-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/RaidPlan.lua#3 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (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_Expansion/Run/Data/Scripts/AI/RaidPlan.lua $
--
--    Original Author: James Yarrow
--
--            $Author: James_Yarrow $
--
--            $Change: 55242 $
--
--          $DateTime: 2006/09/22 12:20:59 $
--
--          $Revision: #3 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////

require("pgevents")

function Definitions()

	Category = "Raid"

	TaskForce = {
	{
		"RaidForce"
		,"DenyHeroAttach"
		,"Infantry | Vehicle | Air = 2"
		,"LandHero = 0,1"
	}
	}

	LandSecured = false
end

function RaidForce_Thread()

	AssembleForce(RaidForce)

	if not RaidForce.Is_Raid_Capable() then
		ScriptExit()
	end

	RaidForce.Set_Plan_Result(true)

	if not LaunchUnits(RaidForce) then
		ScriptExit()
	end

	BlockOnCommand(RaidForce.Raid(Target))

	-- This plan has all but succeeded; make sure AI systems don't remove it
	RaidForce.Set_As_Goal_System_Removable(false)
	RaidForce.Test_Target_Contrast(false)

	difficulty = "Easy"
	if PlayerObject then
		difficulty = PlayerObject.Get_Difficulty()
	end
	sleep_duration = DifficultyBasedMinPause(difficulty)

	if RaidForce.Get_Force_Count() == 0 then
		Sleep(sleep_duration)
		ScriptExit()
	end

	LandSecured = true
	RaidForce.Release_Forces(1.0)

	FundBases(PlayerObject, Target)

	if (not GalacticAttackAllowed(difficulty, 1)) then
		Sleep(sleep_duration)
	end
	ScriptExit()
end

function RaidForce_Production_Failed(tf, failed_object_type)
	ScriptExit()
end

function RaidForce_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
		if (not LandSecured) or (PlayerObject.Get_Difficulty() == "Hard") then
			ScriptExit()
		end
	end
end

function RaidForce_No_Units_Remaining(tf)
	--Do nothing
end
