global Map =
{
	Movers =
	{
		"MOVER_bullseye",
		"MOVER_dogs",
		"MOVER_coi",
		"MOVER_telly",
	},

	Roles =
	{
		AXIS =
		{
			DEFENDER =
			{
				numbots = 3,
				crucialClass=CLASS.SOLDIER,
			}
		},
		ALLIES =
		{
			DEFENDER =
			{
				numbots = 3,
				crucialClass=CLASS.SOLDIER,
			}
		},
	},
};

global OnMapLoad = function()
{
	OnTriggerRegion(AABB(-4082.263,-3879.013,-1466.419,4025.175,4183.858,-693.839),RegionTrigger.KillTrigger);

	Util.LimitToTeam(TEAM.AXIS, ".*_x_.*");
	Util.LimitToTeam(TEAM.ALLIES, ".*_l_.*");

	SetGoalRole("DEFEND.*", ROLE.DEFENDER);

	SetGoalPriority( "FLAG_.*", 0.6);
	SetGoalPriority( "DEFEND_.*", 0.65);

	SetMapGoalProperties("SNIPE_.*", {mincamptime=20, maxcamptime=50} );

	MapRoutes =
	{
		FLAG_axis_gold_crate = {
			ROUTE_l_spawn = {
				ROUTE_west = { Weight=5 },
				ROUTE_down_west = {},
				ROUTE_down_east = {},
				ROUTE_s1 = {ROUTE_n1 = {}},
				ROUTE_s2 = {ROUTE_n2 = {}},
				ROUTE_s3 = {ROUTE_n3 = {}},
				ROUTE_s4 = {ROUTE_n4 = {}},
				ROUTE_s5 = {ROUTE_n5 = {}},
				ROUTE_s6 = {ROUTE_n6 = {}},
			}
		},
		FLAG_allies_gold_crate = {
			ROUTE_x_spawn = {
				ROUTE_east = { Weight=5 },
				ROUTE_down_west = {},
				ROUTE_down_east = {},
				ROUTE_n1 = {ROUTE_s1 = {}},
				ROUTE_n2 = {ROUTE_s2 = {}},
				ROUTE_n3 = {ROUTE_s3 = {}},
				ROUTE_n4 = {ROUTE_s4 = {}},
				ROUTE_n5 = {ROUTE_s5 = {}},
				ROUTE_n6 = {ROUTE_s6 = {}},
			}
		},
		CAPPOINT_l_cap = {
			ROUTE_l_gold = {
				ROUTE_n1 = {},
				ROUTE_n2 = {},
				ROUTE_n3 = {},
				ROUTE_n4 = {},
				ROUTE_n5 = {},
				ROUTE_n6 = {},
			}
		},
		CAPPOINT_x_cap = {
			ROUTE_x_gold = {
				ROUTE_s1 = {},
				ROUTE_s2 = {},
				ROUTE_s3 = {},
				ROUTE_s4 = {},
				ROUTE_s5 = {},
				ROUTE_s6 = {},
			}
		},
	};
	Util.Routes(MapRoutes);

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

global OnBotJoin = function( bot )
{
	bot.MaxViewDistance = 2500;
	bot.IgnoreTarget(Map.Movers);

	//disable artillery
	w = bot.GetWeapon(WEAPON.BINOCULARS);
	if(w){
		foreach(class in Util.PlayerClassTable)
		{
			w.PrimaryFire.SetTargetBias(class, 0);
		}
	}
};
