//****************************************************************************//
// Map Script by [ETC]=ALICEINCHAINS=
// Last updated: 04-03-2010
// For each stage of the map a maximum of 10 attack/defend spots have been defined
// As such it is not recommended to play this version with more than 20 bots at any time
// TODO: No snipe, arty, artillery spots yet.
// TODO: Check routing, stuckage locations.
// TODO: Create additional facings for camp spots where needed.
//****************************************************************************//

global Map =
{
	Switches =
	{
		Open_Safe =
		{
			Enabled = true,
			Priority = 0.0,
			WaypointName = "safe_open",
			LimitTeam = 0, // Not reachable yet
			LimitBots = 2,
			LimitDistance = 1200,
		},

		Close_Safe =
		{
			Enabled = true,
			Priority = 0.0,
			WaypointName = "safe_close",
			LimitTeam = 0, // Not reachable yet
			LimitBots = 2,
			LimitDistance = 1200,
		},

		open_bankdoor = // setproperty pathtrough changes capital letters to lower case
		{
			Enabled = false,
			Priority = 0.0,
			WaypointName = "bank_exit",
			LimitTeam = (1<<TEAM.AXIS),
			LimitBots = 1,
			AimPosition = Vector3(-126.125,457.898,54.547),
			Wait = function()
			{
				// wait until it starts to open. this should make them react faster than
				// sleeping x amount
				while( Map.BankDoor_Status != 1 ) {
					yield();
					return false;
				}

				return true;
			},
		},
	},

	// First Stage
	Tank_Status = 0, // Initially not repaired
	Tank_Bridge_Status = 0, // Initially not built

	// Second Stage
	Tank_Near_Bridge = false,
	Tank_Near_Towngate = false,
	Towngate_Status = 1, // No access

	// Third Stage
	East_Gate_Status = 1, // Not destroyed yet
	Bank_Status = 1, // Locked up tight

	// Fourth Stage
	SafeDoor_Status = 1, // Closed
	BankDoor_Status = 0, // Doesn't exist yet
	Gold_Stolen = false, // Still safe

	// Dynamite counters
	Allied_Command_Post_Dyno = 0,
	Axis_Command_Post_Dyno = 0,
	Back_Door_Dyno = 0,
	Backdoors_barricade_Dyno = 0,
	Banks_barricade_Dyno = 0,
	Banks_entrance_Dyno = 0,
	East_Gate_Dyno = 0,
	North_Markets_MG_nest_Dyno = 0,
	Tank_Defences_Bridge_Dyno = 0,
	Villa_Courtyards_Gate_Dyno = 0,
	Wire_Swing_Gate_Dyno = 0,

	Ammo_Cabinet_ammo1 = "AMMOCAB_ammo1",
	Ammo_Cabinet_ammo2 = "AMMOCAB_ammo2",
	Health_Cabinet_health1 = "HEALTHCAB_health1",
	Health_Cabinet_health2 = "HEALTHCAB_health2",
	Flag_case1 = "FLAG_case1", // Gold
	Flag_case2 = "FLAG_case2", // Keycard
	Cappoint_deliver_Gold = "CAPPOINT_deliver_Gold", // Gold
	Cappoint_364 = "CAPPOINT_364", // Keycard
	Build_Allied_Command_Post = "BUILD_Allied_Command_Post",
	Build_Axis_Command_Post = "BUILD_Axis_Command_Post",
	Build_Backdoors_barricade = "BUILD_Backdoors_barricade",
	Build_Banks_barricade = "BUILD_Banks_barricade",
	Build_North_Markets_MG_nest = "BUILD_North_Markets_MG_nest",
	Build_Tank = "BUILD_Tank",
	Build_Tank_Defences_Bridge = "BUILD_Tank_Defences_Bridge",
	Build_Villa_Courtyards_Gate = "BUILD_Villa_Courtyards_Gate",
	Build_Wire_Swing_Gate = "BUILD_Wire_Swing_Gate",
	Plant_Allied_Command_Post = "PLANT_Allied_Command_Post",
	Plant_Axis_Command_Post = "PLANT_Axis_Command_Post",
	Plant_Back_Door = "PLANT_Back_Door",
	Plant_Backdoors_barricade = "PLANT_Backdoors_barricade",
	Plant_Banks_barricade = "PLANT_Banks_barricade",
	Plant_Banks_entrance = "PLANT_Banks_entrance",
	Plant_East_Gate = "PLANT_East_Gate",
	Plant_North_Markets_MG_nest = "PLANT_North_Markets_MG_nest",
	Plant_Tank_Defences_Bridge = "PLANT_Tank_Defences_Bridge",
	Plant_Villa_Courtyards_Gate = "PLANT_Villa_Courtyards_Gate",
	Plant_Wire_Swing_Gate = "PLANT_Wire_Swing_Gate",
	Mount_North_Markets_MG_nest = "MOUNTMG42_North_Markets_MG_nest",
	Repair_North_Markets_MG_nest = "REPAIRMG42_North_Markets_MG_nest",
	Mover_tank = "MOVER_tank",

	Mobile_MG42_Axis_TankDefense_MG42_1 = "MOBILEMG42_Axis_TankDefense_MG42_1",
	Mobile_MG42_Axis_TankDefense_MG42_2 = "MOBILEMG42_Axis_TankDefense_MG42_2",
	Mobile_MG42_Axis_TownGate_MG42_1 = "MOBILEMG42_Axis_TownGate_MG42_1",
	Mobile_MG42_Axis_TownGate_MG42_2 = "MOBILEMG42_Axis_TownGate_MG42_2",
	Mobile_MG42_Axis_Keycard_MG42_1 = "MOBILEMG42_Axis_Keycard_MG42_1",
	Mobile_MG42_Axis_Bank_MG42_1 = "MOBILEMG42_Axis_Bank_MG42_1",

	Allied_Command_Post_Built = function( trigger )
	{
		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Build_Allied_Command_Post );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Plant_Allied_Command_Post );

		Util.MapDebugPrint( "Allied_Command_Post_Built" );
	},

	Axis_Command_Post_Built = function( trigger )
	{
		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Axis_Command_Post );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Build_Axis_Command_Post);

		Util.MapDebugPrint( "Axis_Command_Post_Built" );
	},

	Backdoors_barricade_Built = function( trigger )
	{
		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Backdoors_barricade );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Build_Backdoors_barricade );

		Util.MapDebugPrint( "Backdoors_barricade_Built" );
	},

	Banks_barricade_Built = function( trigger )
	{
		Map.Switches.open_bankdoor.Enabled = true;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_Open_Safe" );
		SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Banks_barricade );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Build_Banks_barricade );

		Util.MapDebugPrint( "Banks_barricade_Built" );
	},

	North_Markets_MG_nest_Built = function( trigger )
	{
		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_North_Markets_MG_nest );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Build_North_Markets_MG_nest );

		Util.MapDebugPrint( "North_Markets_MG_nest_Built" );
	},

	Tank_Built = function( trigger )
	{
		Map.Tank_Status = 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Build_Tank );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_Tank" );

		Util.MapDebugPrint( "Tank_Built" );
	},

	Tank_Defences_Bridge_Built = function( trigger )
	{
		Map.Tank_Bridge_Status = 1;

		Wp.SetWaypointFlag( "bridgeStart", "closed", true );
		Wp.SetWaypointFlag( "bridgeEnd", "closed", true );

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Build_Tank_Defences_Bridge );
		if ( Map.Tank_Status == 1) {
			SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_Tank" );
		}

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Plant_Tank_Defences_Bridge );

		Util.MapDebugPrint( "Tank_Defences_Bridge_Built" );
	},

	Villa_Courtyards_Gate_Built = function( trigger )
	{
		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Villa_Courtyards_Gate );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Build_Villa_Courtyards_Gate );

		Util.MapDebugPrint( "Villa_Courtyards_Gate_Built" );
	},

	Wire_Swing_Gate_Built = function( trigger )
	{
		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Build_Wire_Swing_Gate );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Plant_Wire_Swing_Gate );

		Util.MapDebugPrint( "Wire_Swing_Gate_Built" );
	},

	Allied_Command_Post_Planted = function( trigger )
	{
		Map.Allied_Command_Post_Dyno += 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Plant_Allied_Command_Post );

		Util.MapDebugPrint( "Allied_Command_Post_Planted" );
	},

	Axis_Command_Post_Planted = function( trigger )
	{
		Map.Axis_Command_Post_Dyno += 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Axis_Command_Post );

		Util.MapDebugPrint( "Axis_Command_Post_Planted" );
	},

	Back_Door_Planted = function( trigger )
	{
		Map.Back_Door_Dyno += 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Back_Door );

		Util.MapDebugPrint( "Back_Door_Planted" );
	},

	Backdoors_barricade_Planted = function( trigger )
	{
		Map.Backdoors_barricade_Dyno += 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Backdoors_barricade );

		Util.MapDebugPrint( "Backdoors_barricade_Planted" );
	},

	Banks_barricade_Planted = function( trigger )
	{
		Map.Banks_barricade_Dyno += 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, "Plant.*" ); // Focus on the dynamite
		SetAvailableMapGoals( TEAM.ALLIES, false, "Build.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_Bank.*" );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, "Plant.*" ); // Disarm that dynamite!
		SetAvailableMapGoals( TEAM.AXIS, false, "Build.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Bank.*" );

		Util.MapDebugPrint( "Banks_barricade_Planted" );
	},

	Banks_entrance_Planted = function( trigger )
	{
		Map.Banks_entrance_Dyno += 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, "Plant.*" ); // Cover that dynamite!
		SetAvailableMapGoals( TEAM.ALLIES, false, "Build.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_Bank.*" );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, "Plant.*" ); // Disarm that dynamite!
		SetAvailableMapGoals( TEAM.AXIS, false, "Build.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Bank.*" );

		Util.MapDebugPrint( "Banks_entrance_Planted" );
	},

	East_Gate_Planted = function( trigger )
	{
		Map.East_Gate_Dyno += 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_East_Gate );
		SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_EastGate.*" );

		Util.MapDebugPrint( "East_Gate_Planted" );
	},

	North_Markets_MG_nest_Planted = function( trigger )
	{
		Map.North_Markets_MG_nest_Dyno += 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_North_Markets_MG_nest );

		Util.MapDebugPrint( "North_Markets_MG_nest_Planted" );
	},

	Tank_Defences_Bridge_Planted = function( trigger )
	{
		Map.Tank_Defences_Bridge_Dyno += 1;

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Plant_Tank_Defences_Bridge );

		Util.MapDebugPrint( "Tank_Defences_Bridge_Planted" );
	},

	Villa_Courtyards_Gate_Planted = function( trigger )
	{
		Map.Villa_Courtyards_Gate_Dyno += 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Villa_Courtyards_Gate );

		Util.MapDebugPrint( "Villa_Courtyards_Gate_Planted" );
	},

	Wire_Swing_Gate_Planted = function( trigger )
	{
		Map.Wire_Swing_Gate_Dyno += 1;

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Plant_Wire_Swing_Gate );

		Util.MapDebugPrint( "Wire_Swing_Gate_Planted" );
	},

	Allied_Command_Post_Defused = function( trigger )
	{
		Map.Allied_Command_Post_Dyno -= 1;
		if ( Map.Allied_Command_Post_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.AXIS, true, Map.Plant_Allied_Command_Post ); }

		Util.MapDebugPrint( "Allied_Command_Post_Defused" );
	},

	Axis_Command_Post_Defused = function( trigger )
	{
		Map.Axis_Command_Post_Dyno -= 1;
		if ( Map.Axis_Command_Post_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Axis_Command_Post ); }

		Util.MapDebugPrint( "Axis_Command_Post_Defused" );
	},

	Back_Door_Defused = function( trigger )
	{
		Map.Back_Door_Dyno -= 1;
		if ( Map.Back_Door_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Back_Door ); }

		Util.MapDebugPrint( "Back_Door_Defused" );
	},

	Backdoors_barricade_Defused = function( trigger )
	{
		Map.Backdoors_barricade_Dyno -= 1;
		if ( Map.Backdoors_barricade_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Backdoors_barricade ); }

		Util.MapDebugPrint( "Backdoors_barricade_Defused" );
	},

	Banks_barricade_Defused = function( trigger )
	{
		Map.Banks_barricade_Dyno -= 1;
		if ( Map.Banks_barricade_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Banks_barricade ); }

		Util.MapDebugPrint( "Banks_barricade_Defused" );
	},

	Banks_entrance_Defused = function( trigger )
	{
		Map.Banks_entrance_Dyno -= 1;
		if ( Map.Banks_entrance_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Banks_entrance ); }

		Util.MapDebugPrint( "Banks_entrance_Defused" );
	},

	East_Gate_Defused = function( trigger )
	{
		Map.East_Gate_Dyno -= 1;
		if ( Map.East_Gate_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_East_Gate ); }

		Util.MapDebugPrint( "East_Gate_Defused" );
	},

	North_Markets_MG_nest_Defused = function( trigger )
	{
		Map.North_Markets_MG_nest_Dyno -= 1;
		if ( Map.North_Markets_MG_nest_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_North_Markets_MG_nest ); }

		Util.MapDebugPrint( "North_Markets_MG_nest_Defused" );
	},

	Tank_Defences_Bridge_Defused = function( trigger )
	{
		Map.Tank_Defences_Bridge_Dyno -= 1;
		if ( Map.Tank_Defences_Bridge_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.AXIS, true, Map.Plant_Tank_Defences_Bridge ); }

		Util.MapDebugPrint( "Tank_Defences_Bridge_Defused" );
	},

	Villa_Courtyards_Gate_Defused = function( trigger )
	{
		Map.Villa_Courtyards_Gate_Dyno -= 1;
		if ( Map.Villa_Courtyards_Gate_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Villa_Courtyards_Gate ); }

		Util.MapDebugPrint( "Villa_Courtyards_Gate_Defused" );
	},

	Wire_Swing_Gate_Defused = function( trigger )
	{
		Map.Wire_Swing_Gate_Dyno -= 1;
		if ( Map.Wire_Swing_Gate_Dyno < 1 )
			{ SetAvailableMapGoals( TEAM.AXIS, true, Map.Plant_Wire_Swing_Gate ); }

		Util.MapDebugPrint( "Wire_Swing_Gate_Defused" );
	},

	Allied_Command_Post_Destroyed = function( trigger )
	{
		Map.Allied_Command_Post_Dyno = 0;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, true, Map.Build_Allied_Command_Post );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Plant_Allied_Command_Post );

		Util.MapDebugPrint( "Allied_Command_Post_Destroyed" );
	},

	Axis_Command_Post_Destroyed = function( trigger )
	{
		Map.Axis_Command_Post_Dyno = 0;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Axis_Command_Post );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Build_Axis_Command_Post );

		Util.MapDebugPrint( "Axis_Command_Post_Destroyed" );
	},

	Back_Door_Destroyed = function( trigger )
	{
		Util.EnableGoal( "ROUTE_Back_Door" );

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Back_Door );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Build_Backdoors_barricade );

		Util.MapDebugPrint( "Back_Door_Destroyed" );
	},

	Backdoors_barricade_Destroyed = function( trigger )
	{
		Map.Backdoors_barricade_Dyno = 0;

		Util.EnableGoal( "ROUTE_Back_Door" );

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Backdoors_barricade );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Build_Backdoors_barricade );

		Util.MapDebugPrint( "Backdoors_barricade_Destroyed" );
	},

	Banks_barricade_Destroyed = function( trigger )
	{
		Map.Banks_barricade_Dyno = 0;

		Map.Switches.open_bankdoor.Enabled = false;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Banks_barricade );
		SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_Open_Safe" );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, {
			Map.Build_Banks_barricade,
			"DEFEND_Axis_Bank_In.*",
		});

		Util.MapDebugPrint( "Banks_barricade_Destroyed" );
	},

	Banks_entrance_Destroyed = function( trigger )
	{
		Wp.SetWaypointFlag( "Bank_Door_1", "closed", false );
		Wp.SetWaypointFlag( "Bank_Door_2", "closed", false );

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Banks_entrance );
		SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_Open_Safe" );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Build_Banks_barricade );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Axis_Bank_In.*" ); // Get some support for Engi

		Util.MapDebugPrint( "Banks_entrance_Destroyed" );
	},

	East_Gate_Destroyed = function( trigger )
	{
		Map.East_Gate_Status = 0;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"CAPPOINT_364",
			"FLAG_case2",
		});

		Util.EnableGoal( "ROUTE_Keycard" );

		Util.MapDebugPrint( "East_Gate_Destroyed" );
	},

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

	Tank_Destroyed = function( trigger )
	{
		Map.Tank_Status = 0;

		Util.SetPositionGoal( Map.Build_Tank, Map.Mover_tank );

		// Allied Goals
		if ( Map.Towngate_Status == 0 ) {
			SetAvailableMapGoals( TEAM.ALLIES, false, Map.Build_Tank );
		}
		else {
			SetAvailableMapGoals ( TEAM.ALLIES, true, Map.Build_Tank );
		}

		Util.MapDebugPrint( "Tank_Destroyed" );
	},

	Tank_Defences_Bridge_Destroyed = function( trigger )
	{
		Map.Tank_Bridge_Status = 0;
		Map.Tank_Defences_Bridge_Dyno = 0;

		Wp.SetWaypointFlag( "bridgeStart", "closed", false );
		Wp.SetWaypointFlag( "bridgeEnd", "closed", false );

		// Allied Goals
		if ( Map.Tank_Near_Bridge )
			{ SetAvailableMapGoals( TEAM.ALLIES, true, Map.Build_Tank_Defences_Bridge ); }

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Plant_Tank_Defences_Bridge );

		Util.MapDebugPrint( "Tank_Defences_Bridge_Destroyed" );
	},

	Villa_Courtyards_Gate_Destroyed = function( trigger )
	{
		Map.Villa_Courtyards_Gate_Dyno = 0;

		Util.EnableGoal( "ROUTE_Courtyard");

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Villa_Courtyards_Gate );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Build_Villa_Courtyards_Gate );

		Util.MapDebugPrint( "Villa_Courtyards_Gate_Destroyed" );
	},

	Wire_Swing_Gate_Destroyed = function( trigger )
	{
		Map.Wire_Swing_Gate_Dyno = 0;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, true, Map.Build_Wire_Swing_Gate );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, Map.Plant_Wire_Swing_Gate );

		Util.MapDebugPrint( "Wire_Swing_Gate_Destroyed" );
	},

	case1_Taken = function( trigger ) // Gold
	{
		Map.Gold_Stolen = true;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"SWITCH_Open_Safe",
			".*_Allies_Bank.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_Truck.*" );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_Close_Safe" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			".*_Axis_Truck.*",
			"MOBILEMG42_Axis_TownGate_MG42_1",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, {
			Map.Build_Banks_barricade,
			Map.Build_Backdoors_barricade,
			Map.Build_Villa_Courtyards_Gate,
			".*_Axis_Bank.*",
		});

		Util.MapDebugPrint( "case1_Taken" );
	},

	case2_Taken = function( trigger ) // Keycard
	{
		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_Keycard.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_EastGate.*" );

		Util.MapDebugPrint( "case2_Taken" );
	},

	case1_Returned = function( trigger )  // Gold
	{
		Map.Gold_Stolen = false;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, ".*_Allies_Truck.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_Bank.*" );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, {
			".*_Axis_Truck.*",
			"MOBILEMG42_Axis_TownGate_MG42_1",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			Map.Build_Banks_barricade,
			".*_Axis_Bank.*",
			"SWITCH_Close_Safe",
		});

		Util.MapDebugPrint( "case1_Returned" );
	},

	case2_Returned = function( trigger ) // Keycard
	{
		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Keycard.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_EastGate.*" );

		Util.MapDebugPrint( "case2_Returned" );
	},

	case1_Secured = function( trigger ) // Game Over
	{
		Util.MapDebugPrint( "case1_Secured" );
	},

	case2_Secured = function( trigger ) // Bank is accessible
	{
		Bank_Status = 0;

		sleep(2.0);

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"FLAG_case2",
			"CAPPOINT_364",
			".*_Allies_EastGate.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			Map.Plant_Back_Door,
			Map.Plant_Villa_Courtyards_Gate,
			Map.Plant_Banks_entrance,
			".*_Allies_Bank.*",
		});

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, {
			".*_Axis_EastGate.*",
			".*_Axis_Keycard.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			Map.Build_Axis_Command_Post,
			Map.Build_North_Markets_MG_nest,
			".*_Axis_Bank_Out.*",
		});

		Util.EnableGoal( "ROUTE_Roof_Access" );

		Wp.SetWaypointFlag( "Locked_Door", "closed", false );

		Util.MapDebugPrint( "case2_Secured" );
	},

	Tank_At_Location = function( trigger )
	{
		switch(Map.VehicleLocation)
		{
			// note: location prints inline since Tank_Past_Bridge has a sleep
			case 1:
			{
				Util.MapDebugPrint("tank at location " + Map.VehicleLocation, true);
				Map.Tank_Near_Bridge();
			}
			case 2:
			{
				Util.MapDebugPrint("tank at location " + Map.VehicleLocation, true);
				Map.Tank_Past_Bridge();
			}
		}
	},

	Tank_Near_Bridge = function()
	{
		Map.Tank_Near_Bridge = true;

		ETUtil.SetExcludeIndexes( "ESCORT_Tank", { 2, 3 } );

		// Allied Goals

		SetAvailableMapGoals( TEAM.ALLIES, true, ".*_Allies_TownGate.*" );

		if ( Map.Tank_Bridge_Status == 0 ) {
			SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_Tank" );
			SetAvailableMapGoals( TEAM.ALLIES, true, Map.Build_Tank_Defences_Bridge );
		}

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_Tunnel.*" );

		Util.MapDebugPrint( "Tank_Near_Bridge" );
	},

	Tank_Past_Bridge = function()
	{
		// cs: note, it's not necessary to null it first as the table is over-written
		// ETUtil.SetExcludeIndexes( "ESCORT_Tank", null );
		ETUtil.SetExcludeIndexes( "ESCORT_Tank", { 2 } );

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, ".*_Allies_TankEscort.*" );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_TankDefense.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_TownGate.*" );

		// Script lockout here
		SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_Tank" );
		Util.MapDebugPrint( "Tank_Past_Bridge: escort off", true );
		sleep(8.0);
		SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_Tank" );

		Util.MapDebugPrint( "Tank_Past_Bridge: escort on" );
	},

	Tank_Near_Towngate = function( trigger )
	{
		Map.Tank_Near_Towngate = true;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_Tank" );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, {
			Map.Plant_Tank_Defences_Bridge,
			".*_Axis_Tunnel.*",
		});

		Util.MapDebugPrint( "Tank_Near_Towngate" );
	},

	Towngate_Destroyed = function( trigger )
	{
		Map.Towngate_Status = 0;

		Util.DisableGoal( "ROUTE_alliedSpawn" );
		Util.DisableGoal( "ROUTE_exit_Left" );

		SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_Tank" );

		sleep(2.0); // Pathing for new goals will fail at first otherwise

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			Map.Build_Tank_Defences_Bridge,
			".*_Allies_TownGate.*",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			Map.Ammo_Cabinet_ammo1,
			Map.Health_Cabinet_health1,
			Map.Build_Allied_Command_Post,
			Map.Plant_East_Gate,
			".*_Allies_EastGate.*",
		});

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, ".*_Axis_TownGate.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			Map.Ammo_Cabinet_ammo1,
			Map.Health_Cabinet_health1,
			Map.Ammo_Cabinet_ammo2,
			Map.Health_Cabinet_health2,
			".*_Axis_Keycard.*",
		});

		Util.MapDebugPrint( "Towngate_Destroyed" );
	},

	Safe_Closed = function( trigger )
	{
		SafeDoor_Status = 1;

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"FLAG_case1",
			"CAPPOINT_deliver_Gold",
		});
		SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_Open_Safe" );

		// Axis Goals
		SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_Close_Safe" );
		SetAvailableMapGoals( TEAM.AXIS, true, Map.Build_Banks_barricade );

		Util.MapDebugPrint( "Safe_Closed" );
	},

	Safe_Opened = function( trigger )
	{
		SafeDoor_Status = 0;

		if ( Map.Gold_Stolen ) { // It is possible to get the gold BEFORE Safe door has opened completely --> Humans, tssssk
			SetAvailableMapGoals( TEAM.AXIS, false, {
				"SWITCH_Close_Safe",
				Map.Build_Banks_barricade,
			});
		}
		else {
			SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_Close_Safe" );
		}

		// Allied Goals
		SetAvailableMapGoals( TEAM.ALLIES, true, {
			"FLAG_case1",
			"CAPPOINT_deliver_Gold",
		});
		SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_Open_Safe" );

		Util.MapDebugPrint( "Safe_Opened" );
	},

	Bank_Door_Moving = function( trigger )
	{
		if ( trigger.Action == "opened" ) {
			Map.BankDoor_Status = 1; // Opened
			Map.Switches.open_bankdoor.Enabled = false;
		}
		else {
			Map.BankDoor_Status = 0; // closed
			Map.Switches.open_bankdoor.Enabled = true;
		}

		Util.MapDebugPrint( "Bank_Door_Moving: " + trigger.Action, true );
	},
};

global OnMapLoad = function()
{
	OnTrigger( "^5Allied team have constructed a command post. Charge speed increased!", Map.Allied_Command_Post_Built );
	OnTrigger( "^1Axis team have constructed a command post. Charge speed increased!", Map.Axis_Command_Post_Built );
	OnTrigger( "^1Axis have built the Backdoor's barricade", Map.Backdoors_barricade_Built );
	OnTrigger( "^1Axis have built the Bank's barricade", Map.Banks_barricade_Built );
	OnTrigger( "^1Axis team have constructed the North Market's MG nest", Map.North_Markets_MG_nest_Built );
	OnTrigger( "^8The Tank ^ahas been repaired^8!", Map.Tank_Built );
	OnTrigger( "^5Allied team have constructed the Tank Defences' Bridge", Map.Tank_Defences_Bridge_Built );
	OnTrigger( "^8The Tank ^ais nearly at ^8the Main town gate!", Map.Tank_Near_Towngate );
	OnTrigger( "^1Axis team have constructed the Villa Courtyard's Gate", Map.Villa_Courtyards_Gate_Built );
	OnTrigger( "^5Allied team have constructed the Wire Swing Gate", Map.Wire_Swing_Gate_Built );
	OnTrigger( "Planted at the Allied Command Post.", Map.Allied_Command_Post_Planted );
	OnTrigger( "Planted at the Axis Command Post.", Map.Axis_Command_Post_Planted );
	OnTrigger( "Planted at the Back Door.", Map.Back_Door_Planted );
	OnTrigger( "Planted at the Backdoor's barricade.", Map.Backdoors_barricade_Planted );
	OnTrigger( "Planted at the Bank's barricade.", Map.Banks_barricade_Planted );
	OnTrigger( "Planted at the Bank's entrance.", Map.Banks_entrance_Planted );
	OnTrigger( "Planted at the East Gate.", Map.East_Gate_Planted );
	OnTrigger( "Planted at the North Market's MG nest.", Map.North_Markets_MG_nest_Planted );
	OnTrigger( "Planted at the Tank Defences' Bridge.", Map.Tank_Defences_Bridge_Planted );
	OnTrigger( "Planted at the Villa Courtyard's Gate.", Map.Villa_Courtyards_Gate_Planted );
	OnTrigger( "Planted at the Wire Swing Gate.", Map.Wire_Swing_Gate_Planted );
	OnTrigger( "Defused at the Allied Command Post.", Map.Allied_Command_Post_Defused );
	OnTrigger( "Defused at the Axis Command Post.", Map.Axis_Command_Post_Defused );
	OnTrigger( "Defused at the Back Door.", Map.Back_Door_Defused );
	OnTrigger( "Defused at the Backdoor's barricade.", Map.Backdoors_barricade_Defused );
	OnTrigger( "Defused at the Bank's barricade.", Map.Banks_barricade_Defused );
	OnTrigger( "Defused at the Bank's entrance.", Map.Banks_entrance_Defused );
	OnTrigger( "Defused at the East Gate.", Map.East_Gate_Defused );
	OnTrigger( "Defused at the North Market's MG nest.", Map.North_Markets_MG_nest_Defused );
	OnTrigger( "Defused at the Tank Defences' Bridge.", Map.Tank_Defences_Bridge_Defused );
	OnTrigger( "Defused at the Villa Courtyard's Gate.", Map.Villa_Courtyards_Gate_Defused );
	OnTrigger( "Defused at the Wire Swing Gate.", Map.Wire_Swing_Gate_Defused );
	OnTrigger( "^1Axis team have destroyed the Allied Commmand Post!", Map.Allied_Command_Post_Destroyed );
	OnTrigger( "^5Allied team have destroyed the Axis Commmand Post!", Map.Axis_Command_Post_Destroyed );
	OnTrigger( "^5Allies have destroyed the Back door!", Map.Back_Door_Destroyed );
	OnTrigger( "^5Allies have destroyed the Backdoor's barricade", Map.Backdoors_barricade_Destroyed );
	OnTrigger( "^5Allies have destroyed the Bank's barricade", Map.Banks_barricade_Destroyed );
	OnTrigger( "^5Allies have destroyed the Bank's entrance", Map.Banks_entrance_Destroyed );
	OnTrigger( "^5Allies have destroyed the East Gate!", Map.East_Gate_Destroyed );
	OnTrigger( "^5Allied team have destroyed the North Market's MG nest", Map.North_Markets_MG_nest_Destroyed );
	OnTrigger( "^8The Tank ^ahas been damaged^8!", Map.Tank_Destroyed );
	OnTrigger( "^1Axis team have destroyed the Tank Defences' Bridge", Map.Tank_Defences_Bridge_Destroyed );
	OnTrigger( "^aAllies have destroyed ^8the Main town gate!", Map.Towngate_Destroyed );
	OnTrigger( "^5Allied team have destroyed the Villa Courtyard's Gate", Map.Villa_Courtyards_Gate_Destroyed );
	OnTrigger( "^1Axis team have destroyed the Wire Swing Gate", Map.Wire_Swing_Gate_Destroyed );
	OnTrigger( "Allies have stolen the ^8Gold!", Map.case1_Taken );
	OnTrigger( "Allies have stolen ^1the Key Card!", Map.case2_Taken );
	OnTrigger( "Flag returned case1!", Map.case1_Returned );
	OnTrigger( "Flag returned case2!", Map.case2_Returned );
	OnTrigger( "^5The Allies have escaped with the Nazi gold!", Map.case1_Secured );
	OnTrigger( "^5The Allies have got the access to the Gold Safe!", Map.case2_Secured );
	OnTrigger( "^5Allies have opened the Gold Safe!", Map.Safe_Opened );
	OnTrigger( "^1Axis have closed the Gold Safe!", Map.Safe_Closed );
	OnTrigger( "bank_barricade_door_Moving", Map.Bank_Door_Moving );
	OnTrigger( "tank at location", Map.Tank_At_Location );

	Util.SetMaxUsers( 1, "ATTACK.*" );
	Util.SetMaxUsers( 1, "DEFEND.*" );
	Util.SetMaxUsers( 1, "PLANT.*" );
	Util.SetMaxUsers( 2, "BUILD.*" );
	Util.SetMaxUsers( 2, "ESCORT.*" );
	Util.SetMaxUsers( 4, "FLAG.*" );

	// disable combat movement and bot pushing near the door to the bank for more reliable pathing
	bpush = OnTriggerRegion(AABB(-256.505,354.329,-0.875,0.996,530.530,118.029),RegionTrigger.DisableCombatMovement);

	// tank location triggers
	tank1 = OnTriggerRegion(AABB(6638.042,-58.511,-191.661,7015.274,72.943,-96.540),RegionTrigger.VehicleTrigger);
	tank2 = OnTriggerRegion(AABB(5217.417,-718.246,-100.176,5474.668,-340.442,-5.286),RegionTrigger.VehicleTrigger);
	//~Util.OnTriggerPosition( Map.Mover_tank, "tankmarker3", 200, Map.Tank_At_Gate );

	Util.SetGoalOffset( -450, 80, 0, Map.Plant_Tank_Defences_Bridge );
	Util.SetGoalOffset( 20, -120, -100, Map.Plant_Back_Door );
	Util.SetGoalOffset( 40, 10, 10, Map.Plant_Backdoors_barricade );
	Util.SetGoalPosition( -205, 350, 55, Map.Build_Banks_barricade );

	SetMapGoalProperties( "ATTACK.*", {mincamptime=20, maxcamptime=30} );
	SetMapGoalProperties( "DEFEND.*", {mincamptime=30, maxcamptime=45} );
	SetMapGoalProperties( "MOBILEMG42.*", {mincamptime=120, maxcamptime=180} );
	SetMapGoalProperties( "SNIPE.*", {mincamptime=40, maxcamptime=60} );

	// Allied goals
	SetGoalPriority( Map.Build_Wire_Swing_Gate, 0.65, TEAM.ALLIES, CLASS.ENGINEER );
	SetGoalPriority( Map.Plant_East_Gate, 0,83, TEAM.ALLIES, CLASS.ENGINEER );
	SetGoalPriority( Map.Plant_Banks_entrance, 0.82, TEAM.ALLIES, CLASS.ENGINEER );

	SetAvailableMapGoals( TEAM.ALLIES, false, ".*" );
	SetAvailableMapGoals( TEAM.ALLIES, true, {
		Map.Build_Tank,
		".*_Allies_TankEscort.*",
	});

	// Axis Goals
	SetGoalPriority( Map.Plant_Wire_Swing_Gate, 0.65, TEAM.AXIS, CLASS.ENGINEER );
	SetGoalPriority( Map.Plant_Tank_Defences_Bridge, 0.82, TEAM.AXIS, CLASS.ENGINEER );
	SetGoalPriority( Map.Build_Banks_barricade, 0.92, TEAM.AXIS, CLASS.ENGINEER );

	SetAvailableMapGoals( TEAM.AXIS, false, ".*" );
	//~SetAvailableMapGoals( TEAM.AXIS, true, Map.Ammo_Cabinet_ammo1 );
	//~SetAvailableMapGoals( TEAM.AXIS, true, Map.Health_Cabinet_health1 );
	SetAvailableMapGoals( TEAM.AXIS, true, ".*_Axis_TankDefense.*" );

	Util.EnableGoal( "ROUTE.*" );
	Util.DisableGoal( "ROUTE_Roof_Access" );
	Util.DisableGoal( "ROUTE_Back_Door" );
	Util.DisableGoal( "ROUTE_Courtyard" );

	ETUtil.SetExcludeIndexes( "ESCORT_Tank", { 3 } );

	Wp.SetWaypointFlag( "bridgeStart", "closed", false );
	Wp.SetWaypointFlag( "bridgeEnd", "closed", false );
	Wp.SetWaypointFlag( "Locked_Door", "closed", true );
	Wp.SetWaypointFlag( "Bank_Door_1", "closed", true );
	Wp.SetWaypointFlag( "Bank_Door_2", "closed", true );

	// Set up Routing
	MapRoutes =
	{
		PLANT_Tank_Defences_Bridge =
		{
			ROUTE_Axis_Spawn_1 =
			{
				ROUTE_exit_Left = {},
				ROUTE_exit_Right = {},
			},
		},

		CAPPOINT_364 =
		{
			ROUTE_Keycard =
			{
				ROUTE_Crossroad =
				{
					ROUTE_Crates =
					{
						ROUTE_Town_Gate =
						{
							ROUTE_East_Gate = {},
						},
					},
					ROUTE_Crates_Side =
					{
						ROUTE_Town_Gate =
						{
							ROUTE_East_Gate = {},
						},
					},
				},
				ROUTE_Courtyard =
				{
					ROUTE_Crossroad = {},
					ROUTE_Door_Right = {},
				},
				ROUTE_Door_Right = {},
			},
			ROUTE_Door_Left =
			{
				ROUTE_Crossroad =
				{
					ROUTE_Town_Gate =
					{
						ROUTE_East_Gate = {},
					},
				},
			},
		},

		PLANT_Banks_entrance =
		{
			ROUTE_Axis_Spawn_1 =
			{
				ROUTE_Door_Right =
				{
					ROUTE_Upper_Path =
					{
						ROUTE_BankEntry_Left = {},
						ROUTE_BankEntry_Center = {},
						ROUTE_BankEntry_Right = {},
						ROUTE_Lower_Path =
						{
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
						},
					},
					ROUTE_Lower_Path =
					{
						ROUTE_BankEntry_Left = {},
						ROUTE_BankEntry_Center = {},
						ROUTE_BankEntry_Right = {},
					},
					ROUTE_Door_Left = {},
				},
				ROUTE_Crates =
				{
					ROUTE_Crossroad =
					{
						ROUTE_Upper_Path =
						{
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
							ROUTE_Lower_Path =
							{
								ROUTE_BankEntry_Left = {},
								ROUTE_BankEntry_Center = {},
								ROUTE_BankEntry_Right = {},
							},
						},
						ROUTE_Lower_Path =
						{
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
						},
						ROUTE_Courtyard  = {},
						ROUTE_Door_Left =
						{
							ROUTE_Back_Door =
							{
								ROUTE_Back_Right =
								{
									ROUTE_BankEntry_Left = {},
									ROUTE_BankEntry_Center = {},
									ROUTE_BankEntry_Right = {},
								},
								ROUTE_Back_Left =
								{
									ROUTE_BankEntry_Left = {},
									ROUTE_BankEntry_Center = {},
									ROUTE_BankEntry_Right = {},
								},
								ROUTE_Balcony =
								{
									ROUTE_BankEntry_Left = {},
									ROUTE_BankEntry_Center = {},
									ROUTE_BankEntry_Right = {},
								},
								ROUTE_BankEntry_Center = {},
								ROUTE_BankEntry_Right = {},
							},
						},
					},
				},
				ROUTE_Crates_Side =
				{
					ROUTE_Crossroad =
					{
						ROUTE_Upper_Path =
						{
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
							ROUTE_Lower_Path =
							{
								ROUTE_BankEntry_Left = {},
								ROUTE_BankEntry_Center = {},
								ROUTE_BankEntry_Right = {},
							},
						},
						ROUTE_Lower_Path =
						{
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
						},
						ROUTE_Courtyard  = {},
						ROUTE_Door_Left =
						{
							ROUTE_Back_Door =
							{
								ROUTE_Back_Right =
								{
									ROUTE_BankEntry_Left = {},
									ROUTE_BankEntry_Center = {},
									ROUTE_BankEntry_Right = {},
								},
								ROUTE_Back_Left =
								{
									ROUTE_BankEntry_Left = {},
									ROUTE_BankEntry_Center = {},
									ROUTE_BankEntry_Right = {},
								},
								ROUTE_Balcony =
								{
									ROUTE_BankEntry_Left = {},
									ROUTE_BankEntry_Center = {},
									ROUTE_BankEntry_Right = {},
								},
								ROUTE_BankEntry_Center = {},
								ROUTE_BankEntry_Right = {},
							},
						},
					},
				},
			},
			ROUTE_Axis_Spawn_1_Exit =
			{
				ROUTE_Door_Right =
				{
					ROUTE_Upper_Path =
					{
						ROUTE_BankEntry_Left = {},
						ROUTE_BankEntry_Center = {},
						ROUTE_BankEntry_Right = {},
						ROUTE_Lower_Path =
						{
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
						},
					},
					ROUTE_Lower_Path =
					{
						ROUTE_BankEntry_Left = {},
						ROUTE_BankEntry_Center = {},
						ROUTE_BankEntry_Right = {},
					},
					ROUTE_Door_Left = {},
				},
				ROUTE_Crossroad =
				{
					ROUTE_Upper_Path =
					{
						ROUTE_BankEntry_Left = {},
						ROUTE_BankEntry_Center = {},
						ROUTE_BankEntry_Right = {},
						ROUTE_Lower_Path =
						{
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
						},
					},
					ROUTE_Lower_Path =
					{
						ROUTE_BankEntry_Left = {},
						ROUTE_BankEntry_Center = {},
						ROUTE_BankEntry_Right = {},
					},
					ROUTE_Courtyard  = {},
					ROUTE_Door_Left =
					{
						ROUTE_Back_Door =
						{
							ROUTE_Back_Right =
							{
								ROUTE_BankEntry_Left = {},
								ROUTE_BankEntry_Center = {},
								ROUTE_BankEntry_Right = {},
							},
							ROUTE_Back_Left =
							{
								ROUTE_BankEntry_Left = {},
								ROUTE_BankEntry_Center = {},
								ROUTE_BankEntry_Right = {},
							},
							ROUTE_Balcony =
							{
								ROUTE_BankEntry_Left = {},
								ROUTE_BankEntry_Center = {},
								ROUTE_BankEntry_Right = {},
							},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
						},
					},
				},
			},
		},

		BUILD_Tank_Defences_Bridge =
		{
			ROUTE_alliedSpawn =
			{
				ROUTE_escort_Left =
				{
					Weight = 2,
					ROUTE_bridge_Left = {},
					ROUTE_house_Right = {},
				},
				ROUTE_escort_Right =
				{
					Weight = 2,
					ROUTE_bridge_Left = {},
					ROUTE_house_Right = {},
				},
				ROUTE_Break_Right =
				{
					ROUTE_tunnel_Left = { ROUTE_tunnel_Exit },
					ROUTE_tunnel_Right = { ROUTE_tunnel_Exit },
					ROUTE_tunnel_Ladder = {},
				},
			},
		},

		ATTACK_Allies_Bank_1 =
		{
			ROUTE_Door_Right =
			{
				ROUTE_Upper_Path =
				{
					ROUTE_BankEntry_Left = {},
					ROUTE_BankEntry_Center = {},
					ROUTE_BankEntry_Right = {},
					ROUTE_Lower_Path =
					{
						ROUTE_BankEntry_Left = {},
						ROUTE_BankEntry_Center = {},
						ROUTE_BankEntry_Right = {},
					},
				},
				ROUTE_Lower_Path =
				{
					ROUTE_BankEntry_Left = {},
					ROUTE_BankEntry_Center = {},
					ROUTE_BankEntry_Right = {},
				},
				ROUTE_Door_Left = {},
			},
			ROUTE_Crossroad =
			{
				ROUTE_Upper_Path =
				{
					ROUTE_BankEntry_Left = {},
					ROUTE_BankEntry_Center = {},
					ROUTE_BankEntry_Right = {},
					ROUTE_Lower_Path =
					{
						ROUTE_BankEntry_Left = {},
						ROUTE_BankEntry_Center = {},
						ROUTE_BankEntry_Right = {},
					},
				},
				ROUTE_Lower_Path =
				{
					ROUTE_BankEntry_Left = {},
					ROUTE_BankEntry_Center = {},
					ROUTE_BankEntry_Right = {},
				},
				ROUTE_Courtyard  = {},
				ROUTE_Door_Left =
				{
					ROUTE_Back_Door =
					{
						ROUTE_Back_Right =
						{
							ROUTE_Wire_Swing_Gate = {},
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
						},
						ROUTE_Back_Left =
						{
							ROUTE_Wire_Swing_Gate = {},
							ROUTE_Command_Post = {},
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
						},
						ROUTE_Balcony =
						{
							ROUTE_Wire_Swing_Gate = {},
							ROUTE_Command_Post = {},
							ROUTE_BankEntry_Left = {},
							ROUTE_BankEntry_Center = {},
							ROUTE_BankEntry_Right = {},
						},
						ROUTE_BankEntry_Center = {},
						ROUTE_BankEntry_Right = {},
					},
				},
			},
		},
	};

	// Copy Routes
	MapRoutes.ATTACK_Allies_TankEscort_1 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TankEscort_2 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TankEscort_3 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TankEscort_4 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TankEscort_5 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TankEscort_6 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TankEscort_7 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TankEscort_8 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TankEscort_9 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TankEscort_10 = MapRoutes.BUILD_Tank_Defences_Bridge;

	MapRoutes.ATTACK_Allies_TownGate_1 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TownGate_2 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TownGate_3 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TownGate_4 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TownGate_5 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TownGate_6 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TownGate_7 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TownGate_8 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TownGate_9 = MapRoutes.BUILD_Tank_Defences_Bridge;
	MapRoutes.ATTACK_Allies_TownGate_10 = MapRoutes.BUILD_Tank_Defences_Bridge;

	MapRoutes.PLANT_Banks_barricade = MapRoutes.PLANT_Banks_entrance;
	MapRoutes.ATTACK_Allies_Bank_1 = MapRoutes.PLANT_Banks_entrance;
	MapRoutes.ATTACK_Allies_Bank_2 = MapRoutes.PLANT_Banks_entrance;
	MapRoutes.ATTACK_Allies_Bank_3 = MapRoutes.PLANT_Banks_entrance;
	MapRoutes.ATTACK_Allies_Bank_4 = MapRoutes.PLANT_Banks_entrance;
	MapRoutes.ATTACK_Allies_Bank_5 = MapRoutes.PLANT_Banks_entrance;
	MapRoutes.ATTACK_Allies_Bank_6 = MapRoutes.PLANT_Banks_entrance;
	MapRoutes.ATTACK_Allies_Bank_7 = MapRoutes.PLANT_Banks_entrance;
	MapRoutes.ATTACK_Allies_Bank_8 = MapRoutes.PLANT_Banks_entrance;

	MapRoutes.DEFEND_Axis_TankDefense_1 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TankDefense_2 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TankDefense_3 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TankDefense_4 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TankDefense_5 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TankDefense_6 = MapRoutes.PLANT_Tank_Defences_Bridge;
	//~MapRoutes.DEFEND_Axis_TankDefense_7 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TankDefense_8 = MapRoutes.PLANT_Tank_Defences_Bridge;
	//~MapRoutes.DEFEND_Axis_TankDefense_9 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TankDefense_10 = MapRoutes.PLANT_Tank_Defences_Bridge;

	MapRoutes.DEFEND_Axis_TownGate_1 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TownGate_2 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TownGate_3 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TownGate_4 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TownGate_5 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TownGate_6 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TownGate_7 = MapRoutes.PLANT_Tank_Defences_Bridge;
	MapRoutes.DEFEND_Axis_TownGate_8 = MapRoutes.PLANT_Tank_Defences_Bridge;

	Util.Routes(MapRoutes);
	Util.UpdateSwitchData();

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

global OnBotJoin = function( bot )
{
	bot.TargetBreakableDist = 80.0;
	// Only set on maps with limited sight conditions (e.g. fog)
};
