--/////////////////////////////////////////////////////////////////////////////////////////////////
--  (c) Galyana's Ultimate Empire at War Modifications
--  
--     ******    ***        *** ************           ***         ***
--    *      *    *          *   *         *            *           *
--   *        *   *          *   *                      *           *
--  *         *   *          *   *                      *           *
--  *             *          *   *    *         **** *  *           *
--  *             *          *   ******        *    *   *           *
--  *      ****   *          *   *    *       *     *   *    ***    *
--  *         *   *          *   *           *      *   *     *     *
--   *        *    *        *    *           *      *    *    *    *
--    *      *      *      *     *         *  *    **     *   *   *
--     ******        ******     ************   **** **     *******
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- C O N F I D E N T I A L   S O U R C E   C O D E -- D O   N O T   D I S T R I B U T E
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
--            File: GUEaW/Data/Scripts/GameObject/FieldCommander.LUA
--
-- Original Editor: Giovanni Galyana
--
--   Final Edit By: Giovanni Galyana
--
--            Date: 05 January, 2014
--
--       Revisions: 0
--
--/////////////////////////////////////////////////////////////////////////////////////////////////

require("HeroPlanAttach")

-- Tell the script pooling system to pre-cache this number of scripts.
ScriptPoolCount = 4

function Definitions()
	DebugMessage("%s -- In Definitions", tostring(Script))

	-- only join plans that meet our expense requirements.
	MinPlanAttachCost = 2000
	MaxPlanAttachCost = 0

	-- Commander hit list.
	Attack_Ability_Type_Names = { 
		"Infantry", "Vehicle", "Air", 			-- Attack these types.
		"Bounty_Hunter_Team_E", "Bounty_Hunter_Team_R"  				-- Stay away from these types.
	}
	Attack_Ability_Weights = { 
		1, 1, 1, 					-- attack type weights.
		BAD_WEIGHT, BAD_WEIGHT		-- feared type weights.
	}
	Attack_Ability_Types = WeightedTypeList.Create()
	Attack_Ability_Types.Parse(Attack_Ability_Type_Names, Attack_Ability_Weights)

	-- Prefer task forces with these units.
	Escort_Ability_Type_Names = { "Infantry", "Vehicle", "Air", "Field_Com_Rebel_Team", "Field_Com_Empire_Team", "Field_Com_Hutts_Team" }
	Escort_Ability_Weights = { 10, 10, 10, BAD_WEIGHT, BAD_WEIGHT, BAD_WEIGHT }
	Escort_Ability_Types = WeightedTypeList.Create()
	Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)
end

function Evaluate_Attack_Ability(target, goal)
	return Get_Target_Weight(target, Attack_Ability_Types, Attack_Ability_Weights)
end

function Get_Escort_Ability_Weights(goal)
	return Escort_Ability_Types
end

function HeroService()

end
