-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/DefensiveRush.lua#1 $
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--
-- (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
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--
--              $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/DefensiveRush.lua $
--
--    Original Author: James Yarrow
--
--            $Author: Brian_Hayes $
--
--            $Change: 637819 $
--
--          $DateTime: 2017/03/22 10:16:16 $
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--          $Revision: #1 $
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-- This plan is to send a limited amount of force to try to initially push the attacker off a planet.
-- It should only be invoked if the defender can spare some units and still have a strong base defense.
-- This is to provide a middle ground between the all out rush (when the AI decides that it has overwhelming
-- force) and the total defensive posture (when AI doesn't clearly have overwhelming force).

require("pgevents")

ScriptPoolCount = 16

function Definitions()
	
	Category = "Defensive_Rush"
	AllowEngagedUnits = true
	IgnoreTarget = true
	TaskForce = {
	{
		"MainForce"					
		,"DenyHeroAttach"
		,"Infantry | Vehicle | Air = 5,12"
	}
	}
	
	guard_duration = 20

end

function MainForce_Thread()

	BlockOnCommand(MainForce.Produce_Force())

	MainForce.Set_As_Goal_System_Removable(false)

	Set_Land_AI_Targeting_Priorities(MainForce)
	
	-- Rush the LZ
	lz_table = PruneFriendlyObjects(Find_All_Objects_Of_Type("IsRushTarget"))
	if TestValid(lz_table[1]) then
		--MessageBox("guarding the LZ")
		BlockOnCommand(MainForce.Attack_Move(lz_table[1]))
		BlockOnCommand(MainForce.Guard_Target(lz_table[1]), guard_duration)
	end

	-- Rush any attackers that we might be able to see
	nearest_enemy = Find_Nearest(MainForce, PlayerObject, false)
	while TestValid(nearest_enemy) do
		BlockOnCommand(MainForce.Attack_Move(nearest_enemy))
		nearest_enemy = Find_Nearest(MainForce, PlayerObject, false)
	end

	-- This plan should only be allowed to occur once
	while true do
		Sleep(200)
	end
end 

