-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/UnrestrictedGrabLand.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/UnrestrictedGrabLand.lua $
--
--    Original Author: James Yarrow
--
--            $Author: Brian_Hayes $
--
--            $Change: 637819 $
--
--          $DateTime: 2017/03/22 10:16:16 $
--
--          $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////

--A plan to rapidly grab land control that bypasses timing restrictions on AI attacks.

require("pgtaskforce")

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

function Definitions()	
	MinContrastScale = 1.1
	MaxContrastScale = 1.25
		
	Category = "Unrestricted_Grab_Land"
	TaskForce = {
	{
		"MainForce"						
		, "Infantry | Vehicle | Air = 100%"
	}
	}
	
	RequiredCategories = { "Infantry" }
	
end

function MainForce_Thread()
	
	-- Since we're using plan failure to adjust contrast, we're 
	-- only concerned with failures in battle. Default the 
	-- plan to successful and then 
	-- only on the event of our task force being killed is the
	-- plan set to a failed state.
	MainForce.Set_Plan_Result(true)	
	
	--For fast execution, build and attack in one plan rather than having the first few iterations
	--feed the freestore
	AssembleForce(MainForce)
	
	if not LaunchUnits(MainForce) then
		ScriptExit()
	end

	BlockOnCommand(MainForce.Move_To(Target))
	if MainForce.Get_Force_Count() == 0 then
		MainForce.Set_Plan_Result(false)	
		ScriptExit()
	end
	if Invade(MainForce) == false then
		MainForce.Set_Plan_Result(false)			
		ScriptExit()
	end	
		
	ScriptExit()
end

function MainForce_Production_Failed(failed_object_type)
	ScriptExit()
end

function MainForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)	
	--Ignore changes to neutral - it might just be temporary on the way to
	--passing into my control.
	if new_owner ~= PlayerObject and new_owner.Is_Neutral() == false then
		ScriptExit()
	end
end