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

-- This include order is important.  We need the state service defined in main to override the one in heroplanattach.
require("HeroPlanAttach")
require("PGStateMachine")

function Definitions()


-- Hero plan self attachment stuff

	-- only join plans that meet our expense requirements.
	MinPlanAttachCost = 45000
	MaxPlanAttachCost = 0

	-- Commander hit list.
	Attack_Ability_Type_Names = {"All"}
	Attack_Ability_Weights = { BAD_WEIGHT }
	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 = { "All" }
	Escort_Ability_Weights = { BAD_WEIGHT }
	Escort_Ability_Types = WeightedTypeList.Create()
	Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)


-- Object script stuff

	ServiceRate = 1

	Define_State("State_Init", State_Init);
	Define_State("State_AI_Autofire", State_AI_Autofire)
	Define_State("State_Human_No_Autofire", State_Human_No_Autofire)
	Define_State("State_Human_Autofire", State_Human_Autofire)
	
	unit_trigger_number = 3
	divert_range = 300
	threat_trigger_number = 300
	ability_range = 200
	ability_name = "AREA_EFFECT_CONVERT"
	
	stealth_reveal_range = 200
	stealth_ability = "STEALTH"
end

function State_Init(message)
	if message == OnEnter then

		-- prevent this from doing anything in galactic mode
		if Get_Game_Mode() ~= "Land" then
			ScriptExit()
		end

		nearby_unit_count = 0
		recent_enemy_units = {}
		
		Register_Prox(Object, Unit_Reveal_Prox, stealth_reveal_range)
		
		if Object.Get_Owner().Is_Human() then
			Set_Next_State("State_Human_No_Autofire")
			Register_Prox(Object, Unit_Prox, ability_range)
		else
			Set_Next_State("State_AI_Autofire")
			Register_Prox(Object, Unit_Prox, divert_range)
		end
	end
end

function State_AI_Autofire(message)
	if message == OnUpdate then
		if (nearby_unit_count >= unit_trigger_number) then
			ConsiderDivertAndAOE(Object, ability_name, ability_range, recent_enemy_units, Object.Get_Hull() * threat_trigger_number)
		end
		
		-- reset tracked units each service.
		nearby_unit_count = 0
		recent_enemy_units = {}
	end		
end

function State_Human_No_Autofire(message)
	if message == OnUpdate then
		if Object.Is_Ability_Autofire(ability_name) then
			Set_Next_State("State_Human_Autofire")
		end
		
		-- reset tracked units each service.
		nearby_unit_count = 0
		recent_enemy_units = {}
		
	end
end

function State_Human_Autofire(message)
	if message == OnUpdate then
	
		if Object.Is_Ability_Autofire(ability_name) then
			if nearby_unit_count >= unit_trigger_number then
				Object.Activate_Ability(ability_name, true)
			end
		else
			Set_Next_State("State_Human_No_Autofire")
		end
		
		-- reset tracked units each service.
		nearby_unit_count = 0
		recent_enemy_units = {}
			
	end				
end

function Unit_Prox(self_obj, trigger_obj)

	-- Reject structures, which we can't corrupt
	if trigger_obj.Is_Category("Structure") then
		return
	end

	-- Reject heroes, which we can't affect
	if trigger_obj.Is_Category("LandHero") then
		return
	end
	
	if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
		return
	end
	
	--Promote to parent object (infantry squads) for unit counting purposes
	if trigger_obj.Get_Parent_Object() then
		trigger_obj = trigger_obj.Get_Parent_Object()
	end

	if trigger_obj.Is_In_Garrison() then
		return
	end

	-- If we haven't seen this unit recently, track him
	if recent_enemy_units[trigger_obj] == nil then
		nearby_unit_count = nearby_unit_count + 1
		recent_enemy_units[trigger_obj] = trigger_obj
	end
end

-- If a stealthed enemy enters the prox, disable their stealth ability
function Unit_Reveal_Prox(self_obj, trigger_obj)
	if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
		return
	end
	
	if trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
		if trigger_obj.Is_Ability_Active(stealth_ability) then
			if Is_Campaign_Game() == true then
				trigger_obj.Cancel_Ability(stealth_ability)
			end
		end
	end
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

