 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_5 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_6 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_7 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_8 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_9 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_10 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_11 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_12 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_13 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_14 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.DEFEND_relic_defend_15 = MapRoutes.DEFEND_relic_defend_1;
	MapRoutes.ATTACK_relic_attack_1 = MapRoutes.FLAG_relic;
	MapRoutes.ATTACK_relic_attack_2 = MapRoutes.FLAG_relic;
	MapRoutes.ATTACK_relic_attack_3 = MapRoutes.FLAG_relic;
	MapRoutes.ATTACK_relic_attack_4 = MapRoutes.FLAG_relic;
	MapRoutes.ATTACK_relic_attack_5 = MapRoutes.FLAG_relic;
	MapRoutes.ATTACK_relic_attack_6 = MapRoutes.FLAG_relic;
	MapRoutes.ATTACK_relic_attack_7 = MapRoutes.FLAG_relic;
	MapRoutes.DEFEND_deliver_defend_2 = MapRoutes.DEFEND_deliver_defend_1;
	MapRoutes.DEFEND_deliver_defend_3 = MapRoutes.DEFEND_deliver_defend_1;
	MapRoutes.DEFEND_deliver_defend_4 = MapRoutes.DEFEND_deliver_defend_1;
	MapRoutes.DEFEND_deliver_defend_5 = MapRoutes.DEFEND_deliver_defend_1;
	MapRoutes.DEFEND_deliver_defend_6 = MapRoutes.DEFEND_deliver_defend_1;
	MapRoutes.ATTACK_deliver_attack_2 = MapRoutes.ATTACK_deliver_attack_1;
	MapRoutes.ATTACK_deliver_attack_3 = MapRoutes.ATTACK_deliver_attack_1;
	MapRoutes.ATTACK_deliver_attack_4 = MapRoutes.ATTACK_deliver_attack_1;
	MapRoutes.DEFEND_cz1_defend_2 = MapRoutes.DEFEND_cz1_defend_1;
	MapRoutes.DEFEND_cz1_defend_3 = MapRoutes.DEFEND_cz1_defend_1;
	MapRoutes.DEFEND_cz1_defend_4 = MapRoutes.DEFEND_cz1_defend_1;
	MapRoutes.DEFEND_cz1_defend_5 = MapRoutes.DEFEND_cz1_defend_1;
	MapRoutes.ATTACK_cz1_attack_2 = MapRoutes.ATTACK_cz1_attack_1;
	MapRoutes.ATTACK_cz1_attack_3 = MapRoutes.ATTACK_cz1_attack_1;
	MapRoutes.ATTACK_cz1_attack_4 = MapRoutes.ATTACK_cz1_attack_1;
	MapRoutes.ATTACK_cz1_attack_5 = MapRoutes.ATTACK_cz1_attack_1;
	MapRoutes.DEFEND_bb1_defend_1 = MapRoutes.DEFEND_cz1_defend_1;
	MapRoutes.DEFEND_bb1_defend_2 = MapRoutes.DEFEND_cz1_defend_1;
	MapRoutes.DEFEND_bb1_defend_3 = MapRoutes.DEFEND_cz1_defend_1;
	MapRoutes.ATTACK_bb1_attack_1 = MapRoutes.ATTACK_cz1_attack_1;
	MapRoutes.ATTACK_bb1_attack_2 = MapRoutes.ATTACK_cz1_attack_1;
	MapRoutes.ATTACK_bb1_attack_3 = MapRoutes.ATTACK_cz1_attack_1;
	MapRoutes.DEFEND_bb2_defend_2 = MapRoutes.DEFEND_bb2_defend_1;
	MapRoutes.DEFEND_bb2_defend_3 = MapRoutes.DEFEND_bb2_defend_1;
	MapRoutes.DEFEND_bb2_defend_4 = MapRoutes.DEFEND_bb2_defend_1;
	MapRoutes.ATTACK_bb2_attack_2 = MapRoutes.ATTACK_bb2_attack_1;
	MapRoutes.ATTACK_bb2_attack_3 = MapRoutes.ATTACK_bb2_attack_1;
	MapRoutes.ATTACK_bb2_attack_4 = MapRoutes.ATTACK_bb2_attack_1;

	Util.Routes(MapRoutes);
	Util.MapDebugPrint( "OnMapLoad" );
};

global OnBotJoin = function( bot )
{
	bot.MaxViewDistance = 2500;

	bot.IgnoreTarget( "MOVER_church_rubble" );

	if ( Map.RelicSecured )
		{ bot.IgnoreTarget( "MOVER_tank" ); }

	if ( Map.tank_past_gun )
		{ bot.IgnoreTarget( "MOVER_at_gun" ); }
};

//a group table for help with managing phases (experimental)
//be sure to disable groups before enabling other groups in triggers
global Groups =
{
	//allies phase 1
	group1 =
	{
		"BUILD_Tank",
		"MOUNTMG42_874",
		"REPAIRMG42_874",
		"AMMOCAB_campo_ammocabinet",
		"HEALTHCAB_campo_healthcabinet",
		"MOUNT_tank",
		"ATTACK_at_attack.*",
		"MOBILEMORTAR_allies_start.*",
		"SNIPE_campo_allied.*",
		"GRENADE_at_gun"
	},

	//axis phase 1
	group2 =
	{
		"MOUNTMG42_734",
		"REPAIRMG42_734",
		"BUILD_Tank_Barrier",
		"AMMOCAB_campo_ammocabinet",
		"HEALTHCAB_campo_healthcabinet",
		"BUILD_AT_Gun",
		"MOBILEMORTAR_axis_start.*",
		"DEFEND_at_defend.*",
		"CALLARTILLERY_at_defend.*",
		"ARTILLERY_.*",
		"SNIPE_campo_axis.*",
		"SNIPE_alley_axis.*",
		"ROUTE_nw_exit", //so it gets deactivated next phase
	},

	//allies phase 2 - tank past AT Gun
	group3 =
	{
		"BUILD_Tank",
		"PLANT_Side_Entrance",
		"MOUNT_tank",
		"ATTACK_gate_attack.*",
		"ATTACK_at_attack_7",
		"ATTACK_at_attack_12",
		"ATTACK_at_attack_14",
		"ATTACK_at_attack_15",
	},

	//axis phase 2 - tank past AT Gun
	group4 =
	{
		"BUILD_Tank_Barrier",
		"MOUNTMG42_734",
		"REPAIRMG42_734",
		"DEFEND_gate_defend.*",
		"DEFEND_at_defend_5",
		"DEFEND_at_defend_10",
		"DEFEND_at_defend_11",
		"DEFEND_at_defend_14",
		"SNIPE_alley_axis.*",
		"SNIPE_church.*",
		"MOBILEMG42_church.*",
	},

	//allies phase 3 - captured outpost
	group5 =
	{
		"PLANT_Side_Entrance",
		"BUILD_Tank",
		"PLANT_Tank_Barrier",
		"MOUNT_tank",
		"ATTACK_tbarrier_attack.*",
	},

	//axis phase 3 - tank passing gate
	group6 =
	{
		"BUILD_Tank_Barrier",
		"AMMOCAB_island_ammocabinet",
		"HEALTHCAB_island_healthcabinet",
		"DEFEND_tbarrier_defend.*",
		"SNIPE_tb_axis.*",
		"GRENADE_boat",
		"GRENADE_boat2"
	},

	//allies phase 4 - tank past barrier
	group7 =
	{
		"PLANT_Side_Entrance",
		"BUILD_Tank",
		"MOUNT_tank",
		"AMMOCAB_island_ammocabinet",
		"HEALTHCAB_island_healthcabinet",
		"ATTACK_libdoor_attack.*",
		"ATTACK_tbarrier_attack_5",
		"ATTACK_tbarrier_attack_6",
	},

	//axis phase 4 - tank past barrier
	group8 =
	{
		"MOUNTMG42_798",
		"REPAIRMG42_798",
		"AMMOCAB_island_ammocabinet",
		"HEALTHCAB_island_healthcabinet",
		"DEFEND_libdoor_defend.*",
		"SNIPE_lib_axis.*",
		"MOBILEMORTAR_axis_library.*",
		"GRENADE_boat",
		"GRENADE_boat2"
	},

	//allies phase 5 - library doors destroyed
	group9 =
	{
		"PLANT_Boat_Barrier_1",
		"PLANT_Library_Side_Wall",
		"FLAG_relic",
		"MOUNT_tank",
		"MOBILEMORTAR_allies_library.*",
		"ATTACK_relic_attack.*",
		"ATTACK_libdoor_attack_12",
		"ATTACK_libdoor_attack_13",
	},

	//axis phase 5 - library doors destroyed
	group10 =
	{
		//barrier 2 is enabled when this is constructed
		"BUILD_Boat_Barrier_1",
		"MOUNTMG42_798",
		"REPAIRMG42_798",
		"MOBILEMORTAR_axis_library.*",
		"DEFEND_relic_defend.*",
		"SNIPE_lib_axis.*",
		"DEFEND_lib_axis.*",
		"GRENADE_boat",
		"GRENADE_boat2"
	},

	//allies - relic stolen
	group11=
	{
		"PLANT_Library_Side_Wall",
		"PLANT_Boat_Barrier_1",
		"MOBILEMORTAR_allies_library.*",
		"ATTACK_deliver_attack.*",
		"ATTACK_libdoor_attack_6",
		"ATTACK_libdoor_attack_12",
		"ATTACK_libdoor_attack_13",
		"ATTACK_relic_attack_1",
		"ATTACK_relic_attack_7",
	},

	//axis - relic stolen
	group12=
	{
		"BUILD_Boat_Barrier_1",
		"MOUNTMG42_798",
		"BUILD_Speedboat",
		"MOBILEMORTAR_axis_library.*",
		"DEFEND_deliver_defend.*",
		"DEFEND_relic_defend_4",
		"DEFEND_relic_defend_7",
		"DEFEND_relic_defend_9",
		"DEFEND_relic_defend_15",
		"SNIPE_lib_axis.*",
		"GRENADE_boat",
		"GRENADE_boat2"
	},

	//allies - relic secured
	group13=
	{
		"PLANT_Boat_Barrier_1",
		"ESCORT_boat",
		"BUILD_Speedboat",
		"ATTACK_libdoor_attack.*",
		"ATTACK_tbarrier_attack_5",
		"ATTACK_tbarrier_attack_6",
	},

	//axis - relic secured
	group14=
	{
		"BUILD_Boat_Barrier_1",
		"DEFEND_libdoor_defend.*",
		"SNIPE_lib_axis.*",
		"SNIPE_bridge",
	},

	//allies - boat past cp
	group15 =
	{
		"PLANT_Boat_Barrier_1",
		"ESCORT_boat",
		"BUILD_Speedboat",
		"ATTACK_cz1_attack.*",
		"ATTACK_libdoor_attack_4",
		"ATTACK_libdoor_attack_9",
		"ATTACK_libdoor_attack_10",
		"ATTACK_tbarrier_attack_1",
		"ATTACK_tbarrier_attack_5",
		"SNIPE_bb1_allies.*",
	},

	//axis - boat past cp
	group16 =
	{
		"BUILD_Boat_Barrier_1",
		"BUILD_Boat_Barrier_2",
		"DEFEND_cz1_defend.*",
		"DEFEND_tbarrier_defend_1",
		"DEFEND_tbarrier_defend_2",
		"DEFEND_tbarrier_defend_3",
		"DEFEND_tbarrier_defend_4",
		"DEFEND_tbarrier_defend_8",
		"SNIPE_bb1_axis.*",
		"SNIPE_bridge",
	},

	//allies - boat at barrier 1
	group17 =
	{
		"PLANT_Boat_Barrier_2",
		"ESCORT_boat",
		"BUILD_Speedboat",
		"ATTACK_bb1_attack.*",
		"ATTACK_cz1_attack_3",
		"ATTACK_cz1_attack_4",
		"ATTACK_libdoor_attack_4",
		"ATTACK_libdoor_attack_9",
		"ATTACK_libdoor_attack_10",
		"ATTACK_tbarrier_attack_1",
		"ATTACK_tbarrier_attack_5",
	},

	//axis - boat at barrier 1
	group18 =
	{
		"BUILD_Boat_Barrier_2",
		"DEFEND_bb1_defend.*",
		"DEFEND_cz1_defend_3",
		"DEFEND_cz1_defend_5",
		"DEFEND_tbarrier_defend_1",
		"DEFEND_tbarrier_defend_2",
		"DEFEND_tbarrier_defend_3",
		"DEFEND_tbarrier_defend_4",
		"DEFEND_tbarrier_defend_8",
	},

	//allies - boat past barrier 1
	group19 =
	{
		"PLANT_Boat_Barrier_2",
		"ESCORT_boat",
		"BUILD_Speedboat",
		"ATTACK_bb2_attack.*",
		"ATTACK_libdoor_attack_8",
		"ATTACK_libdoor_attack_11",
		"ATTACK_tbarrier_attack_8",
	},

	//axis - boat past barrier 1
	group20 =
	{
		"BUILD_Boat_Barrier_2",
		"DEFEND_bb2_defend.*",
		"DEFEND_tbarrier_defend_2",
		"DEFEND_tbarrier_defend_5",
		"DEFEND_libdoor_defend_14",
		"SNIPE_bb2_axis.*",
	},

	EnableAllies = function(group)
	{
		foreach (id and goal in group)
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, goal );
			Util.MapDebugPrint("EnableAllies: enabling " + goal, true);
		}
	},

	EnableAxis = function(group)
	{
		foreach (id and goal in group)
		{
			SetAvailableMapGoals( TEAM.AXIS, true, goal );
			Util.MapDebugPrint("EnableAxis: enabling " + goal, true);
		}
	},

	DisableAllies = function(group)
	{
		foreach (id and goal in group)
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, goal );
			Util.MapDebugPrint("DisableAllies: disabling " + goal, true);
		}
	},

	DisableAxis = function(group)
	{
		foreach (id and goal in group)
		{
			SetAvailableMapGoals( TEAM.AXIS, false, goal );
			Util.MapDebugPrint("DisableAxis: disabling " + goal, true);
		}
	},
};
