//==========================================================================================
//
//	vs_radar_camp_b4.gm
//
//	Who	When		What
//------------------------------------------------------------------------------------------
//	MickyP	27 January 2013	Initial Script
//
//==========================================================================================
//
// To Do
// Routes
// Replace or improve garage backdoor goal dection
// Allow bots to exploit back door
// Sort top garage entry/exit for axis bots
//
global Map =
{
	ShowMovers = true,

	TankAtB1 = 0,
	B1Built = 0,
	TankAtB2 = 0,
	B2Built = 0,
	PlayersAtDoor = 0,
	PlayersInGarage = 0,
	Tank_Back_Door_Open = 0,
	Tank_Stolen = 0,
	grate1 = false,
	grate2 = false,

	Movers =
	{
	"MOVER_fence",
	},

	Navigation =
	{
		longjump =
		{
			navigate = function(_this)
			{
				_this.Bot.HoldButton(BTN.FORWARD, 1.2);
				sleep(2);
			},
		},
		grate1 =
		{
			navigate = function(_this)
			{
				if ( !Map.grate1 )
				{
					_this.AddWeaponRequest( WEAPON.KNIFE );
					_this.BlockForWeaponChange( WEAPON.KNIFE );

					while( !Map.grate1 )
					{
						_this.Bot.HoldButton(BTN.ATTACK1, 0.25);
 						yield();
					}
				}
				sleep(1);
			},
		},

		grate2 =
		{
			navigate = function(_this)
			{
				if ( !Map.grate2 )
				{
					_this.AddWeaponRequest( WEAPON.KNIFE );
					_this.BlockForWeaponChange( WEAPON.KNIFE );
					while( !Map.grate2 )
					{
						_this.AddAimRequest(Priority.High, "position", Vector3(-1925,-2886,432));
						_this.Bot.HoldButton(BTN.ATTACK1, 0.25);
						_this.Bot.HoldButton(BTN.CROUCH, 0.25);
						yield();
					}
				}
				sleep(1);
			},
		},
	},

	Lift_Trigger =
	{

		Name = "Door_Trigger",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			Map.Switches.lift.Enabled = false;
		},
		OnExit = function(ent)
		{
			Map.Switches.lift.Enabled = true;
		},
	},

	Switches =
	{
		lift =
		{
			Enabled = true,
			Priority = 0,
			WaypointName = "liftswitch",
			Timeout = 2000,
			AimPosition = Vec3(-2031.875,-3850.664,340.540),
		},
	},

	Door_Trigger =
	{

		Name = "Door_Trigger",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
			if( Map.PlayersAtDoor == 0 )
				{
				Map.DoorTraceLineThreadId = thread(Map.DoorTraceLineThread);
				}
			Map.PlayersAtDoor += 1;
//			Util.MapDebugPrint( "Door_Trigger_Enter" );
		},
		OnExit = function(ent)
		{
			Map.PlayersAtDoor -= 1;
			if( Map.PlayersAtDoor == 0 )
				{
				threadKill(Map.DoorTraceLineThreadId);
				}
//			Util.MapDebugPrint( "Door_Trigger_Exit" );
		},
	},

	DoorTraceLineThread = function()
	{
	// two map coordinates:
	start = Vector3(-2055.000, -1960.000, 195.000);
	end = Vector3(-2060.000, -1960.000, 195.000);
	while (1)
		{
		tr = TraceLine(start, end, null, TRACE.SHOT, 0, false);
		// The tr.fraction value tells us of a collision or not.
		// If it's 1, there was no  collision. If less than 1 there was a collision.
		if(tr.fraction < 1)
			{
//			print("Door_Broken"); // For Debugging only
			DrawDebugLine(start, end, COLOR.RED, 2);
			Wp.SetWaypointFlag( "GarageDoor", "closed", true );
			SetAvailableMapGoals( TEAM.AXIS, false, "GRENADE_Door.*" );
			SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank_Back_Door" );
			}
		else
			{
//			print("Door_Built");// For Debugging only
			DrawDebugLine(start, end, COLOR.GREEN, 2);
			Wp.SetWaypointFlag( "GarageDoor", "closed", false );
			SetAvailableMapGoals( TEAM.AXIS, true, "GRENADE_Door.*" );
			SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank_Back_Door" );
			}
		sleep(2);
		}
	},

	In_Garage =
	{

		Name = "In_Garage",
		TriggerOnClass = CLASS.ANYPLAYER,
		OnEnter = function(ent)
		{
		if( GetEntTeam(ent) == TEAM.ALLIES )
			{
				Map.PlayersInGarage += 1;
				SetGoalRole("GRENADE_Door", ROLE.AMBUSHER); // Don't have Axis locking Allies inside
//				Util.MapDebugPrint( "In_Garage_Enter" );
			}
		},
		OnExit = function(ent)
		{
		if( GetEntTeam(ent) == TEAM.ALLIES )
			{
				Map.PlayersInGarage -= 1;
					if( Map.PlayersAtDoor == 0 )
					{
						ClearGoalRole("GRENADE_Door", ROLE.AMBUSHER);
					}
			}
//			Util.MapDebugPrint( "In_Garage_Exit" );
		},
	},

	Tank_Depot_Gate_Destroyed = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"Build_Tank",
			"MOUNT_Tank",
		});
		DeleteTriggerRegion("InGarage");
		Map.PlayersInGarage = 0;

		Util.MapDebugPrint( "Tank_Depot_Gate_Destroyed" );
	},

	vehicle_at_location = function()
	{
		switch(Map.VehicleLocation)
		{
			case 1:
			{
				Map.Tank_Stolen();
			}
			case 2:
			{
				Map.Tank_At_Barrier_1();
			}
			case 3:
			{
				Map.Tank_Past_Barrier_1();
			}
			case 4:
			{
				Map.Tank_At_Barrier_2();
			}
			case 5:
			{
				Map.Tank_Past_Barrier_2();
			}
		}
	},

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

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

	Tank_Stolen = function()
	{
		Map.Tank_Stolen = 1;
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Garage.*",
			"GRENADE_Door.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Barrier_One.*" );

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"BUILD_Tank_Back_Door",
			"ATTACK_Garage.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"ATTACK_Barrier_One.*",
			"MOUNTMG42_Barrier_One",
			"REPAIRMG42_Barrier_One",
			"PLANT_Tank_Barrier_1",
		});

		// Disable everyting todo with garage back door
		Map.PlayersAtDoor = 0;
		threadKill(Map.DoorTraceLineThreadId);
		DeleteTriggerRegion("TankDoor");
		Wp.SetWaypointFlag( "GarageDoor", "closed", true );
		Util.SetRoleForGroup("Garage", ROLE.AMBUSHER); // role so bots will not use
		SetAvailableMapGoals( TEAM.AXIS, false, "GRENADE_Door.*" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank_Back_Door" );

		Util.MapDebugPrint( "Tank_Stolen" );
	},

	Tank_Barrier_1_Built  = function()
	{
		Map.B1Built = 1;

		if ( Map.TankAtB1 == 1 )
			{
				SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" );
			}

		Util.MapDebugPrint( "Tank_Barrier_1_Built" );
	},

	Tank_Barrier_1_Destroyed = function()
	{
		Map.B1Built = 0;

		if ( Map.TankAtB1 == 1 )
			{
				SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" );
			}

		Util.MapDebugPrint( "Tank_Barrier_1_Destroyed" );
	},

	Tank_At_Barrier_1 = function()
	{
		Map.TankAtB1 = 1;

		if ( Map.B1Built == 1 )
			{
				SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" );
			}

		Util.MapDebugPrint( "Tank_At_Barrier_1" );
	},

	Tank_Past_Barrier_1 = function()
	{
		Map.TankAtB1 = 0;

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"PLANT_Tank_Barrier_1",
			"ATTACK_Barrier_One.*",
			"MOUNTMG42_Barrier_One",
			"REPAIRMG42_Barrier_One",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"ATTACK_Barrier_Two.*",
			"MOUNTMG42_Barrier_2",
			"REPAIRMG42_Barrier_2",
		});



		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Tank_Barrier_1",
			"DEFEND_Barrier_One.*",
			"PLANT_Marines_Command_Center",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_Barrier_Two.*",
			"MOUNTMG42_Barrier_1",
			"REPAIRMG42_Barrier_1",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Tank_Barrier_1" );

		Util.MapDebugPrint( "Tank_Past_Barrier_1" );

	},
	Radar_Door_Destroyed= function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_Radar" );

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"MOUNTMG42_Barrier_1",
			"REPAIRMG42_Barrier_1",
		});

		Util.MapDebugPrint( "Radar_Door_Destroyed" );
	},

	Tank_Barrier_2_Built = function()
	{
		Map.B2Built = 1;

		if ( Map.TankAtB2 == 1 )
			{
				SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" );
			}

		Util.MapDebugPrint( "Tank_Barrier_2_Built" );
	},

	Tank_Barrier_2_Destroyed = function()
	{
		Map.B2Built = 0;

		if ( Map.TankAtB2 == 1 )
			{
				SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" );
			}

		Util.MapDebugPrint( "Tank_Barrier_2_Destroyed" );
	},

	Tank_At_Barrier_2 = function()
	{
		Map.TankAtB2 = 1;

		if ( Map.B2Built == 1 )
			{
				SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" );
			}

		Util.MapDebugPrint( "Tank_At_Barrier_2" );
	},

	Tank_Past_Barrier_2 = function()
	{
		Map.TankAtB2 = 0;

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_Barrier_Two.*",
			"MOUNTMG42_Barrier_2",
			"REPAIRMG42_Barrier_2",
		});

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Tank_Barrier_2",
			"DEFEND_Barrier_Two.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Entry.*" );

		Util.MapDebugPrint( "Tank_Past_Barrier_2" );
	},

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

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

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

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

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

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

	Marines_Grappling_Hooks_Built = function()
	{
		Wp.SetWaypointFlag( "Hooks", "closed", false );

		Util.MapDebugPrint( "Marines_Grappling_Hooks_Built" );
	},

	Marines_Grappling_Hooks_Destroyed = function()
	{
		Wp.SetWaypointFlag( "Hooks", "closed", true );

		Util.MapDebugPrint( "Marines_Grappling_Hooks_Destroyed" );
	},

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

	Vietcongs_Side_Wall_Destroyed = function()
	{
		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Wood_Barrier" );
		Util.MapDebugPrint( "Vietcongs_Side_Wall_Destroyed" );
	},

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

	Coordinates_Door_Destroyed = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"Build_Tank",
			"Mount_Tank",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "FLAG_Vietcong_Base_Coordinates" );

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

		Util.MapDebugPrint( "Coordinates_Door_Destroyed" );
	},


	Vietcong_Base_Coordinates_Taken = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"DEFEND_Radar.*",
			"MOUNTMG42_Dropoff",
			"REPAIRMG42_Dropoff",
		});

		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_Radar.*",
			"MOUNTMG42_Dropoff",
			"REPAIRMG42_Dropoff",
		});
		Util.MapDebugPrint( "Vietcong_Base_Coordinates_Taken" );
	},

	Vietcong_Base_Coordinates_Returned = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"DEFEND_Radar.*",
			"MOUNTMG42_Dropoff",
			"REPAIRMG42_Dropoff",
		});

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Radar.*",
			"MOUNTMG42_Dropoff",
			"REPAIRMG42_Dropoff",
		});

		Util.MapDebugPrint( "Vietcong_Base_Coordinates_Returned" );
	},

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

	Grate_1_Broken = function()
	{
		Map.grate1 = true;
		Util.MapDebugPrint( "Grate_1_Broken" );
	},

	Grate_2_Broken = function()
	{
		Map.grate2 = true;
		Util.MapDebugPrint( "Grate_1_Broken" );
	},


};

global OnMapLoad = function()
{
	Lift = OnTriggerRegion(AABB(-2879.134,-2315.820,131.125,-2559.125,-2271.143,209.773), Map.Lift_Trigger);
	TankDoor = OnTriggerRegion(AABB(-2277.477,-1959.875,138.125,-1847.125,-1644.014,212.125),Map.Door_Trigger);
	Garage = OnTriggerRegion(AABB(-2944.875,-2240.875,131.125,-1994.087,-1799.125,450.874), Map.In_Garage);
	OnTrigger( "Marines have destroyed the Tank Depot Gate!", Map.Tank_Depot_Gate_Destroyed );
	OnTrigger( "The Tank has been repaired!", Map.Tank_Built );
	OnTrigger( "The Tank has been damaged!", Map.Tank_Destroyed );
	TankStolen = OnTriggerRegion(AABB(-2854.029,-2532.982,131.125,-2551.058,-2483.910,211.610), RegionTrigger.VehicleTrigger);
	OnTrigger( "tank at location", Map.vehicle_at_location );
	OnTrigger( "Tank Barrier #1 has been constructed.", Map.Tank_Barrier_1_Built );
	AtB1	= OnTriggerRegion(AABB(-2204.771,-3616.917,129.125,-2144.033,-3261.990,217.769),RegionTrigger.VehicleTrigger);
	OnTrigger( "Tank Barrier #1 has been destroyed.", Map.Tank_Barrier_1_Destroyed );
	PastB1	= OnTriggerRegion(AABB(-2159.322,-3561.396,129.125,-2115.007,-3227.116,203.125),RegionTrigger.VehicleTrigger);
	AtB2	= OnTriggerRegion(AABB(-382.374,-2114.458,129.125,-48.552,-2073.519,203.125),	RegionTrigger.VehicleTrigger);
	OnTrigger( "Tank Barrier #2 has been constructed.", Map.Tank_Barrier_2_Built );
	OnTrigger( "Tank Barrier #2 has been destroyed.", Map.Tank_Barrier_2_Destroyed );
	PastB2	= OnTriggerRegion(AABB(-388.235,-2064.139,129.125,-55.955,-1987.753,248.962),	RegionTrigger.VehicleTrigger);
	OnTrigger( "Marines shoted the Grappling Hooks!", Map.Marines_Grappling_Hooks_Built );
	OnTrigger( "Marines Grappling Hooks have been destroyed!", Map.Marines_Grappling_Hooks_Destroyed );
	OnTrigger( "Marines have destroyed the Vietcongs Side Wall!", Map.Vietcongs_Side_Wall_Destroyed );
	OnTrigger( "Marines have destroyed the Radar Door!!", Map.Radar_Door_Destroyed );
	OnTrigger( "Marines have breached the Coordinates Security Room!!", Map.Coordinates_Door_Destroyed );

	OnTrigger( "The Wood Barrier has been constructed!", Map.Wood_Barrier_Built );
	OnTrigger( "The Wood Barrier has been destroyed!", Map.Wood_Barrier_Destroyed );

	OnTrigger( "The Bunker fence has been constructed!", Map.Bunker_fence_Built );
	OnTrigger( "The Bunker fence has been destroyed!", Map.Bunker_fence_Destroyed );

	OnTrigger( "Allies have stolen the Vietcong Base Coordinates!", Map.Vietcong_Base_Coordinates_Taken );
	OnTrigger( "Flag returned Vietcong Base Coordinates!", Map.Vietcong_Base_Coordinates_Returned );
	OnTrigger( "Marines team has transmitted the Vietcongs Base Coordinates!", Map.Vietcong_Base_Coordinates_Secured );

	OnTrigger( "Marines have fortified the Command Center", Map.Marines_Command_Center_Built );
	OnTrigger( "Vietcongs have destroyed the Marines Command Center", Map.Marines_Command_Center_Destroyed );
	OnTrigger( "Vietcongs Command Post constructed. Charge speed increased!", Map.Vietcongs_Command_Post_Built );
	OnTrigger( "Marines team has destroyed the Axis Command Post!", Map.Vietcongs_Command_Post_Destroyed );

	OnTrigger( "GRENADE_Grate_1 Exploded.", Map.Grate_1_Broken );
	OnTrigger( "GRENADE_Grate_2 Exploded.", Map.Grate_2_Broken );

	Wp.SetWaypointFlag( "GarageDoor", "closed", true );
	Wp.SetWaypointFlag( "Hooks", "closed", true );


	Util.DisableGoal( ".*", true ); // all but routes
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"BUILD_Tank_Back_Door",
		"PLANT_Tank_Depot_Gate.*",
		"BUILD_Marines_Command_Center",
		"ATTACK_Garage.*",
	});

	SetAvailableMapGoals( TEAM.AXIS, true, {
		"DEFEND_Garage.*",
		"BUILD_Tank_Barrier_1",
		"BUILD_Tank_Barrier_2",
		"BUILD_Vietcongs_Command_Post",
		"PLANT_Marines_Command_Center",
		"PLANT_Marines_Command_Center",
	});

	// Max users per goal
	Util.SetMaxUsers( 1, "DEFEND_.*" );
	Util.SetMaxUsers( 1, "GRENADE_.*" );
	Util.SetMaxUsers( 1, "MOUNTMG42_.*" );
	Util.SetMaxUsers( 1, "BUILD_Marines_Command_Center" );
	Util.SetMaxUsers( 1, "BUILD_Tank_Back_Door" );
	Util.SetMaxUsers( 1, "PLANT_Marines_Command_Center" );

	SetGoalPriority( "PLANT_Tank_Barrier_1", 0.82, TEAM.ALLIES );
	SetGoalPriority( "BUILD_Tank_Barrier_1", 0.91, TEAM.AXIS );
	SetGoalPriority( "BUILD_Marines_Command_Center", 0.79, TEAM.ALLIES );
	SetGoalPriority( "BUILD_Bunker_fence", 0.7, TEAM.AXIS ); // Not a important goal
	SetGoalPriority( "PLANT_Bunker_fence", 0.7, TEAM.ALLIES ); // Not a important goal
	SetGoalPriority( "BUILD_Vietcongs_Command_Post", 0.80, TEAM.AXIS );
	SetGoalPriority( "DEFEND_Radar", 0.52, 0, 0 ); // Higher to override other current goals
	SetGoalPriority( "BUILD_Wood_Barrier", 0.92, 0, 0 ); // Higher incase of sneaky player
	SetGoalPriority( "PLANT_Vietcongs_Command_Post", 0.80, TEAM.ALLIES, CLASS.ENGINEER, true );

	Util.ClearRoleForGroup("Garage", ROLE.AMBUSHER);

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

	Util.UpdateSwitchData();

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

global OnBotJoin = function( bot )
{
	bot.IgnoreTarget(Map.Movers);
};
