/*
Routes to do for new spawns




*/
global Map =
{

	Ammo_Cabinet_north_ammocabinet = "AMMOCAB_north_ammocabinet",
	Ammo_Cabinet_south_ammocabinet = "AMMOCAB_south_ammocabinet",
	Health_Cabinet_north_healthcabinet = "HEALTHCAB_north_healthcabinet",
	Health_Cabinet_south_healthcabinet = "HEALTHCAB_south_healthcabinet",
	Flag_Gold_Bars = "FLAG_Gold_Bars",
	Cappoint_Gold_Dropoff = "CAPPOINT_Gold_Dropoff",
	Build_Command_Post = "BUILD_Command_Post",
	Build_Tank = "BUILD_Tank",
	Build_Tank_Barrier = "BUILD_Tank_Barrier",
	Build_Truck_Barrier = "BUILD_Truck_Barrier",
	Plant_Command_Post = "PLANT_Command_Post",
	Plant_Tank_Barrier = "PLANT_Tank_Barrier",
	Plant_Truck_Barrier = "PLANT_Truck_Barrier",
	Mount_mg42_allied = "MOUNTMG42_mg42_allied",
	Repair_mg42_allied = "REPAIRMG42_mg42_allied",
	Mover_tank = "MOVER_tank",
	Mover_truck = "MOVER_truck",

	start_of_map = true,
	Escorting = false,

	//set status' for conditionals
	barrierone = 0, //not constructed
	barriertwo = 0, //not constructed

	//vehicle positions
	near_defense_one = false,
	near_defense_two = false,

	//dyno counters
	bOneDyno = 0,
	bTwoDyno = 0,

	DispenseAmmoTime = 15,

	spamnades = true,
	rnadehall_bots = 0,
	rnadedoor_bots = 0,

	Navigation =
	{
		rnadehall =
		{
			wpInfo = Util.WpNameInfo("rNadeHall"),
			navigate = function(_this)
			{
				if ( Map.spamnades && Map.rnadehall_bots < 1 && Map.start_of_map && _this.Bot.HasAmmo(WEAPON.AXIS_GRENADE) )
				{
					Map.rnadehall_bots += 1;

					_this.AddAimRequest(Priority.High, "facing", Map.Navigation.rnadehall.wpInfo.facing);
					_this.AddWeaponRequest( WEAPON.AXIS_GRENADE );

					if ( _this.Goto(Map.Navigation.rnadehall.wpInfo.position) == EVENT.PATH_SUCCESS )
					{
						_this.BlockForWeaponChange( WEAPON.AXIS_GRENADE );
						_this.Bot.HoldButton(BTN.ATTACK1, 0.5);
						sleep(1);
					}

					Map.rnadehall_bots -= 1;
					yield();
				}
				else
				{
					sleep(1);
				}

			},
		},
	},

	// path through for allies throwing a/s to assist in stealing tank
	Airstrike =
	{
		tankassist =
		{
			Enabled = true,
			Team = (1<<TEAM.ALLIES),
			Facing = Vector3(-0.601,-0.392,0.696),
			NoPause = false,
			Waypoint = "bTankAS1",
		},
	},

	slopeNodes = function(close)
	{
		for( i = 1; i <= 3; i += 1 ) {
			s = "slope" + i;
			Wp.SetWaypointFlag( s, "closed", close );
		}
	},

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

	Tank_Barrier_Built = function()
	{
		Map.barrierone = 1;

		if ( Map.near_defense_one )
			{ SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" ); }
			return;
		Util.MapDebugPrint("Tank_Barrier_Built" );
	},

	Tank_Built = function()
	{
		// Allied goals
		if ( Map.start_of_map )
		{
			Map.start_of_map = false;
		}

		Util.MapDebugPrint("Tank_Built" );
	},

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

	allies_steal_tank = function()
	{
		// Allied goals
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_Depot_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_Tank_Barrier1_.*" );

		// Axis goals
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Depot_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_Tank_Barrier1_.*",
			"CAMP_rTbarrier1_.*",
			"AIRSTRIKE_rTbarrier1_.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"AIRSTRIKE_rDepot.*",
			"PLANTMINE_rTank.*",
		});

		Util.MapDebugPrint("allies_steal_tank" );
	},

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

	tank_at_barrier1 = function()
	{
		Map.near_defense_one = true;
		SetAvailableMapGoals( TEAM.AXIS, true, "MOUNT_tank_axis" );
		//technically shouldn't need the 'else', but just to be sure
		if ( Map.barrierone > 0 && Map.bOneDyno < 1)
			{ SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" ); }
		else
			{ SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" ); }

		Util.MapDebugPrint("tank_at_barrier1");
	},

	planted_at_Tank_Barrier_1 = function()
	{
		//got a dyno down, build the tank if needed
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" );

		Map.bOneDyno += 1;

		Util.MapDebugPrint("planted_at_Tank_Barrier_1");
	},

	defused_at_Tank_Barrier_1 = function()
	{
		Map.bOneDyno -= 1;

		//focus back on planting dyno
		if ( Map.bOneDyno < 1 && Map.near_defense_one )
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" );
		}

		Util.MapDebugPrint("defused_at_Tank_Barrier_1");
	},

	Tank_Barrier_Destroyed = function()
	{
		Map.barrierone = 0;
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" );
		//reset the dyno counter
		Map.bOneDyno = 0;

		Util.MapDebugPrint("Tank_Barrier_Destroyed" );
	},

	Past_Tank_Barrier = function()
	{
		// open these nodes for a more direct path
		Map.slopeNodes(false);

		Map.near_defense_one = false;

		// Allied goals

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"ATTACK_Bank_1",
			"BUILD_Command_Post",
			"PLANT_Command_Post",
			"AMMOCAB_south_ammocabinet",
			"HEALTHCAB_south_healthcabinet",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"PLANT_Tank_Barrier",
			"HEALTHCAB_north_healthcabinet",
			"AMMOCAB_north_ammocabinet",
			"ATTACK_Tank_Barrier1_.*",
		});
		//make sure the tank repair goal is active
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" );

		// Axis goals
		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Tank_Barrier" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"BUILD_Truck_Barrier",
			"AMMOCAB_south_ammocabinet",
			"HEALTHCAB_south_healthcabinet",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Command_Post",
			"PLANT_Command_Post",
			"CAMP_rTbarrier1_.*",
			"AIRSTRIKE_rTbarrier1_.*",
			"MOUNT_tank_axis",
		});

		Util.MapDebugPrint("Past_Tank_Barrier" );
	},

	Bank_Doors_Destroyed = function()
	{
		sleep( 2 );

		// Allied goals
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"BUILD_Tank",
			"MOUNT_tank",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"FLAG_Gold_Bars",
			"CAPPOINT_Gold_Dropoff",
			"ATTACK_Bank_.*",
			"ATTACK_newbarrier2_.*",
		});

		// Axis goals
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Tank_Barrier1_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_Bank_.*",
			"CALLARTILLERY_rBank.*",
			"ARTILLERY_S_rBank.*",
		});
		Util.MapDebugPrint("Bank_Doors_Destroyed" );
	},

	Truck_Barrier_Built = function()
	{
		Map.barriertwo = 1;

		if ( Map.near_defense_two )
			{ SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_truck" ); }

		Util.MapDebugPrint("Truck_Barrier_Built" );
	},

	Gold_Bars_Taken = function()
	{
		// Allied goals
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_Bank_.*",
			"ATTACK_newbarrier2_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"ATTACK_Tank_Barrier2_.*",
			"PLANT_Truck_Barrier",
		});

		// Axis goals
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Bank_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Tank_Barrier2_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "ARTILLERY_S_rBank.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "ARTILLERY_S_truck_cap" );

		Util.MapDebugPrint("Gold_Bars_Taken" );
	},

	Gold_Bars_Dropped = function()
	{
		// Allied goals
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"ATTACK_Bank_.*",
			"ATTACK_newbarrier2_.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_Tank_Barrier2_.*",
			"PLANT_Truck_Barrier",
		});

		// Axis goals
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Bank_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Tank_Barrier2_.*",
			"CALLARTILLERY_rBank.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "ARTILLERY_S_rBank.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "ARTILLERY_S_truck_cap" );
		Util.MapDebugPrint("Gold_Bars_Dropped" );
	},

	Gold_Dropoff_Captured = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"FLAG_Gold_Bars",
			"CAPPOINT_Gold_Dropoff",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "AIRSTRIKE_bBarrier2.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Tank_Barrier2_6",
			"DEFEND_Tank_Barrier2_7",
			"DEFEND_Tank_Barrier2_8",
			"ARTILLERY_S_truck_cap",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "ARTILLERY_S_truck_barrier.*" );

		Util.MapDebugPrint("Gold_Dropoff_Captured" );
	},

	Truck_at_Barrier = function()
	{
		Map.near_defense_two = true;

		if ( Map.barriertwo > 0 && Map.bTwoDyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_truck" ); }
		else
			{ SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" ); }
		Util.MapDebugPrint("Truck_at_Barrier" );
	},

	planted_at_Truck_Barrier = function()
	{
		Map.bTwoDyno += 1;

		if ( Map.near_defense_two )
		{
			SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
		}

		Util.MapDebugPrint("planted_at_Truck_Barrier");
	},

	defused_at_Truck_Barrier = function()
	{
		Map.bTwoDyno -= 1;

		if ( Map.bTwoDyno < 1 && Map.near_defense_two )
		{
			SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_truck" );
		}

		Util.MapDebugPrint("defused_at_Truck_Barrier");
	},

	Truck_Barrier_Destroyed = function()
	{
		Map.barriertwo = 0;

		//reset the dyno counter
		Map.bTwoDyno = 0;
		Util.MapDebugPrint("Truck_Barrier_Destroyed" );
	},

	Past_Truck_Barrier = function()
	{
		// Allied goals
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_Tank_Barrier2_.*",
			"ATTACK_newbarrier2_.*",
			"PLANT_Truck_Barrier",
			"AIRSTRIKE_bBarrier2.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_Truck_Barrier1_.*" );

		// Axis goals
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Tank_Barrier2_.*",
			"DEFEND_Bank_.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Truck_Barrier1_.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Truck_Barrier",
			"CALLARTILLERY_rBank.*",
			"ARTILLERY_S_truck.*",
		});

		Util.MapDebugPrint("Past_Truck_Barrier" );
	},

	Old_Barrier_1 =  function()
	{
		Util.ChangeSpawn( TEAM.ALLIES, 3 );

		// Allied goals
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_Truck_Barrier1_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"ATTACK_Truck_Barrier2_.*",
			"MOUNTMG42_mg42_allied",
			"REPAIRMG42_mg42_allied",
		});
		// Axis goals
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Truck_Barrier1_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Truck_Barrier2_.*" );

		Util.MapDebugPrint("Truck_Past_Old_Barrier_1" );

	},

	Old_Barrier_2 = function()
	{
		// Allied goals
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_Truck_Barrier2_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_Escape_.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"MOUNTMG42_mg42_allied",
			"REPAIRMG42_mg42_allied",
		});

		// Axis goals
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Truck_Barrier2_.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Escape_.*" );

		Util.MapDebugPrint("Truck_Past_Old_Barrier_2" );
 	},
	vehicle_at_location = function()
	{
		switch(Map.VehicleLocation)
		{
			case 1: // tank at barrier
			{
				Map.tank_at_barrier1();
			}
			case 2: // truck at barrier
			{
				Map.Truck_at_Barrier();
			}
			case 3: //truck at old barrier 1
			{
				Map.Old_Barrier_1();
			}
			case 4: //truck at old barrier 1
			{
				Map.Old_Barrier_2();
			}
		}
		Util.MapDebugPrint("vehicle at location " + Map.VehicleLocation, true);
	},
};

global OnMapLoad = function()
{
	OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Command_Post_Built );
	OnTrigger( "Tank Barrier #1 has been constructed.", Map.Tank_Barrier_Built );
	OnTrigger( "The Tank has been repaired!", Map.Tank_Built );
	OnTrigger( "The Tank has been damaged!", Map.Tank_Destroyed );
	OnTrigger( "Allied team has stolen the Tank!", Map.allies_steal_tank );
	OnTrigger( "Planted at Tank Barrier.", Map.planted_at_Tank_Barrier_1 );
	OnTrigger( "Defused at Tank Barrier.", Map.defused_at_Tank_Barrier_1 );
	OnTrigger( "Tank Barrier #1 has been destroyed.", Map.Tank_Barrier_Destroyed );
	OnTrigger( "goldrush_allies_tank_barrier1", Map.Past_Tank_Barrier );
	OnTrigger( "Allied team has destroyed the Axis Command Post!", Map.Command_Post_Destroyed );
	OnTrigger( "Allied Command Post constructed. Charge speed increased!", Map.Command_Post_Built );
	OnTrigger( "Axis team has destroyed the Allied Command Post!", Map.Command_Post_Destroyed );
	OnTrigger( "Allied team has destroyed the Bank Doors!", Map.Bank_Doors_Destroyed );
	OnTrigger( "Truck Barrier #1 has been constructed.", Map.Truck_Barrier_Built );
	OnTrigger( "Allies have stolen The Gold Bars!", Map.Gold_Bars_Taken );
	OnTrigger( "Planted at Truck Barrier.", Map.planted_at_Truck_Barrier );
	OnTrigger( "Defused at Truck Barrier.", Map.defused_at_Truck_Barrier );
	OnTrigger( "Flag returned Gold Bars!", Map.Gold_Bars_Dropped );
	OnTrigger( "Allied team is escaping with the Gold Crate!", Map.Gold_Dropoff_Captured );
	OnTrigger( "Truck Barrier #1 has been destroyed.", Map.Truck_Barrier_Destroyed );
	OnTrigger( "goldrush_allies_truck_barrier1", Map.Past_Truck_Barrier );
	OnTrigger( "tank at location", Map.vehicle_at_location );
	OnTrigger( "truck at location", Map.vehicle_at_location );
	barrier1 = OnTriggerRegion(AABB(660.253,828.462,59.548,960.874,1040.700,173.040), RegionTrigger.VehicleTrigger);
	barrier2 = OnTriggerRegion(AABB(1656.194,493.729,-416.801,2034.268,726.966,-337.425), RegionTrigger.VehicleTrigger);
	barrier3 = OnTriggerRegion(AABB(180.434,-741.896,-280.216,477.415,-444.549,-152.010), RegionTrigger.VehicleTrigger);
	barrier4 = OnTriggerRegion(AABB(-2068.009,-1192.564,-60.113,-1651.125,-1030.802,35.636), RegionTrigger.VehicleTrigger);

	// close these waypoints until tank is past barrier
	Map.slopeNodes(true);

	Util.AddInvVehicle("MOVER_truck");

	ETUtil.SetStartIndex("ESCORT_truck", 0);
	ETUtil.SetStartIndex("BUILD_Tank", 0);

	// Max users per goal
	Util.SetMaxUsersInProgress( 1, "ATTACK_Depot_.*" );
	Util.SetMaxUsersInProgress( 1, "ATTACK_Tank_Barrier1_.*" );
	Util.SetMaxUsersInProgress( 1, "ATTACK_Tank_Barrier2_.*" );
	Util.SetMaxUsersInProgress( 1, "ATTACK_Truck_Barrier1_.*" );
	Util.SetMaxUsersInProgress( 1, "ATTACK_Truck_Barrier2_.*" );
	Util.SetMaxUsersInProgress( 1, "ATTACK_Escape_.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_Depot_.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_Tank_Barrier1_.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_Tank_Barrier2_.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_Truck_Barrier1_.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_Truck_Barrier2_.*" );
	Util.SetMaxUsersInProgress( 1, "DEFEND_Escape_.*" );
	Util.SetMaxUsersInProgress( 1, "MOUNTMG42_.*" );

	SetMapGoalProperties( "ATTACK_.*", {mincamptime=10, maxcamptime=30});
	SetMapGoalProperties( "DEFEND_.*", {mincamptime=9999, maxcamptime=9999});
	SetMapGoalProperties( "MOUNTMG42_.*", {mincamptime=9999, maxcamptime=9999});
	SetMapGoalProperties( "MOBILEMG42_.*", {mincamptime=120, maxcamptime=120});

	SetGoalPriority( "MOUNTMG42_.*", 0.0, 0, CLASS.MEDIC );
	SetGoalPriority( "MOUNTMG42_.*", 0.0, 0, CLASS.ENGINEER );

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

	// Allied goals
	SetGoalPriority( Map.Flag_Gold_Bars, 0.92, TEAM.ALLIES );
	SetGoalPriority( Map.Cappoint_Gold_Dropoff, 0.92, TEAM.ALLIES );
	SetGoalPriority( Map.Build_Tank, 0.91, TEAM.ALLIES, CLASS.ENGINEER );
	SetGoalPriority( Map.Plant_Command_Post, 0.0, TEAM.ALLIES, CLASS.ENGINEER );
	SetGoalPriority( Map.Plant_Tank_Barrier, 0.84, TEAM.ALLIES, CLASS.ENGINEER );
	SetGoalPriority( Map.Plant_Truck_Barrier, 0.82, TEAM.ALLIES, CLASS.ENGINEER );


	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"AMMOCAB_north_ammocabinet",
		"HEALTHCAB_north_healthcabinet",
		"BUILD_Tank",
		"PLANT_Tank_Barrier",
		"MOUNT_tank",
		"ATTACK_Depot.*",
	});


	// Axis goals
	SetGoalPriority( Map.Build_Tank_Barrier, 0.94, TEAM.AXIS, CLASS.ENGINEER );
	SetGoalPriority( Map.Build_Command_Post, 0.93, TEAM.AXIS, CLASS.ENGINEER );
	SetGoalPriority( Map.Build_Truck_Barrier, 0.91, TEAM.AXIS, CLASS.ENGINEER );
	SetGoalPriority( Map.Plant_Command_Post, 0.0, TEAM.AXIS, CLASS.ENGINEER );
	SetGoalPriority( "DEFEND_Depot_[14]", 0.6, TEAM.AXIS ); //try and keep these two occupied

	SetAvailableMapGoals( TEAM.AXIS, true, {
		"BUILD_Tank_Barrier",
		"BUILD_Command_Post",
		"PLANT_Command_Post",
		"DEFEND_Depot.*",
		"AIRSTRIKE_rDepot.*",
		"PLANTMINE_rTank.*",
	});

	//routes for tank build at barrier 2
	Util.DisableGoal("ROUTE_repair_route.*");

	//set up some routing
	MapRoutes =
	{
		BUILD_Tank =
		{
			ROUTE_AllySpawn =
			{
				ROUTE_depotgate =
				{
					ROUTE_depotgate2 = {},
					ROUTE_depotgatesplit = { ROUTE_as_rightsplit1 = {}, },
					ROUTE_cproute = {},
				},
				ROUTE_as_right =
				{
					ROUTE_as_rightsplit1 = {},
					ROUTE_as_rightsplit2 = { ROUTE_depotflank = {}, },
				},
			},
			ROUTE_AllySpawn2 =
			{
				ROUTE_depotgate =
				{
					ROUTE_depotgate2 = {},
					ROUTE_depotgatesplit = { ROUTE_as_rightsplit1 = {}, },
					ROUTE_cproute = {},
				},
				ROUTE_as_right =
				{
					ROUTE_as_rightsplit1 = {},
					ROUTE_as_rightsplit2 = { ROUTE_depotflank = {}, },
				},
			},
			ROUTE_TankYardSpawn =
			{
				ROUTE_repair_route_stairs = {},
				ROUTE_repair_route_bridge1 =
				{
					ROUTE_repair_route_bridge2 =
					{
						ROUTE_repair_route_bridge3 = {},
					}
				},
			},
			ROUTE_TankYardSpawn2 =
			{
				ROUTE_repair_route_stairs = {},
				ROUTE_repair_route_bridge1 =
				{
					ROUTE_repair_route_bridge2 =
					{
						ROUTE_repair_route_bridge3 = {},
					}
				},
			},
		},
		PLANT_Tank_Barrier =
		{
			ROUTE_TankYardSpawn =
			{
				ROUTE_depotflank = {},
				ROUTE_depotflank2 = {},
				ROUTE_as_rightsplit1 = {},
			},
			ROUTE_TankYardSpawn2 =
			{
				ROUTE_depotflank = {},
				ROUTE_depotflank2 = {},
				ROUTE_as_rightsplit1 = {},
			},
		},
		PLANT_Truck_Barrier =
		{
			ROUTE_TankYardSpawn =
			{
				ROUTE_bridgeroute =
				{
					ROUTE_bridgeroute2 = {},
				},
				ROUTE_cp_stairs = { Weight = 2,},
			},
			ROUTE_TankYardSpawn2 =
			{
				ROUTE_bridgeroute =
				{
					ROUTE_bridgeroute2 = {},
				},
				ROUTE_cp_stairs = { Weight = 2,},
			},
			ROUTE_F_Spawn_1  =
			{
				ROUTE_bridgeroute =
				{
					ROUTE_bridgeroute2 = {},
				},
				ROUTE_cp_stairs = { Weight = 2,},
			},
			ROUTE_F_Spawn_2  =
			{
				ROUTE_bridgeroute =
				{
					ROUTE_bridgeroute2 = {},
				},
				ROUTE_cp_stairs = { Weight = 2,},
			},
		},
		ATTACK_Tank_Barrier2_1 =
		{
			ROUTE_TankYardSpawn =
			{
				ROUTE_bridgeroute =
				{
					Weight = 2,
					ROUTE_bridgeroute2 = {},
				},
				ROUTE_trb1_stairs = { Weight = 2, ROUTE_b2flank = {}, },
				ROUTE_cp_stairs = {},
			},
			ROUTE_TankYardSpawn2 =
			{
				ROUTE_bridgeroute =
				{
					Weight = 2,
					ROUTE_bridgeroute2 = {},
				},
				ROUTE_trb1_stairs = { Weight = 2, ROUTE_b2flank = {}, },
				ROUTE_cp_stairs = {},
			},
			ROUTE_F_Spawn_1  =
			{
				ROUTE_bridgeroute =
				{
					Weight = 2,
					ROUTE_bridgeroute2 = {},
				},
				ROUTE_trb1_stairs = { Weight = 2, ROUTE_b2flank = {}, },
				ROUTE_cp_stairs = {},
			},
			ROUTE_F_Spawn_2  =
			{
				ROUTE_bridgeroute =
				{
					Weight = 2,
					ROUTE_bridgeroute2 = {},
				},
				ROUTE_trb1_stairs = { Weight = 2, ROUTE_b2flank = {}, },
				ROUTE_cp_stairs = {},
			},
		},
		ATTACK_newbarrier2_1 =
		{
			ROUTE_TankYardSpawn =
			{
				ROUTE_trb1_stairs = { Weight = 3, ROUTE_b2flank = {}, },
			},
			ROUTE_TankYardSpawn2 =
			{
				ROUTE_trb1_stairs = { Weight = 3, ROUTE_b2flank = {}, },
			},
			ROUTE_F_Spawn_1  =
			{
				ROUTE_trb1_stairs = { Weight = 3, ROUTE_b2flank = {}, },
			},
			ROUTE_F_Spawn_2  =
			{
				ROUTE_trb1_stairs = { Weight = 3, ROUTE_b2flank = {}, },
			},
		},
		ATTACK_Bank_2 =
		{
			ROUTE_TankYardSpawn =
			{
				ROUTE_trb1_stairs = {},
				ROUTE_cp_stairs = { ROUTE_cp_stairs2 = {}, },
				ROUTE_southstairs = {},
			},
			ROUTE_TankYardSpawn2 =
			{
				ROUTE_trb1_stairs = {},
				ROUTE_cp_stairs = { ROUTE_cp_stairs2 = {}, },
				ROUTE_southstairs = {},
			},
			ROUTE_F_Spawn_1  =
			{
				ROUTE_trb1_stairs = {},
				ROUTE_cp_stairs = { ROUTE_cp_stairs2 = {}, },
				ROUTE_southstairs = {},
			},
			ROUTE_F_Spawn_2  =
			{
				ROUTE_trb1_stairs = {},
				ROUTE_cp_stairs = { ROUTE_cp_stairs2 = {}, },
				ROUTE_southstairs = {},
			},
		},
		FLAG_Gold_Bars =
		{
			ROUTE_TankYardSpawn =
			{
				ROUTE_trb1_stairs =
				{
					Weight = 2,
					ROUTE_westbank =
					{
						ROUTE_bankfront = {},
						ROUTE_bankside = {},
						ROUTE_westbank2 = { ROUTE_bankback = {}, },
					},
				},
				ROUTE_cp_stairs = { ROUTE_cp_stairs2 = {}, },
				ROUTE_southstairs = {},
			},
			ROUTE_TankYardSpawn2 =
			{
				ROUTE_trb1_stairs =
				{
					Weight = 2,
					ROUTE_westbank =
					{
						ROUTE_bankfront = {},
						ROUTE_bankside = {},
						ROUTE_westbank2 = { ROUTE_bankback = {}, },
					},
				},
				ROUTE_cp_stairs = { ROUTE_cp_stairs2 = {}, },
				ROUTE_southstairs = {},
			},
			ROUTE_F_Spawn_1  =
			{
				ROUTE_southstairs2  =
				{
					ROUTE_bankfront  =
					{
					},
					ROUTE_bankside  =
					{
					},
					ROUTE_westbank2  =
					{
						ROUTE_bankback  =
						{
						},
					},
				},
				ROUTE_southstairs  =
				{
					ROUTE_bankfront  =
					{
					},
					ROUTE_bankside  =
					{
					},
					ROUTE_westbank2  =
					{
						ROUTE_bankback  =
						{
						},
					},
				},
			},
			ROUTE_F_Spawn_2  =
			{
				ROUTE_southstairs2  =
				{
					ROUTE_bankfront  =
					{
					},
					ROUTE_bankside  =
					{
					},
					ROUTE_westbank2  =
					{
						ROUTE_bankback  =
						{
						},
					},
				},
				ROUTE_southstairs  =
				{
					ROUTE_bankfront  =
					{
					},
					ROUTE_bankside  =
					{
					},
					ROUTE_westbank2  =
					{
						ROUTE_bankback  =
						{
						},
					},
				},
			},
		},
		CAPPOINT_Gold_Dropoff =
		{
			ROUTE_goldgrab =
			{
				ROUTE_bankback =
				{
					Weight = 2,
					ROUTE_westbank2 = {},
				},
				ROUTE_bankfront = {},
				ROUTE_bankside  =
				{
					ROUTE_westbank  =
					{
						ROUTE_southstairs2  =
						{
							ROUTE_cp_stairs  =
							{
								ROUTE_cp_stairs2  =
								{
								},
							},
						ROUTE_bridgeroute2  =
							{
								ROUTE_repair_route_bridge3  =
								{
								},
							},
						},
					},
				},
			},
		},
		ATTACK_Truck_Barrier1_1 =
		{
			ROUTE_TankYardSpawn =
			{
				ROUTE_trb1_stairs = {},
				ROUTE_longalley = { Weight = 2, ROUTE_longstairs = {}, },
			},
			ROUTE_TankYardSpawn2 =
			{
				ROUTE_trb1_stairs = {},
				ROUTE_longalley = { Weight = 2, ROUTE_longstairs = {}, },
			},
			ROUTE_F_Spawn_1  =
			{
				ROUTE_trb1_stairs = {},
				ROUTE_longalley = { Weight = 2, ROUTE_longstairs = {}, },
			},
			ROUTE_F_Spawn_2  =
			{
				ROUTE_trb1_stairs = {},
				ROUTE_longalley = { Weight = 2, ROUTE_longstairs = {}, },
			},
		},
		DEFEND_Tank_Barrier1_6 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_trb1_stairs = {},
				ROUTE_cp_stairs2 =
				{
					Weight = 2,
					ROUTE_cp_stairs = {},
				},
				ROUTE_southstairs = {},
			},
		},
		DEFEND_Tank_Barrier2_6 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_axisspawn_r = {},
				ROUTE_axisspawn_l = {},
			},
		},
		DEFEND_Bank_6 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_axisspawn_r = {},
				ROUTE_axisspawn_l = {},
				ROUTE_bankback3 =
				{
					ROUTE_bankback2 = { ROUTE_bankback = {}, },
				},
			},
		},
		DEFEND_Truck_Barrier1_6 =
		{
			ROUTE_AxisSpawn =
			{
				ROUTE_axisspawn_r =
				{
					ROUTE_southstairs = { ROUTE_southstairs2 = {}, },
					ROUTE_trb1_stairs = {},
				},
				ROUTE_axisspawn_l = {},
			},
		},
		BUILD_Command_Post =
		{
			ROUTE_TankYardSpawn =
			{
				ROUTE_uppercp = { Weight = 2, },
				ROUTE_cp_stairs = {},
			},
			ROUTE_TankYardSpawn2 =
			{
				ROUTE_uppercp = { Weight = 2, },
				ROUTE_cp_stairs = {},
			},
		},
	};

	//copy some routes
	MapRoutes.ATTACK_Depot_6 = MapRoutes.BUILD_Tank;
	MapRoutes.ATTACK_Depot_7 = MapRoutes.BUILD_Tank;
	MapRoutes.ATTACK_Depot_8 = MapRoutes.BUILD_Tank;
	MapRoutes.ATTACK_Depot_9 = MapRoutes.BUILD_Tank;
	MapRoutes.ATTACK_Depot_10 = MapRoutes.BUILD_Tank;
	MapRoutes.MOUNT_tank = MapRoutes.BUILD_Tank;
	MapRoutes.ATTACK_Tank_Barrier1_1 = MapRoutes.PLANT_Tank_Barrier;
	MapRoutes.ATTACK_Tank_Barrier1_2 = MapRoutes.PLANT_Tank_Barrier;
	MapRoutes.ATTACK_Tank_Barrier1_3 = MapRoutes.PLANT_Tank_Barrier;
	MapRoutes.ATTACK_Tank_Barrier1_4 = MapRoutes.PLANT_Tank_Barrier;
	MapRoutes.ATTACK_Tank_Barrier1_5 = MapRoutes.PLANT_Tank_Barrier;
	MapRoutes.ATTACK_Tank_Barrier2_2 = MapRoutes.ATTACK_Tank_Barrier2_1;
	MapRoutes.ATTACK_Tank_Barrier2_3 = MapRoutes.ATTACK_Tank_Barrier2_1;
	MapRoutes.ATTACK_Tank_Barrier2_4 = MapRoutes.ATTACK_Tank_Barrier2_1;
	MapRoutes.ATTACK_Tank_Barrier2_5 = MapRoutes.ATTACK_Tank_Barrier2_1;
	MapRoutes.ATTACK_newbarrier2_2 = MapRoutes.ATTACK_newbarrier2_1;
	MapRoutes.ATTACK_newbarrier2_3 = MapRoutes.ATTACK_newbarrier2_1;
	MapRoutes.ATTACK_Bank_3 = MapRoutes.ATTACK_Bank_2;
	MapRoutes.ATTACK_Bank_4 = MapRoutes.ATTACK_Bank_2;
	MapRoutes.ATTACK_Bank_5 = MapRoutes.ATTACK_Bank_2;
	MapRoutes.MOUNTMG42_mg42_allied = MapRoutes.ATTACK_Truck_Barrier1_1;
	MapRoutes.ATTACK_Truck_Barrier1_2 = MapRoutes.ATTACK_Truck_Barrier1_1;
	MapRoutes.ATTACK_Truck_Barrier1_3 = MapRoutes.ATTACK_Truck_Barrier1_1;
	MapRoutes.ATTACK_Truck_Barrier1_4 = MapRoutes.ATTACK_Truck_Barrier1_1;
	MapRoutes.ATTACK_Truck_Barrier1_5 = MapRoutes.ATTACK_Truck_Barrier1_1;
	MapRoutes.DEFEND_Tank_Barrier1_7 = MapRoutes.DEFEND_Tank_Barrier1_6;
	MapRoutes.DEFEND_Tank_Barrier1_8 = MapRoutes.DEFEND_Tank_Barrier1_6;
	MapRoutes.DEFEND_Tank_Barrier1_9 = MapRoutes.DEFEND_Tank_Barrier1_6;
	MapRoutes.DEFEND_Tank_Barrier1_10 = MapRoutes.DEFEND_Tank_Barrier1_6;
	MapRoutes.DEFEND_Tank_Barrier2_7 = MapRoutes.DEFEND_Tank_Barrier2_6;
	MapRoutes.DEFEND_Tank_Barrier2_8 = MapRoutes.DEFEND_Tank_Barrier2_6;
	MapRoutes.DEFEND_Tank_Barrier2_9 = MapRoutes.DEFEND_Tank_Barrier2_6;
	MapRoutes.DEFEND_Tank_Barrier2_10 = MapRoutes.DEFEND_Tank_Barrier2_6;
	MapRoutes.DEFEND_Bank_7 = MapRoutes.DEFEND_Bank_6;
	MapRoutes.DEFEND_Bank_8 = MapRoutes.DEFEND_Bank_6;
	MapRoutes.DEFEND_Bank_9 = MapRoutes.DEFEND_Bank_6;
	MapRoutes.DEFEND_Bank_10 = MapRoutes.DEFEND_Bank_6;
	MapRoutes.DEFEND_Truck_Barrier1_7 = MapRoutes.DEFEND_Truck_Barrier1_6;
	MapRoutes.DEFEND_Truck_Barrier1_8 = MapRoutes.DEFEND_Truck_Barrier1_6;
	MapRoutes.DEFEND_Truck_Barrier1_9 = MapRoutes.DEFEND_Truck_Barrier1_6;
	MapRoutes.DEFEND_Truck_Barrier1_10 = MapRoutes.DEFEND_Truck_Barrier1_6;
	MapRoutes.AIRSTRIKE_bBarrier2_1 = MapRoutes.ATTACK_Tank_Barrier2_1;
	MapRoutes.AIRSTRIKE_bBarrier2_2 = MapRoutes.ATTACK_Tank_Barrier2_1;
	MapRoutes.PLANT_Command_Post = MapRoutes.BUILD_Command_Post;
	Util.Routes(MapRoutes);

	Util.MapDebugPrint("OnMapLoad" );
};


global OnBotJoin = function( bot )
{
	bot.TargetBreakableDist = 50.0;
};
