//==========================================================================================
//
//	lays_of_schwarzwald_b1.gm
//
//	Who                  	When		What
//------------------------------------------------------------------------------------------
//	maker@bigsighstudios.com	12 September 2018	Basic working script
//
//	TODO: attack/defend goals, routes, better game logic
//
//==========================================================================================
//

global Map =
{
	DefendingTeam = TEAM.AXIS,

	Switches =
	{
		SWITCH_Detonator =
		{
			Enabled = 0,
			WaypointName = "detonator",
			LimitBots = 1,
			LimitTeam = TEAM.ALLIES,
			LimitClass = 0, //(1<<CLASS.ENGINEER),
			Priority = 0.99,
		},
	},

	//Allies need to place 4 charges
	Exp_Counter = 0,
	Exp_Accum = function( )
	{
		Map.Exp_Counter += 1;
		if ( Map.Exp_Counter == 4 )
		{
			SetAvailableMapGoals( TEAM.ALLIES, 1, "BUILD_Detonator" );
		}
	},

	//Tank
	Tank_Built = function()
	{
		Util.MapDebugPrint( "Tank_Built" );
	},
	Tank_Damaged = function()
	{
		Util.MapDebugPrint( "Tank_Damaged" );
	},

	Tank_Barrier_Built = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, 1, "PLANT_Tank_Barrier" );
		SetAvailableMapGoals( TEAM.AXIS, 1, "BUILD_Command_Post" );
		Util.MapDebugPrint( "Tank_Barrier_Built" );
	},
	Tank_Barrier_Destroyed = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, 1, "BUILD_Command_Post" );
		Util.MapDebugPrint( "Tank_Barrier_Destroyed" );
	},

	Tunnel_Secure = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, 0, {
			"BUILD_Tank",
			"ESCORT_Tank",
		});
		SetAvailableMapGoals( TEAM.ALLIES, 1, {
			"FLAG_.*",
			"CAPPOINT_.*",
		});
		Util.MapDebugPrint( "Tunnel_Secure" );
	},

	//Detonator
	Detonator_Built = function()
	{
		//end round
		sleep(3);
		Map.Switches.SWITCH_Detonator.Enabled = 1;
		SetAvailableMapGoals( TEAM.ALLIES, 1, "SWITCH_Detonator" );
		Util.MapDebugPrint( "Detonator_Built" );
	},
	Detonator_Destroyed = function()
	{
		Util.MapDebugPrint( "Detonator_Destroyed" );
	},

	//Explosive 1
	expl_mat1_Taken = function()
	{
		Util.MapDebugPrint( "expl_mat1_Taken" );
	},
	expl_mat1_Returned = function()
	{
		Util.MapDebugPrint( "expl_mat1_Returned" );
	},
	expl_mat1_Secured = function()
	{
		Map.Exp_Accum();
		Util.MapDebugPrint( "expl_mat1_Secured" );
	},

	//Explosive 2
	expl_mat2_Taken = function()
	{
		Util.MapDebugPrint( "expl_mat2_Taken" );
	},
	expl_mat2_Returned = function()
	{
		Util.MapDebugPrint( "expl_mat2_Returned" );
	},
	expl_mat2_Secured = function()
	{
		Map.Exp_Accum();
		Util.MapDebugPrint( "expl_mat2_Secured" );
	},

	//Explosive 3
	expl_mat3_Taken = function()
	{
		Util.MapDebugPrint( "expl_mat3_Taken" );
	},
	expl_mat3_Returned = function()
	{
		Util.MapDebugPrint( "expl_mat3_Returned" );
	},
	expl_mat3_Secured = function()
	{
		Map.Exp_Accum();
		Util.MapDebugPrint( "expl_mat3_Secured" );
	},

	//Explosive 4
	expl_mat4_Taken = function()
	{
		Util.MapDebugPrint( "expl_mat4_Taken" );
	},
	expl_mat4_Returned = function()
	{
		Util.MapDebugPrint( "expl_mat4_Returned" );
	},
	expl_mat4_Secured = function()
	{
		Map.Exp_Accum();
		Util.MapDebugPrint( "expl_mat4_Secured" );
	},


	// Neutral Command Post
	CP_Owner = 0,
	CP_Dyno = 0,

	Set_CP = function(_p) // p = TEAM.ALLIES or TEAM.AXIS or 0 (unbuilt)
	{
		switch(_p)
		{
			case 0:
			{
				Map.CP_Owner = 0;
				SetAvailableMapGoals( TEAM.ALLIES, 1, "BUILD_Command_Post" );
				SetAvailableMapGoals( TEAM.ALLIES, 0, "PLANT_Command_Post" );
				SetAvailableMapGoals( TEAM.AXIS,   1, "BUILD_Command_Post" );
				SetAvailableMapGoals( TEAM.AXIS,   0, "PLANT_Command_Post" );
			}
			case TEAM.ALLIES:
			{
				Map.CP_Owner = TEAM.ALLIES;
				SetAvailableMapGoals( TEAM.ALLIES, 0, {
					"BUILD_Command_Post",
					"PLANT_Command_Post",
				});
				SetAvailableMapGoals( TEAM.AXIS,   1, "PLANT_Command_Post" );
				SetAvailableMapGoals( TEAM.AXIS,   0, "BUILD_Command_Post" );
			}
			case TEAM.AXIS:
			{
				Map.CP_Owner = TEAM.AXIS;
				SetAvailableMapGoals( TEAM.ALLIES, 0, "BUILD_Command_Post" );
				SetAvailableMapGoals( TEAM.ALLIES, 1, "PLANT_Command_Post" );
				SetAvailableMapGoals( TEAM.AXIS,   0, {
					"PLANT_Command_Post",
					"BUILD_Command_Post",
				});
			}
		}
		Util.MapDebugPrint("CP Owner: " + Map.CP_Owner );
	},
	Allied_CP_Built = function()
	{
		Map.Set_CP(TEAM.ALLIES);
		Util.MapDebugPrint( "Allied_CP_Built" );
	},
	Allied_CP_Destroyed = function()
	{
		Map.CP_Dyno = 0;
		Map.Set_CP(0);
		Util.MapDebugPrint( "Allied_CP_Destroyed" );
	},
	Axis_CP_Built = function()
	{
		Map.Set_CP(TEAM.AXIS);
		Util.MapDebugPrint( "Axis_CP_Built" );
	},
	Axis_CP_Destroyed = function()
	{
		Map.CP_Dyno = 0;
		Map.Set_CP(0);
		Util.MapDebugPrint( "Axis_CP_Destroyed" );
	},
	CP_Planted = function()
	{
		Map.CP_Dyno += 1;
		Util.MapDebugPrint( "CP_Planted" );
	},
	CP_Defused = function()
	{
		Map.CP_Dyno -= 1;
		Util.MapDebugPrint( "CP_Defused" );
	},

// Command Post END


};

global OnMapLoad = function()
{
	// Register callback functions

	OnTrigger( "^aThe tank has been repaired.", Map.Tank_Built );
	OnTrigger( "^aThe tank has been damaged.", Map.Tank_Damaged );

	OnTrigger( "^aTank Barrier has been constructed.", Map.Tank_Barrier_Built );
	OnTrigger( "MISSING_STRING", Map.Tank_Barrier_Destroyed );
	//"^aThe tank has passed the barrier!"

	//"^aThe tank is approaching to the Tunnel Gate!"
	//"^aTunnel gate has been destroyed!"
	//"^aAllies lost control over the Tunnel!" "^aAxis foward spawns are now available!"

	OnTrigger( "^aAllies have permanently secured the tunnel!", Map.Tunnel_Secure );
	//"^aAllies Have secured the Tunnel!"

	OnTrigger( "^aDynamite detonator has been constructed.", Map.Detonator_Built );
	OnTrigger( "MISSING_STRING", Map.Detonator_Destroyed );

	//Explosive 1
	OnTrigger( "^aExplosion Materials have been stolen!", Map.expl_mat1_Taken );
	OnTrigger( "^aExplosion Materials have been returned!", Map.expl_mat1_Returned );
	OnTrigger( "^aExplosion Materials have been delivered to Rocket Base!", Map.expl_mat1_Secured );

	//Explosive 2 same wm_announce as mat1
	OnTrigger( "MISSING_STRING", Map.expl_mat2_Taken );
	OnTrigger( "MISSING_STRING", Map.expl_mat2_Returned );
	OnTrigger( "MISSING_STRING", Map.expl_mat2_Secured );

	//Explosive 3 same wm_announce as mat1
	OnTrigger( "MISSING_STRING", Map.expl_mat3_Taken );
	OnTrigger( "MISSING_STRING", Map.expl_mat3_Returned );
	OnTrigger( "MISSING_STRING", Map.expl_mat3_Secured );

	//Explosive 4 same wm_announce as mat1
	OnTrigger( "MISSING_STRING", Map.expl_mat4_Taken );
	OnTrigger( "MISSING_STRING", Map.expl_mat4_Returned );
	OnTrigger( "MISSING_STRING", Map.expl_mat4_Secured );

	//"^aAllied team set up all explosion materials!"

	OnTrigger( "^aAllied Command Post constructed. Charge speed increased!",  Map.Allied_CP_Built );
	OnTrigger( "^aAxis team has destroyed the Allied Command Post!",          Map.Allied_CP_Destroyed );
	OnTrigger( "^aAxis Command Post constructed. Charge speed increased!",    Map.Axis_CP_Built );
	OnTrigger( "^aAllied team has destroyed the Axis Command Post!",          Map.Axis_CP_Destroyed );
	OnTrigger( "Planted at the Command Post.",                              Map.CP_Planted  );
	OnTrigger( "Defused at the Command Post.",                              Map.CP_Defused  );


	// Setup Map Start
	//--------------------------------------------------------------

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

	Util.UpdateSwitchData();

	//Allies -------------------------------------------------------
	SetAvailableMapGoals( TEAM.ALLIES, 1, {
		"ATTACK_.*",
		"BUILD_Tank",
		"ESCORT_Tank",
	});
	Util.SetMaxUsers( 4, "ESCORT_Tank" );

	//Axis ---------------------------------------------------------
	SetAvailableMapGoals( TEAM.AXIS, 1, {
		"DEFEND_.*",
		"BUILD_Tank_Barrier",
		"ESCORT_Tank",
	});

	//Common -------------------------------------------------------
	Util.LimitToClass( "PLANT_Command_Post", 0, 5 );

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

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


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