//==========================================================================================
//
//	Beta1 script
//
//	river_port.gm
//
//	Who                    	When		What
//------------------------------------------------------------------------------------------
//	^1{WeB}^7*^4GA^1NG$^4TA^7*	24 January 2016	Initial Script
//	SSF-Sage					21 November 2016 Adding tweaks and scripts
//	palota						14 April 2018	fixed unreachable goals and balcony mg42, script cleanup
//==========================================================================================
//

global Map =
{
	uboat = 0,

	M8_Greyhound_Built = function()
	{
		Util.MapDebugPrint( "M8_Greyhound_Built" );
	},

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

	MG_kit_available = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"BUILD_balcony_mg",
			"MOUNTMG42_balcony_mg",
			"REPAIRMG42_balcony_mg",
		});

		Util.MapDebugPrint( "MG_kit_available" );
	},

	Tank_on_bridge = function()
	{
		SetGoalPriority( "PLANT_Tank_Barrier", 0.91, TEAM.ALLIES );
		SetGoalPriority( "ESCORT_tank", 0.5, TEAM.ALLIES );

		Util.MapDebugPrint( "Tank_on_bridge" );
	},

	Anti_Tank_Gun_Destroyed = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"ESCORT_tank",
			"MOUNT_tank_allied",
			"BUILD_M8_Greyhound",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_allied_spawn" );
		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Tank_Barrier" );

		Util.SetMaxUsersInUse( 2, "ESCORT_tank" );
		Util.SetMaxUsersInProgress( 3, "ESCORT_tank" );

		Util.MapDebugPrint( "Anti_Tank_Gun_Destroyed" );
	},

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

	GoSub = function()
	{
		Util.DisableGoal("DEFEND_radio.*");
		Util.EnableGoal("ATTACK_Sub.*");
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Sub.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_Sub_[12]" );
	},

	secret_documents_Taken = function()
	{
		Map.docs = 1;
		if (Map.uboat){
			Map.GoSub();
		}
		Util.MapDebugPrint( "secret_documents_Taken" );
	},

	secret_documents_Returned = function()
	{
		Map.docs = 0;
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"DEFEND_radio_[456]",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_radio.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"ATTACK_Sub.*",
			"DEFEND_Sub.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ATTACK_Sub.*",
			"DEFEND_Sub_[12]",
		});

		Util.MapDebugPrint( "secret_documents_Returned" );
	},

	secret_documents_Secured = function()
	{
		Map.GoSub();
        SetAvailableMapGoals( TEAM.ALLIES, false, {
			"FLAG_secret_documents",
			"CAPPOINT_submarine",
        });
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_v2_allied" );

		Util.MapDebugPrint( "secret_documents_Secured" );
	},

	Tank_Passed_Barrier = function()
	{
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_radio_[123]",
		});

		SetGoalPriority( "DEFEND_radio_[123]", 0.51, TEAM.AXIS );
		SetGoalPriority( "ESCORT_tank", 0.79, TEAM.ALLIES );

		Util.MapDebugPrint( "Tank_Passed_Barrier" );
	},

	Headquarter_Entrance_Breached = function()
	{
		sleep(2);
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"ESCORT_tank",
			"MOUNT_tank_allied",
			"BUILD_M8_Greyhound",
			"DEFEND_Barrier.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"SWITCH_radio_1",
			"DEFEND_radio_[456]",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_radio_[456]",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Barrier.*",
		});

		SetGoalPriority( "DEFEND_radio_[123]", 0.5, TEAM.AXIS );

		Util.MapDebugPrint( "Headquarter_Entrance_Breached" );
	},

	Allies_Activate_Radio = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_radio_1" );
		SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_radio_1" );

		Util.MapDebugPrint( "Allies_Activate_Radio" );
	},

	Radio_Fragments_Received = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_radio_1" );
		SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_radio_1" );

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

		Util.MapDebugPrint( "Radio_Fragments_Received" );
	},

	Uboat_ready = function()
	{
		Map.uboat = 1;
		if (Map.docs){
			Map.GoSub();
		}
		SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_submarine" );

		OnTriggerRegion(AABB(-4681.062,-4513.892,305.411,-3679.704,-1542.785,759.561), RegionTrigger.DisableCombatMovement);

		Util.MapDebugPrint( "Uboat_ready" );
	},

	Axis_DeActivate_Radio = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_radio_1" );
		SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_radio_1" );

		Util.MapDebugPrint( "Axis_DeActivate_Radio" );
	},

	Allies_Activate_V2_Radio = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_V2_radio" );
		SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_V2_radio" );
		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_v2_axis" );

		Util.MapDebugPrint( "Allies_Activate_V2_Radio" );
	},

	Obj_Anti_Tank_Gun = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_tank" );

		Util.MapDebugPrint( "Obj_Anti_Tank_Gun " );
	},

	Axis_DeActivate_V2_Radio = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_V2_radio" );
		SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_V2_radio" );
		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_v2_axis" );

		Util.MapDebugPrint( "Axis_DeActivate_V2_Radio" );
	},

	Railway_Courtyard_Captured = function()
	{
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_Barrier_[12345]",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"PLANT_Tank_Barrier",
			"DEFEND_Barrier_[678]",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"DEFEND_Gun.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"DEFEND_Gun.*",
			"ATTACK_Gun.*",
			"BUILD_balcony_mg",
			"MOUNTMG42_balcony_mg",
			"REPAIRMG42_balcony_mg",
		});

		Util.MapDebugPrint( "Railway_Courtyard_Captured" );
	},

	V2_Deconstructed = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_V2_radio" );
		SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_V2_radio" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_v2_allied" );
		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_v2_axis" );

		Util.MapDebugPrint( "V2_Deconstructed" );
	},

	V2_Constructed = function()
	{
		SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_V2_radio" );
		SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_v2_allied" );
		SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_v2_axis" );

		Util.MapDebugPrint( "V2_Constructed" );
	},
};

global OnMapLoad = function()
{
	OnTrigger( "The M8 Greyhound has been repaired!", Map.M8_Greyhound_Built );
	OnTrigger( "Tank Barrier has been constructed.", Map.Tank_Barrier_Built );
	OnTrigger( "Allied team has destroyed the Anti-Tank Gun!", Map.Anti_Tank_Gun_Destroyed );
	OnTrigger( "Tank Barrier has been destroyed.", Map.Tank_Barrier_Destroyed );
	OnTrigger( "Allies have stolen V2 Launch Code!", Map.secret_documents_Taken );
	OnTrigger( "Axis have returned V2 Launch Code!", Map.secret_documents_Returned );
	OnTrigger( "Allied team secured the V2 Launch Code into the U-boat!", Map.secret_documents_Secured );
	OnTrigger( "Allied team passed the Tank Barrier!", Map.Tank_Passed_Barrier );
	OnTrigger( "Allies have breached the Headquarter Entrance!", Map.Headquarter_Entrance_Breached );
	OnTrigger( "Allies have started commanding the Axis U-boat to berth!", Map.Allies_Activate_Radio );
	OnTrigger( "^1Both ^wcommand fragments received!", Map.Radio_Fragments_Received );
	OnTrigger( "Axis have stopped Allies from transmitting code!", Map.Axis_DeActivate_Radio );
	OnTrigger( "Allies have started preparing the V2 Rocket... 20 seconds remaining!", Map.Allies_Activate_V2_Radio );
	OnTrigger( "Axis have prevented Allies from preparing the V2 Rocket!", Map.Axis_DeActivate_V2_Radio );
	OnTrigger( "^1Allied Objective: ^3Destroy the Anti-Tank Gun!", Map.Obj_Anti_Tank_Gun );
	OnTrigger( "Allied team has taken over the Railway Yard!", Map.Railway_Courtyard_Captured );
	OnTrigger( "Axis have deconstructed the V2 Launch Hack.", Map.V2_Deconstructed );
	OnTrigger( "V2 Launch Hack has been constructed.", Map.V2_Constructed );
	OnTrigger( "The U-boat is at the Port!", Map.Uboat_ready );
	OnTrigger( "The Tank is on the Bridge!", Map.Tank_on_bridge );
	OnTrigger( "The Balcony MG Nest Kit has been delivered!", Map.MG_kit_available );

	Util.DisableGoal(".*", true);
	Util.EnableGoal("AMMOCAB.*");
	Util.EnableGoal("HEALTHCAB.*");

	SetAvailableMapGoals( TEAM.AXIS, true, {
		"DEFEND_Gun.*",
	});

	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"BUILD_M8_Greyhound",
		"ESCORT_tank",
		"PLANT_Anti_Tank_Gun",
		"ATTACK_gun.*",
		"DEFEND_Gun_[145]",
	});

	SetGoalPriority( "BUILD_balcony_mg", 0.81, TEAM.ALLIES );

	Util.AddUsePoint( "PLANT_Anti_Tank_Gun", { Vec3(4177,-31,452), Vec3(4258,43,452), Vec3(4292,-124,452) });
	Util.AddUsePoint( "PLANT_Tank_Barrier", { Vec3(388,-1817,512), Vec3(378,-1677,497), Vec3(422,-1573,502), Vec3(350,-1423,494) });
	Util.AddUsePoint( "BUILD_balcony_mg", { Vec3(1617.585, 1033.916, 816.125) });
	Util.SetGoalOffset( -20, 20, -30, "MOUNTMG42_balcony_mg" );

	Util.SetMaxUsersInProgress( 2, "MOUNT_tank_allied" );
	Util.SetMaxUsers( 1, "ESCORT_tank" );
	Util.SetMaxUsersInProgress( 10, "SWITCH_.*" );

	Util.SetMaxUsers( 1, "BUILD_balcony_mg" );
	Util.SetMaxUsersInProgress( 1, "MOUNTMG42_balcony_mg" );

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

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

global InitializeRoutes = function()
{
	MapRoutes =
	{
		PLANT_Anti_Tank_Gun =
		{
			ROUTE_allied_spawn =
			{
				ROUTE_south_bridge = {},
				ROUTE_north_bridge =
				{
					Weight = 1.5,
				},
			},
		},
	 	ATTACK_Gun_1 =
		{
			ROUTE_allied_spawn =
			{
				ROUTE_south_bridge = {},
				ROUTE_north_bridge =
				{
					Weight = 2,
				},
			},
		},
		ATTACK_Gun_2 =
		{
			ROUTE_allied_spawn =
			{
				ROUTE_south_bridge = {},
				ROUTE_north_bridge =
				{
					Weight = 3,
				},
			},
		},

		DEFEND_Gun_1 =
		{
			ROUTE_allied_spawn =
			{
				ROUTE_south_bridge = {},
				ROUTE_uphill_side_route = {},
				ROUTE_north_bridge = {},
			},
		},

		PLANT_Tank_Barrier =
		{
			ROUTE_allied_2nd_spawn =
			{
				ROUTE_foot_bridge = {},
				ROUTE_main_bridge = {},
			},
		},

		DEFEND_Barrier_1 =
		{
			ROUTE_axis_2nd_spawn =
			{
				ROUTE_to_bridge_1 = {},
				ROUTE_to_bridge_2 =
				{
				Weight = 4,
					ROUTE_to_bridge_2a =
					{
						ROUTE_to_bridge_2b = {},
					},
				},
			},

			ROUTE_axis_2nd_spawn2 =
			{
				ROUTE_to_bridge_2a =
				{
					ROUTE_to_bridge_2b
				},
			},

		},

		DEFEND_radio_1 =
		{
			ROUTE_axis_3rd_spawn =
			{
				ROUTE_mansion_back = {},
				ROUTE_mansion_back_2 =
				{
					ROUTE_hq_front = {},
				},

				ROUTE_mansion_front =
				{
					Weight = 1.2,
					ROUTE_mansion_back_2 =
					{
						ROUTE_hq_front = {},
					},
					ROUTE_mansion_back_3 =
					{
						ROUTE_hq_road = {},
					},
				},
			},
		},

		DEFEND_radio_4 =
		{

			ROUTE_church_front =
			{
				ROUTE_hq_road =
				{
					ROUTE_hq_front = {},
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
				},
				ROUTE_main_road_side =
				{
					Weight = 1.2,
					ROUTE_hq_front = {},
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
					ROUTE_hq_river_side =
					{
						Weight = 1.5,
						ROUTE_hq_house_side =
						{
							ROUTE_hq_house_back = {},
						},
					},
				},
				ROUTE_hq_river =
				{
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
				},
			},
		},

		SWITCH_radio_1 =
		{
			ROUTE_axis_3rd_spawn =
			{
				ROUTE_mansion_back = {},
				ROUTE_mansion_back_2 =
				{
					ROUTE_hq_front = {},
				},

				ROUTE_mansion_front =
				{
					Weight = 1.2,
					ROUTE_mansion_back_2 =
					{
						ROUTE_hq_front = {},
					},
					ROUTE_mansion_back_3 =
					{
						ROUTE_hq_road = {},
					},
				},
			},

			ROUTE_church_front =
			{
				ROUTE_hq_road =
				{
					Weight = 2,
					ROUTE_hq_front = {},
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
				},
				ROUTE_main_road_side =
				{
					Weight = 2,
					ROUTE_hq_front = {},
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
				},

				ROUTE_hq_river_side =
				{
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
				},

				ROUTE_hq_river =
				{
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
				},
			},
		},

		FLAG_secret_documents =
		{
			ROUTE_church_front =
			{
				ROUTE_hq_road =
				{
					ROUTE_hq_front = {},
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
				},
				ROUTE_main_road_side =
				{
					Weight = 1.5,
					ROUTE_hq_front = {},
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
					ROUTE_hq_river_side =
					{
						Weight = 1.5,
						ROUTE_hq_house_side =
						{
							ROUTE_hq_house_back = {},
						},
					},
				},
				ROUTE_hq_river =
				{
					ROUTE_hq_house_side =
					{
						ROUTE_hq_house_back = {},
					},
				},
			},
		},

		CAPPOINT_submarine =
		{
			ROUTE_carry_flag =
			{
				ROUTE_hq_front =
				{
					ROUTE_mansion_back_3 = {},
					ROUTE_to_bridge_2a =
					{
						ROUTE_port_allied = {},
					},
					ROUTE_port_road_side =
					{
						ROUTE_port_allied = {},
					},
				},

				ROUTE_hq_house_side =
				{
					ROUTE_mansion_back_3 = {},
					ROUTE_to_bridge_2a =
					{
						ROUTE_port_allied = {},
					},
					ROUTE_port_road_side =
					{
						ROUTE_port_allied = {},
					},
					ROUTE_hq_river =
					{
						Weight = 2,
						ROUTE_to_bridge_2b =
						{
							ROUTE_port_allied = {},
						},
					},
				},
			},
		},

		DEFEND_Sub_1 =
		{
			//ROUTE_church_back =
			//{
			//	ROUTE_port_allied =
			//	{
			//		ROUTE_sub_tower = {},
			//		ROUTE_sub_door =
			//		{
			//			Weight = 2,
			//		},
			//	},
			//},
			ROUTE_axis_portside =
			{
				ROUTE_new_dock = {},
				ROUTE_old_dock =
				{
					Weight = 2,
				},
			},
		},

		DEFEND_Sub_3 =
		{
			ROUTE_axis_portside =
			{
				ROUTE_new_dock = {},
				ROUTE_old_dock =
				{
					Weight = 3,
				},
			},
		},
	};

	MapRoutes.DEFEND_Gun_4 = MapRoutes.DEFEND_Gun_1;
	MapRoutes.DEFEND_Gun_5 = MapRoutes.DEFEND_Gun_1;

	MapRoutes.DEFEND_Barrier_6 = MapRoutes.PLANT_Tank_Barrier;
	MapRoutes.DEFEND_Barrier_7 = MapRoutes.PLANT_Tank_Barrier;
	MapRoutes.DEFEND_Barrier_8 = MapRoutes.PLANT_Tank_Barrier;

	MapRoutes.DEFEND_Barrier_2 = MapRoutes.DEFEND_Barrier_1;
	MapRoutes.DEFEND_Barrier_3 = MapRoutes.DEFEND_Barrier_1;
	MapRoutes.DEFEND_Barrier_4 = MapRoutes.DEFEND_Barrier_1;
	MapRoutes.DEFEND_Barrier_5 = MapRoutes.DEFEND_Barrier_1;

	MapRoutes.DEFEND_radio_2 = MapRoutes.DEFEND_radio_1;
	MapRoutes.DEFEND_radio_3 = MapRoutes.DEFEND_radio_1;

	MapRoutes.DEFEND_radio_5 = MapRoutes.DEFEND_radio_4;
	MapRoutes.DEFEND_radio_6 = MapRoutes.DEFEND_radio_4;

	MapRoutes.DEFEND_Sub_2 = MapRoutes.DEFEND_Sub_1;
	MapRoutes.BUILD_v2_allied = MapRoutes.DEFEND_Sub_1;
	MapRoutes.Switch_v2_radio = MapRoutes.DEFEND_Sub_1;
	MapRoutes.ATTACK_Sub_1 = MapRoutes.DEFEND_Sub_1;
	MapRoutes.ATTACK_Sub_2 = MapRoutes.DEFEND_Sub_1;
	MapRoutes.BUILD_v2_allied = MapRoutes.DEFEND_Sub_1;
	MapRoutes.BUILD_v2_axis = MapRoutes.DEFEND_Sub_1;

	Util.Routes(MapRoutes);
};
