-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObiWanPlan.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/ObiWanPlan.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()
	DebugMessage("%s -- In Definitions", tostring(Script))

	-- only join plans that meet our expense requirements.
	MinPlanAttachCost = 5000
	MaxPlanAttachCost = 0

	-- Commander hit list.
	Attack_Ability_Type_Names = { 
		"Infantry",	-- Attack these types.
		"Darth_Team", "Boba_Fett_Team" 				-- Stay away from these types.
	}
	Attack_Ability_Weights = { 
		10,   				-- attack type weights.
		BAD_WEIGHT, BAD_WEIGHT   				-- feared type weights.
	}
	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 = { "Infantry", "Vehicle", "Air", "Fleet_Com_Rebel_Team", "Fleet_Com_Empire_Team" }
	Escort_Ability_Weights = { 3, 10, 3, BAD_WEIGHT, BAD_WEIGHT }
	Escort_Ability_Types = WeightedTypeList.Create()
	Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)
	
-- tactical behavior 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 = 400
	threat_trigger_number = 10
	ability_range = 100
	ability_name = "FORCE_CONFUSE"
	
	invulnerability_ability_name = "TARGETED_INVULNERABILITY"
	min_threat_to_use_invulnerability = 100
	invulnerability_range = 400
	
	stealth_reveal_range = 200
	stealth_ability = "STEALTH"
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

function HeroService()

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, Invuln_Prox, invulnerability_range)
		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) and Object.Get_Hull() < 0.5 then
			ConsiderDivertAndAOE(Object, ability_name, ability_range, recent_enemy_units, 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)	
	--Can only confuse non-hero infantry
	if not trigger_obj.Is_Category("Infantry") then
		return
	end
	
	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

function Invuln_Prox(self_obj, trigger_obj)		
	if Object.Get_Owner().Is_Human() and not Object.Is_Ability_Autofire(invulnerability_ability_name) then
		return
	end
	
	--Use invulnerability on friendly objects that are in need of help and worth preserving
	if not trigger_obj.Get_Owner().Is_Ally(Object.Get_Owner()) then
		return
	end	
	
	if not trigger_obj.Get_Type().Is_Hero() then
		if trigger_obj.Get_Type().Get_Combat_Rating() < min_threat_to_use_invulnerability then
			return
		end
	end
	
	if not self_obj.Is_Ability_Ready(invulnerability_ability_name) then
		return
	end
	
	if not TestValid(FindDeadlyEnemy(trigger_obj)) then
		return
	end

	self_obj.Activate_Ability(invulnerability_ability_name, trigger_obj)
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