///////////////////////////////////////////////////////////////////////////////
//	Land 10 Objectives
//	~~~~~~~~~~~~~~~~~~~
//
//	Start date:			18.08.16			By:	Boxhead
//	Update date:		29.10.16			By: Boxhead
///////////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
define LO_FALSE		= 0
define LO_TRUE		= 1

//-----------------------------------------------------------------------------
// Land 10 Objectives
//-----------------------------------------------------------------------------
begin script Land10Objectives

	CreatureTreesObjective = LO_FALSE
	CityObjective = LO_FALSE
	CreatureOreObjective = LO_FALSE
	CreatureKillObjective = LO_FALSE
	CreatureFightObjective = LO_FALSE
	FieldsObjective = LO_FALSE
	SettlementsObjective = LO_FALSE
	ImpressiveObjective = LO_FALSE

start
	
	reset all objectives for player 0

	wait 5 seconds
	
	//Parent objective - Rescue the women
	set player 0 objective TRIBUTE_OBJECTIVE_LAND_1 amount 1 force open
	set player 0 objective TRIBUTE_OBJECTIVE_LAND_1 text "BW2T_SCRIPT_10FINAL_OBJECTIVES_160" amount 0

	//Child objectives - Rescue the women
	set player 0 objective TRIBUTE_OBJECTIVE_LAND_2 amount 1 force open
	set player 0 objective TRIBUTE_OBJECTIVE_LAND_2 text "BW2T_SCRIPT_10FINAL_OBJECTIVES_20"
	set player 0 objective TRIBUTE_OBJECTIVE_LAND_2 parent objective TRIBUTE_OBJECTIVE_LAND_1

	//set player 0 objective TRIBUTE_OBJECTIVE_LAND_2 value 1
	//set player 0 objective TRIBUTE_OBJECTIVE_LAND_3 value 1

	wait 15 seconds

	///PRIMARY OBJECTIVES
	//THESE ARE SCRIPT CONTROLLED

	//PRIMARY - Dominate Land by Impressiveness or Force
	set player 0 objective TRIBUTE_OBJECTIVE_SCRIPT_CONTROLLED_WIN_LAND with amount 1 text "BW2T_SCRIPT_07FINAL_SECONDARYOBJECTIVE_80" amount 1 description "BW2T_SCRIPT_06FINAL_SECONDARYOBJECTIVE_51" start value 0 reward 250000 alignment 0.2

	//Secondary Objectives
	//These are controlled by CODE
	
	//SPECIAL objectives
	
	//Destroy all food in the land
	set player 0 objective TRIBUTE_OBJECTIVE_AS_SOON_AS_FOOD_DESTROYED with amount 1 text "BW2T_SCRIPT_10FINAL_OBJECTIVE_EVIL_30" amount 1 description "BW2T_SCRIPT_10FINAL_OBJECTIVE_EVIL_31" start value 0 reward 10000 alignment -0.05

	//Use Heal Miracle to heal people    
	set player 0 objective TRIBUTE_OBJECTIVE_HEAL_VILLAGERS with amount 1 text "BW2T_SCRIPT_11FINAL_OBJECTIVE_GOOD_30" amount 1 description "BW2T_SCRIPT_11FINAL_OBJECTIVE_GOOD_31" start value 0 reward 10000 alignment 0.01
	
	//Take over all the  towns by impressiveness    
	set player 0 objective TRIBUTE_OBJECTIVE_TAKEOVER_TOWNS_IMPRESSIVENESS with amount 4 text "BW2T_SCRIPT_GENERIC_PICKUP163" amount 4 description "BW2T_SCRIPT_09FINAL_OBJECTIVE_GOOD_21" start value 0 reward 20000 alignment 0.05
	
	////
	//CHOOSE the miracle objective they haven't unlocked yet!!!	
	if get research ARTEFACT_MAGIC_TYPE_FIRE_FIRE available  == variable RESEARCH_AVAILABILITY_AVAILABLE 
		//Use Fire Miracle to defeat an army    
  		set player 0 objective TRIBUTE_OBJECTIVE_DEFEAT_ARMY_WITH_FIRE with amount 1 text "BW2T_SCRIPT_08FINAL_OBJECTIVE_EVIL_70" amount 1 description "BW2T_SCRIPT_08FINAL_OBJECTIVE_EVIL_71" start value 0 reward 10000 alignment -0.02	  	
	else
		if get research ARTEFACT_MAGIC_TYPE_WATER_STORM available  == variable RESEARCH_AVAILABILITY_AVAILABLE 
			//Use Electricity Miracle to defeat an army    
	  		set player 0 objective TRIBUTE_OBJECTIVE_DEFEAT_ARMY_WITH_ELECTRICITY with amount 1 text "BW2T_SCRIPT_09FINAL_OBJECTIVE_EVIL_50" amount 1 description "BW2T_SCRIPT_09FINAL_OBJECTIVE_EVIL_51" start value 0 reward 10000 alignment -0.02	
		else
			if get research ARTEFACT_MAGIC_TYPE_EARTH_METEOR available  == variable RESEARCH_AVAILABILITY_AVAILABLE 
				//Use Meteor Miracle to defeat an army
				set player 0 objective TRIBUTE_OBJECTIVE_DEFEAT_ARMY_WITH_METEOR with amount 1 text "BW2T_SCRIPT_10FINAL_OBJECTIVE_EVIL_70" amount 1 description "BW2T_SCRIPT_10FINAL_OBJECTIVE_EVIL_71" start value 0 reward 10000 alignment -0.02
			end if
		end if
	end if
	
	
	//Kill enemy creature    
	set player 0 objective TRIBUTE_OBJECTIVE_ENEMY_CREATURE_DEAD with amount 1 text "BW2T_SCRIPT_11FINAL_OBJECTIVE_EVIL_60" amount 1 description "BW2T_SCRIPT_11FINAL_OBJECTIVE_EVIL_61" start value 0 reward 20000
	
	
	//TOWN OBJECTIVES
	
	
	//Create 100 children    
	set player 0 objective TRIBUTE_OBJECTIVE_BREED_CHILDREN with amount 100 text "BW2T_SCRIPT_11FINAL_OBJECTIVE_NEUTRAL_10" amount 100 description "BW2T_SCRIPT_11FINAL_OBJECTIVE_NEUTRAL_11" start value 0 reward 10000
		
	//Build a wonder
	set player 0 objective TRIBUTE_OBJECTIVE_BUILD_WONDER with amount 1 text "BW2T_SCRIPT_10FINAL_OBJECTIVE_NEUTRAL_30" amount 1 description "BW2T_SCRIPT_10FINAL_OBJECTIVE_NEUTRAL_31" start value 0 reward 100000
	
	
	//CREATURE OBJECTIVES
	
	//Creature kills all enemy platoons    
	set player 0 objective TRIBUTE_OBJECTIVE_FAILABLE_CREATURE_KILL_PLATOON with amount 1 text "BW2T_SCRIPT_11FINAL_OBJECTIVE_EVIL_50" amount 1 description "BW2T_SCRIPT_11FINAL_OBJECTIVE_EVIL_51" start value 0 reward 20000
	
	//Creature to entertain 100 people at once
	set player 0 objective TRIBUTE_OBJECTIVE_CREATURE_ENTERTAIN_AT_ONCE with amount 100 text "BW2T_SCRIPT_10FINAL_OBJECTIVE_GOOD_10" amount 100 description "BW2T_SCRIPT_10FINAL_OBJECTIVE_GOOD_11" start value 0 reward 10000
	
	//Creature Plant 15 trees
	set player 0 objective TRIBUTE_OBJECTIVE_CREATURE_PLANT_TREES with amount 15 text "BW2T_SCRIPT_10FINAL_OBJECTIVE_NEUTRAL_40" amount 15 description "BW2T_SCRIPT_10FINAL_OBJECTIVE_NEUTRAL_41" start value 0 reward 5000

	//Win X creature fight   
	set player 0 objective TRIBUTE_OBJECTIVE_WIN_CREATURE_FIGHT with amount 6 text "BW2T_SCRIPT_OBJECTIVES_PICKUP32" amount 6 description "BW2T_SCRIPT_06FINAL_OBJECTIVE_EVIL_41" start value 0 reward 8000
	
	
	//ARMY OBJECTIVES
	
	//Kill enemy creature  with Armies    
	set player 0 objective TRIBUTE_OBJECTIVE_KILL_ENEMY_CREATURE_WITH_ARMIES with amount 1 text "BW2T_SCRIPT_11FINAL_OBJECTIVE_EVIL_40" amount 1 description "BW2T_SCRIPT_11FINAL_OBJECTIVE_EVIL_41" start value 0 reward 10000
	
	//Take over all the  Towns by Force
	set player 0 objective TRIBUTE_OBJECTIVE_TAKEOVER_TOWNS_FORCE with amount 4 text "BW2T_SCRIPT_GENERIC_PICKUP162" amount 4 description "BW2T_SCRIPT_06FINAL_OBJECTIVE_EVIL_21" start value 0 reward 20000 alignment -0.05
		

	//AMOUNT SETTING
	//The amount setting must occur last
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_GOLD amount 20
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_SPECIAL amount 0
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_TOWN amount 1
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_ARMY amount 1
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_CREATURE amount 1
	
	
/*	begin loop
		
		if CreatureTreesObjective == LO_FALSE
			if 	player 0 objective TRIBUTE_OBJECTIVE_CREATURE_PLANT_TREES complete
				begin dialogue
					eject good spirit
						//say "Your creature seems to have green fingers."
						say "BW2T_SCRIPT_10FINAL_ADVISORS_OBJECTIVES_50"
						wait until read
					send good spirit home

					CreatureTreesObjective = LO_TRUE
					set player 0 objective TRIBUTE_OBJECTIVE_CREATURE_PLANT_TREES value 1
					wait 1.5 seconds
					disable player 0 objective TRIBUTE_OBJECTIVE_CREATURE_PLANT_TREES

					wait 1.5 seconds
					disable objective window
				end dialogue
			end if
		end if

		if CityObjective == LO_FALSE
			if 	player 0 objective TRIBUTE_OBJECTIVE_ACHIEVE_POPULATION complete
				begin dialogue
					eject good spirit
						//say "Our large town has just become a city. Well done!"
						say "BW2T_SCRIPT_10FINAL_ADVISORS_OBJECTIVES_40"
						wait until read
					send good spirit home

					CityObjective = LO_TRUE
					set player 0 objective TRIBUTE_OBJECTIVE_ACHIEVE_POPULATION value 1
					wait 1.5 seconds
					disable player 0 objective TRIBUTE_OBJECTIVE_ACHIEVE_POPULATION

					wait 1.5 seconds
					disable objective window
				end dialogue
			end if
		end if


		if CreatureOreObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_CREATURE_COLLECT_ORE complete

				begin dialogue
					eject evil spirit
					 //say "Ore! And loads of it! We can build masses of troops with this."
					 say "BW2T_SCRIPT_10FINAL_ADVISORS_OBJECTIVES"
					 wait until read
					send evil spirit home
				end dialogue

				CreatureOreObjective = LO_TRUE
				set player 0 objective TRIBUTE_OBJECTIVE_CREATURE_COLLECT_ORE value 1
				wait 1.5 seconds
				disable player 0 objective TRIBUTE_OBJECTIVE_CREATURE_COLLECT_ORE
				wait 1.5 seconds
				disable objective window
			end if			
		end if


		if CreatureKillObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_ENEMY_CREATURE_DEAD complete

				begin dialogue
					eject evil spirit
					// say "Another one bites the dust!"
					say "BW2T_SCRIPT_10FINAL_ADVISORS_OBJECTIVES_20"
					 wait until read
					send evil spirit home
				end dialogue

				CreatureKillObjective = LO_TRUE
				set player 0 objective TRIBUTE_OBJECTIVE_ENEMY_CREATURE_DEAD value 1
				wait 1.5 seconds
				disable player 0 objective TRIBUTE_OBJECTIVE_ENEMY_CREATURE_DEAD
				wait 1.5 seconds
				disable objective window
			end if			
		end if


		if CreatureFightObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_WIN_CREATURE_FIGHT complete

				begin dialogue
					eject evil spirit
					 //say "Our creature won! Bring 'em on!"
					say "BW2T_SCRIPT_10FINAL_ADVISORS_OBJECTIVES_10"
					 wait until read
					send evil spirit home
				end dialogue

				CreatureFightObjective = LO_TRUE
				set player 0 objective TRIBUTE_OBJECTIVE_WIN_CREATURE_FIGHT value 1
				wait 1.5 seconds
				disable player 0 objective TRIBUTE_OBJECTIVE_WIN_CREATURE_FIGHT
				wait 1.5 seconds
				disable objective window
			end if			
		end if


		if FieldsObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_PLAYER_BUILD_FIELDS complete

				begin dialogue
					eject good spirit
					 //say "Well done. You brought some farming to a dead land."
					 say "BW2T_SCRIPT_10FINAL_ADVISORS_OBJECTIVES_70"
					 wait until read
					send good spirit home
				end dialogue

				FieldsObjective = LO_TRUE
				set player 0 objective TRIBUTE_OBJECTIVE_PLAYER_BUILD_FIELDS value 1
				enable objective window
				wait 2.5 seconds
				disable player 0 objective TRIBUTE_OBJECTIVE_PLAYER_BUILD_FIELDS
				wait 1.5 seconds
				disable objective window
			end if			
		end if
		

		if SettlementsObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_PLAYER_TAKE_OVER_MINOR_SETTLEMENTS complete

				begin dialogue
					 //say "You are welcome to these weak traitors.."
					 say "BW2T_SCRIPT_10FINAL_ADVISORS_OBJECTIVES_30"
					 wait until read
				end dialogue

				SettlementsObjective = LO_TRUE
				set player 0 objective TRIBUTE_OBJECTIVE_PLAYER_TAKE_OVER_MINOR_SETTLEMENTS value 1
				wait 1.5 seconds
				disable player 0 objective TRIBUTE_OBJECTIVE_PLAYER_TAKE_OVER_MINOR_SETTLEMENTS
				wait 1.5 seconds
				disable objective window
			end if			
		end if

		if ImpressiveObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_BUILD_IMPRESSIVE_BUILDINGS complete

				begin dialogue
					eject good spirit
					 //say "Good job! That will make the villagers happier and our town more impressive to outsiders."
					 say "BW2T_SCRIPT_10FINAL_ADVISORS_OBJECTIVES_90"
					 wait until read
					send good spirit home
				end dialogue

				ImpressiveObjective = LO_TRUE
				set player 0 objective TRIBUTE_OBJECTIVE_BUILD_IMPRESSIVE_BUILDINGS value 1
				wait 1.5 seconds
				disable player 0 objective TRIBUTE_OBJECTIVE_BUILD_IMPRESSIVE_BUILDINGS
				wait 1.5 seconds
				disable objective window
			end if			
		end if

	end loop
	*/
	
	wait 10 seconds
	
	disable objective window

end script Land10Objectives

begin script LC10_WomenObjective

	Timer = 0
	ObjectiveDoneGreek = 0
	ObjectiveDoneAztec = 0
	
start

Timer = create timer for 660 seconds

begin loop

	if LC10_PrisonGuard[0] not exists and LC10_PrisonGuard[1] not exists and LC10_PrisonGuard[2] not exists and LC10_PrisonGuard[3] not exists
		start migration from AztecPrison to PlayerTown
		set player 0 objective TRIBUTE_OBJECTIVE_LAND_2 value 1
		set player 0 objective TRIBUTE_OBJECTIVE_LAND_3 value 1
		PrisonDestroyed = 1
		ObjectiveDoneGreek = 1
	end if
	
	if get Timer time remaining <= 0
		set player 0 objective TRIBUTE_OBJECTIVE_LAND_2 value 0
		set player 0 objective TRIBUTE_OBJECTIVE_LAND_3 value 0
		run background script PrisonGuardsKillWomen
		wait 25 seconds
		PrisonPeopleDead = 1
		ObjectiveDoneAztec = 1
	end if

	until ObjectiveDoneGreek == 1 or ObjectiveDoneAztec == 1
end loop
	
end script LC10_WomenObjective

begin script PrisonGuardsKillWomen

Counter = 0
Gatehouse = 0

start

	run background script Land10KillVillagers
		
	wait 15 seconds
	Gatehouse = get SCRIPT_OBJECT_TYPE_ABODE ABODE_NUMBER_GATEHOUSE at {1888.99,310.68,1782.75} radius 50
	set gate Gatehouse open

end script PrisonGuardsKillWomen

begin script Land10KillVillagers

	Target = 0
	ScanPos = 0

start

ScanPos = marker at {1944.46,310.63,1882.91}

begin loop
	Target = 0
	Target = get VILLAGER VILLAGER_INFO_GREEK_HOUSEWIFE_FEMALE at {ScanPos} radius 300
	if Target exists and PLAYER of Target == 1 and get distance from camera position to {Target} > 200
		HEALTH of Target = 0//This is kind of useless.
		delete Target
	else
		Target = 0
	end if
end loop
	
end script Land10KillVillagers
