//==========================================================================================
//
//	reactor_final.gm
//
//	Who  	When		What
//------------------------------------------------------------------------------------------
//	^4Tardis	22 April 2011	Initial Script
//
//==========================================================================================
//

global Map =
{
	Coolant_Controls_Dyno = 0,
	East_Security_Door_Dyno = 0,
	West_Security_Door_Dyno = 0,

	Movers =
	{
		"MOVER_truck",
	},

	Navigation =
	{
		jump =
		{
			navigate = function( _this )
			{
				_this.Bot.PressButton(BTN.JUMP);
				_this.Bot.HoldButton(BTN.FORWARD, 12);
				_this.Bot.HoldButton(BTN.SPRINT, 12);
				sleep(10);

				Util.MapDebugPrint("Yee-Ha!");
			},
		},
	},

	FallbackTriggered = false,
	AxisFallBack =
	{
		Name = "AxisFallBack",
		TriggerOnClass = CLASS.COVERTOPS,
		OnEnter = function(ent)
		{
			// only for allied covert ops in disguise
			if ( Map.FallbackTriggered || !GetEntFlags(ent, ENTFLAG.DISGUISED) || GetEntTeam(ent) != TEAM.ALLIES ) {
				return;
			}

			Map.FallbackTriggered = true;

			// NOTE: they will not shift forward after they do this since it's highly likely
			// that humans will keep trying to exploit it.
			// spawn the axis engineers back to defend
			ETUtil.SuicideSpawn( TEAM.AXIS, 2, -1, CLASS.ENGINEER );
			SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Coolant_Controls" );
			// and defend the coolant
			SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_cool.*" );

		},
	},



	Coolant_Controls_Built = function()
	{

		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Coolant_Controls" );

		Util.MapDebugPrint( "Coolant_Controls_Built" );
	},

	Coolant_Controls_Planted = function()
	{
		Map.Coolant_Controls_Dyno += 1;
		Util.MapDebugPrint( "Coolant_Controls_Planted" );
	},

	Coolant_Controls_Defused = function()
	{
		Map.Coolant_Controls_Dyno -= 1;
		Util.MapDebugPrint( "Coolant_Controls_Defused" );
	},

	Coolant_Controls_Destroyed = function()
	{
		Map.Coolant_Controls_Dyno = 0;

		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Coolant_Controls" );

		Util.MapDebugPrint( "Coolant_Controls_Destroyed" );
	},

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

	East_Security_Door_Planted = function()
	{
		Map.East_Security_Door_Dyno += 1;

		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_east.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_east.*" );

		Util.MapDebugPrint( "East_Security_Door_Planted" );
	},

	East_Security_Door_Defused = function()
	{
		Map.East_Security_Door_Dyno -= 1;
		Util.MapDebugPrint( "East_Security_Door_Defused" );
	},

	East_Security_Door_Destroyed = function()
	{
		Map.East_Security_Door_Dyno = 0;

		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_east.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_east.*",
			"ATTACK_west.*",
		});

		Util.MapDebugPrint( "East_Security_Door_Destroyed" );
	},

	West_Security_Door_Planted = function()
	{
		Map.West_Security_Door_Dyno += 1;

		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_west.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_west.*" );

		Util.MapDebugPrint( "West_Security_Door_Planted" );
	},

	West_Security_Door_Defused = function()
	{
		Map.West_Security_Door_Dyno -= 1;
		Util.MapDebugPrint( "West_Security_Door_Defused" );
	},

	West_Security_Door_Destroyed = function()
	{
		Map.West_Security_Door_Dyno = 0;

		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_west.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_west.*",
			"ATTACK_east.*",
		});

		Util.MapDebugPrint( "West_Security_Door_Destroyed" );
	},

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

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

	gas_can_Secured = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"FLAG_gas_can",
			"CAPPOINT_50",
		});

		Util.MapDebugPrint( "gas_can_Secured" );
	},

	forward_spawn_Axis_Captured = function()
	{
		//Allies get the flag

		SetAvailableMapGoals( TEAM.ALLIES, true, "CHECKPOINT.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "CHECKPOINT.*" );

		Util.MapDebugPrint( "forward_spawn_Axis_Captured" );
	},

	forward_spawn_Allies_Captured = function()
	{
		//Axis get flag back
		SetAvailableMapGoals( TEAM.ALLIES, false, "CHECKPOINT.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "CHECKPOINT.*" );

		Util.MapDebugPrint( "forward_spawn_Allies_Captured" );
	},

	gate_destroyed = function()
	{
		//Attack & Defend flag room , Plant @ Security_Door's

		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Truck" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "CHECKPOINT.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"CHECKPOINT.*",
			"DEFEND_bunker.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"MOBILEMG42_flag",
			"DEFEND_flag.*",
			"ARTILLERY_D_.*",
			"ARTILLERY_S_.*",
			"CALLARTILLERY_.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "AIRSTRIKE_.*" );

		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"PLANT_East_Security_Door",
			"PLANT_West_Security_Door",
		});


		Util.MapDebugPrint( "gate_destroyed" );

	},

	bunker_Secured = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "CHECKPOINT.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"PLANT_Coolant_Controls",
			"ATTACK_cool.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CHECKPOINT.*",
			"DEFEND_bunker.*",
			"DEFEND_east.*",
			"DEFEND_west.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_cool.*",
			"BUILD_Coolant_Controls",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, "AIRSTRIKE_.*" );
		SetGoalPriority( "DEFUSE_East_Security_Door_.*", 0.0, TEAM.AXIS, CLASS.ENGINEER, true);
		SetGoalPriority( "DEFUSE_West_Security_Door_.*", 0.0, TEAM.AXIS, CLASS.ENGINEER, true);

		Util.MapDebugPrint( "bunker_Secured" );

	},

	tower_1_filled = function()
	{

		Map.tower_counter = -1;

		Util.MapDebugPrint( "tower_1_filled" );

	},

	tower_1_drained = function()
	{

		Map.tower_counter = +1;
		SetGoalPriority( "BUILD_Coolant_Controls", 1.0, TEAM.AXIS, CLASS.ENGINEER, true);
		Util.MapDebugPrint( "tower_1_drained" );

	},

	tower_2_filled = function()
	{

		Map.tower_counter = -1;

		Util.MapDebugPrint( "tower_2_filled" );

	},

	tower_2_drained = function()
	{

		Map.tower_counter = +1;
		SetGoalPriority( "BUILD_Coolant_Controls", 1.0, TEAM.AXIS, CLASS.ENGINEER, true);
		Util.MapDebugPrint( "tower_2_drained" );

	},

};

global OnMapLoad = function()
{
	// Register callback functions
	OnTrigger( "Coolant controls repaired.", Map.Coolant_Controls_Built );
	OnTrigger( "The Truck has been repaired", Map.Truck_Built );
	OnTrigger( "Planted at the Coolant_Controls", Map.Coolant_Controls_Planted );
	OnTrigger( "Planted at the East_Security_Door", Map.East_Security_Door_Planted );
	OnTrigger( "Planted at the West_Security_Door", Map.West_Security_Door_Planted );
	OnTrigger( "Defused at the Coolant_Controls", Map.Coolant_Controls_Defused );
	OnTrigger( "Defused at the East_Security_Door", Map.East_Security_Door_Defused );
	OnTrigger( "Defused at the West_Security_Door", Map.West_Security_Door_Defused );
	OnTrigger( "Coolant controls destroyed!!", Map.Coolant_Controls_Destroyed );
	OnTrigger( "East Security Door breached!!", Map.East_Security_Door_Destroyed );
	OnTrigger( "West Security Door breached!!", Map.West_Security_Door_Destroyed );
	OnTrigger( "The Allies have stolen the box of explosives", Map.gas_can_Taken );
	OnTrigger( "The Axis have recovered the box of explosives", Map.gas_can_Returned );
	OnTrigger( "The Allies have loaded the explosives onto the truck", Map.gas_can_Secured );
	OnTrigger( "Axis capture the Forward Bunker!", Map.forward_spawn_Axis_Captured );
	OnTrigger( "Allies capture the Forward Bunker!", Map.forward_spawn_Allies_Captured );
	OnTrigger("the truck has rammed the main gate", Map.gate_destroyed);
	OnTrigger("Allies have secured the forward bunker", Map.bunker_Secured );

	//coolant checks
	OnTrigger("Coolant tower 1 filled", Map.tower_1_filled );
	OnTrigger("Coolant tower 1 drained", Map.tower_1_drained );
	OnTrigger("Coolant tower 2 filled", Map.tower_2_filled );
	OnTrigger("Coolant tower 2 drained", Map.tower_2_drained );

	// detect covert ops sneaking through
	fallback = OnTriggerRegion(AABB(1353.482,502.898,1.125,1534.215,763.647,134.631), Map.AxisFallBack);
	fallback = OnTriggerRegion(AABB(-1181.563,285.738,1.125,-1009.880,532.499,115.547), Map.AxisFallBack);

	Util.SetGoalOffset( 30, 0, 0, "BUILD_Coolant_Controls" );

	Util.DisableGoal( ".*", true ); // all but routes
	//Start - ALLIES Get gas and repair truck
	//Start - Axis Stop gas and truck
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"BUILD_Truck",
		"FLAG_gas_can",
		"CAPPOINT_50",
	});
	SetAvailableMapGoals( TEAM.AXIS, true, {
		"DEFEND_flag.*",
		"MOBILEMG42_flag",
		"ARTILLERY_D_.*",
		"ARTILLERY_S_.*",
		"CALLARTILLERY_.*",
	});

	// Max users per goal
	Util.SetMaxUsers( 1, "DEFEND_.*" );
	Util.SetMaxUsers( 1, "GRENADE_.*" );
	Util.SetMaxUsers( 1, "MOUNTMG42_.*" );
	Util.SetMaxUsers( 2, "CHECKPOINT_.*" );
	Util.SetMaxUsers( 1, "PLANT_.*" );
	Util.SetMaxUsers( 2, "BUILD_.*" );

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

	Util.AddUseWp("PLANT_West_Security_Door", "west");
	Util.AddUseWp("PLANT_West_Security_Door", "west1");
	Util.AddUseWp("PLANT_East_Security_Door", "east");
	Util.AddUseWp("PLANT_East_Security_Door", "east1");


	//Map Routes
	MapRoutes =
	{
		CAPPOINT_50 =
		{
			ROUTE_can  =
			{
				ROUTE_can_1  =
				{
					ROUTE_can_2  =
					{
						ROUTE_can_3  =
						{
							ROUTE_can_4  =
							{
								ROUTE_can_5  =
								{
									ROUTE_can_6  =
									{
									},
								},
							},
						},
					},
				},
			},
			ROUTE_gas  =
			{
				ROUTE_gas_1  =
				{
					ROUTE_gas_2  =
					{
						ROUTE_gas_3  =
						{
							ROUTE_gas_4  =
							{
								ROUTE_gas_5  =
								{
								},
							},
						},
					},
				},
			},
		},
		PLANT_East_Security_Door =
		{
			ROUTE_flagsplit  =
			{
				ROUTE_east_1  =
				{
					ROUTE_east_2  =
					{
						ROUTE_east_3  =
						{
							ROUTE_east_4  =
							{
							},
						},
					},
				},
			},
		},
		PLANT_West_Security_Door =
		{
			ROUTE_flagsplit  =
			{
				ROUTE_west  =
				{
					ROUTE_west_1  =
					{
						ROUTE_west_2  =
						{
						},
					},
				},
			},
		},
		PLANT_Coolant_Controls =
		{
			ROUTE_flagsplit  =
			{
				Weight = 2,
				ROUTE_east_1  =
				{
					ROUTE_east_2  =
					{
						ROUTE_east_3  =
						{
							ROUTE_east_4  =
							{
								ROUTE_eastA  =
								{
									ROUTE_cool  =
									{
									},
								},
								ROUTE_eastB  =
								{
									ROUTE_cool  =
									{
									},
								},
							},
						},
					},
				},

				Weight = 2,
				ROUTE_west  =
				{
					ROUTE_west_1  =
					{
						ROUTE_west_2  =
						{
							ROUTE_westA  =
							{
								ROUTE_cool  =
								{
								},
							},
							ROUTE_westB  =
							{
								ROUTE_cool  =
								{
								},
							},
						},
					},
				},
			},
		},
		BUILD_Coolant_Controls =
		{
			ROUTE_outA  =
			{
				ROUTE_outA_1  =
				{
					ROUTE_outeast  =
					{
						ROUTE_outeast_1  =
						{
							ROUTE_outeast_2  =
							{
								ROUTE_eastA  =
								{
									ROUTE_cool  =
									{
									},
								},
								ROUTE_eastB  =
								{
									ROUTE_cool  =
									{
									},
								},
							},
						},
					},
					ROUTE_outwest  =
					{
						ROUTE_outwest_1  =
						{
							ROUTE_westA  =
							{
								ROUTE_cool  =
								{
								},
							},
							ROUTE_westB  =
							{
								ROUTE_cool  =
								{
								},
							},
						},
					},
				},
			},
			ROUTE_outC  =
			{
				ROUTE_outC_1  =
				{
					ROUTE_outC_2  =
					{
						ROUTE_cool  =
						{
						},
					},
				},
			},
			ROUTE_outB_1  =
			{
				ROUTE_outB  =
				{
					ROUTE_outeast  =
					{
						ROUTE_outeast_1  =
						{
							ROUTE_outeast_2  =
							{
								ROUTE_eastA  =
								{
									ROUTE_cool  =
									{
									},
								},
								ROUTE_eastB  =
								{
									ROUTE_cool  =
									{
									},
								},
							},
						},
					},
					ROUTE_outwest  =
					{
						ROUTE_outwest_1  =
						{
							ROUTE_westA  =
							{
								ROUTE_cool  =
								{
								},
							},
							ROUTE_westB  =
							{
								ROUTE_cool  =
								{
								},
							},
						},
					},
				},
			},
		},
	};

	MapRoutes.ATTACK_cool = MapRoutes.PLANT_Coolant_Controls;
	MapRoutes.ATTACK_cool_1 = MapRoutes.PLANT_Coolant_Controls;
	MapRoutes.ATTACK_cool_2 = MapRoutes.PLANT_Coolant_Controls;
	MapRoutes.ATTACK_cool_3 = MapRoutes.PLANT_Coolant_Controls;
	MapRoutes.ATTACK_cool_4 = MapRoutes.PLANT_Coolant_Controls;
	MapRoutes.ATTACK_cool_5 = MapRoutes.PLANT_Coolant_Controls;

	MapRoutes.ATTACK_east = MapRoutes.PLANT_East_Security_Door;
	MapRoutes.ATTACK_east_1 = MapRoutes.PLANT_East_Security_Door;
	MapRoutes.ATTACK_east_2 = MapRoutes.PLANT_East_Security_Door;

	MapRoutes.ATTACK_west = MapRoutes.PLANT_Wast_Security_Door;
	MapRoutes.ATTACK_west_1 = MapRoutes.PLANT_Wast_Security_Door;
	MapRoutes.ATTACK_west_2 = MapRoutes.PLANT_Wast_Security_Door;

	MapRoutes.DEFEND_cool = MapRoutes.BUILD_Coolant_Controls;
	MapRoutes.DEFEND_cool_1 = MapRoutes.BUILD_Coolant_Controls;
	MapRoutes.DEFEND_cool_2 = MapRoutes.BUILD_Coolant_Controls;
	MapRoutes.DEFEND_cool_4 = MapRoutes.BUILD_Coolant_Controls;
	MapRoutes.DEFEND_cool_5 = MapRoutes.BUILD_Coolant_Controls;
	MapRoutes.DEFEND_cool_6 = MapRoutes.BUILD_Coolant_Controls;
	MapRoutes.DEFEND_cool_7 = MapRoutes.BUILD_Coolant_Controls;
	MapRoutes.DEFEND_cool_8 = MapRoutes.BUILD_Coolant_Controls;
	MapRoutes.DEFEND_cool_9 = MapRoutes.BUILD_Coolant_Controls;

	MapRoutes.DEFEND_west = MapRoutes.DEFUSE_West_Security_Door;
	MapRoutes.DEFEND_west_1 = MapRoutes.DEFUSE_West_Security_Door;
	MapRoutes.DEFEND_west_2 = MapRoutes.DEFUSE_West_Security_Door;
	MapRoutes.DEFEND_west_3 = MapRoutes.DEFUSE_West_Security_Door;

	MapRoutes.DEFEND_east = MapRoutes.DEFUSE_East_Security_Door;
	MapRoutes.DEFEND_east_1 = MapRoutes.DEFUSE_East_Security_Door;
	MapRoutes.DEFEND_east_2 = MapRoutes.DEFUSE_East_Security_Door;
	MapRoutes.DEFEND_east_3 = MapRoutes.DEFUSE_East_Security_Door;
	MapRoutes.DEFEND_east_4 = MapRoutes.DEFUSE_East_Security_Door;

	Util.Routes(MapRoutes);

	Util.FixMoverPos("truck", Vec3(-1294.500, -2487.000, 367.500), Vec3(-1438.000, -2488.000, 313.000));

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

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