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

-- This plan simply puts Han in the right places.
-- It relies on the object script HanSolo.lua to activate abilities.

require("pgevents")

function Definitions()
	
	Category = "HanSoloAssists"
	TaskForce = {
	{
		"MainForce"					
		,"DenyHeroAttach"
		,"Han_Solo = 1"
	}
	}
	
	IgnoreTarget = true
	AllowEngagedUnits = true
	
	duration_to_fight = 60
	time_to_transition_reinforcement_point = 5
end

function MainForce_Thread()
	BlockOnCommand(MainForce.Produce_Force())
	
	QuickReinforce(PlayerObject, AITarget, MainForce)
	
	MainForce.Set_As_Goal_System_Removable(false)

	han = MainForce.Get_Unit_Table()[1]
	if not TestValid(han) then
		MessageBox("unexpected state; han unavailable")
		ScriptExit()
	end

	-- Continuously try to attack, assist the most significant nearby unit, and heal up
	while true do

		-- Make sure the loop always yields
		Sleep(1)

		ConsiderHeal(han)
		
		-- Grab a reinforcement point
		lz_table = PruneFriendlyObjects(Find_All_Objects_Of_Type("IsRushTarget"))
		if TestValid(lz_table[1]) then

			Try_Ability(han, "SPRINT")
			BlockOnCommand(han.Move_To(lz_table[1]))
			BlockOnCommand(han.Guard_Target(lz_table[1]), time_to_transition_reinforcement_point)
		end

		ConsiderHeal(han)

		-- Try to get near a good EMP stun target
		enemy_location = FindTarget.Reachable_Target(PlayerObject, "Area_Needs_Han_Solo_Assist", "Tactical_Location", "Any_Threat", 0.5)
		if TestValid(enemy_location) then
			DebugMessage("%s--  moving toward enemy concentration", tostring(Script))
			BlockOnCommand(MainForce.Attack_Move(enemy_location))
			if han.Is_Ability_Ready("AREA_EFFECT_STUN") then
				enemy_vehicle = Find_Nearest(han, "Vehicle", PlayerObject, false)
				if TestValid(enemy_vehicle) then
					BlockOnCommand(MainForce.Move_To(enemy_vehicle))
				end
			end
		end

		MainForce.Set_Plan_Result(true)
	
	end

end


