-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/DestroyUnit.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
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--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/DestroyUnit.lua $
--
--    Original Author: James Yarrow
--
--            $Author: Brian_Hayes $
--
--            $Change: 637819 $
--
--          $DateTime: 2017/03/22 10:16:16 $
--
--          $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////

require("pgevents")

function Definitions()
	DebugMessage("%s -- In Definitions", tostring(Script))
	
	AllowEngagedUnits = false
	MinContrastScale = 1.1
	MaxContrastScale = 3.0
	Category = "Destroy_Unit"
	TaskForce = {
	{
		"MainForce"						
		,"Fighter = 0, 2" -- don't take too many fighters because we allow engaged units
		,"Fighter | Corvette | Frigate | Capital | Super | SpaceHero = 1, 20"
	}
	}
	
	ChangedTarget = false
	AttackingShields = false
	DropCurrentTarget = false

	kill_target = nil

	DebugMessage("%s -- Done Definitions", tostring(Script))
end

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

	BlockOnCommand(MainForce.Produce_Force())
	
	QuickReinforce(PlayerObject, AITarget, MainForce)
	
	MainForce.Enable_Attack_Positioning(true)
	DebugMessage("MainForce constructed at stage area!")

	DebugMessage("%s -- Attack-moving to %s", tostring(Script), tostring (AITarget))
	SetClassPriorities(MainForce, "Attack_Move")
	BlockOnCommand(MainForce.Attack_Move(AITarget, MainForce.Get_Self_Threat_Max()))

	MainForce.Set_Plan_Result(true)
	
	DebugMessage("%s -- MainForce Done!  Exiting Script!", tostring(Script))
	ScriptExit()
end

-- Make sure that units don't sit idle at the end of their move order, waiting for others
function MainForce_Unit_Move_Finished(tf, unit)

	DebugMessage("%s -- %s reached end of move, giving new order", tostring(Script), tostring(unit))

	-- Assist the tf with whatever is holding it up
	kill_target = FindDeadlyEnemy(tf)
	if TestValid(kill_target) then
		unit.Attack_Move(kill_target)
	else
		unit.Attack_Move(tf)
	end
end
