///////////////////////////////////////////////////////////////////////////////
//	Land 10 Script-Manager
//	~~~~~~~~~~~~~~~~~~~~~~~~~
//
//	Start date:			17.08.16			By:	Boxhead
//	Update date:		29.10.16			By: Boxhead
///////////////////////////////////////////////////////////////////////////////

run script Land10Script

begin script Land10Script
	
	
start

	TestModeOn = 1
	
	set toolbar state to MENU_TOOLBAR_STATE_CLOSED
	set interaction SCRIPT_INTERFACE_LEVEL_NORMAL
	enable tribute visual
	enable toolbar
	enable game can be lost
	enable personalisations
	
	run background script Land10ScriptManager
	
	if TestModeOn == 1
		set research ABODE_NUMBER_C available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ABODE_NUMBER_ALTAR available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ABODE_NUMBER_STORAGE_PIT available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ABODE_NUMBER_CREATURE_PEN available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ABODE_NUMBER_FIELD available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ABODE_NUMBER_WALLTOWER_TECH0 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_WATER_RAIN available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ABODE_NUMBER_MELEE_ARMOURY available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ABODE_NUMBER_TEMPLE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_HAND_MULTIPICKUP available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_A available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_B available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_D available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_E available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_SKYSCRAPER available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_CRECHE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_SHRINE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_PUB available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_TOWN_CENTRE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_RANGED_ARMOURY available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_WORKSHOP available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_STUDY available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_UNIVERSITY available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_PRISON available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_SMELTER available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_GRANARY available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_LUMBERMILL available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_MARKET_POT available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_MARKET_STATUE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_MARKET_PLANT available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_AMPITHEATRE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_GRAVEYARD available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_OLD_PERSONS_HOME available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_BATHHOUSE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_WALLTOWER_TECH1 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_GATEHOUSE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_ABODE_NUMBER_GATEHOUSE_F available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EPIC_WONDER_NUMBER_HURRICANE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EPIC_WONDER_NUMBER_EARTHQUAKE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EPIC_WONDER_NUMBER_VOLCANO available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EPIC_WONDER_NUMBER_SIREN available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_LIFE_HEAL available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_LIFE_LIFE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_DEATH_DECAY available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_DEATH_DEATH available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_FIRE_FIRE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_FIRE_LAVA available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_EARTH_TREMOR available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_EARTH_METEOR available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_AIR_WIND available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_AIR_TEMPEST available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_MAGIC_TYPE_WATER_STORM available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_MAGIC_TYPE_HEAL available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_MAGIC_TYPE_WATER available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_MAGIC_TYPE_FIREBALL available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_MAGIC_TYPE_LIGHTNING available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_TOY_GOOD available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_TOY_NEUTRAL available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_TOY_EVIL available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_BUILDER_1 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_BUILDER_2 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_BUILDER_3 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_BUILDER_4 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_GATHERER_1 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_GATHERER_2 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_GATHERER_3 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_GATHERER_4 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_SOLDIER_1 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_SOLDIER_2 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_SOLDIER_3 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_SOLDIER_4  available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_ENTERTAINER_1 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_ENTERTAINER_2 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_ENTERTAINER_3 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_CREATURE_ROLE_ENTERTAINER_4 available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EMBELLISHMENT_INFO_GREEK_FERTILITY_STATUE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EMBELLISHMENT_INFO_GREEK_FOUNTAIN available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EMBELLISHMENT_INFO_GREEK_STREETLAMP available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EMBELLISHMENT_INFO_GREEK_TORTURE_PIT available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EMBELLISHMENT_INFO_GREEK_COLUMN available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EMBELLISHMENT_INFO_GREEK_GARDEN available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EMBELLISHMENT_INFO_GREEK_WELL available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EMBELLISHMENT_INFO_GREEK_SPIKE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_EMBELLISHMENT_INFO_GREEK_MIRACLE_ENHANCER available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_HAND_FISTING available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_HAND_GESTURES available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_AGE_OF_GODS available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_BARREN_SEAS available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_FATE_OF_THE_EGYPTIANS available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_FRAGMENT available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_GODLESS_MIRACLES available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_IMMORTAL available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_MISSIONARIES available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_ORIGIN_OF_CREATURES available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_PARCHMENT available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_POWER_OF_THE_AZTECS available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_GREEKS available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_JAPANESE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_NORSE available to RESEARCH_AVAILABILITY_RESEARCHED
		set research ARTEFACT_TOME_PROPHECY available to RESEARCH_AVAILABILITY_RESEARCHED
	end if
	
	wait until 1 !=1 //For what do I actually need this?

end script Land10Script

begin script Land10ScriptManager

start
		
	wait 2 seconds
	run background script Land10Intro
	run background script Land10Outro
	run background script L10_SetupCreature
	run background script Land10SetupMaleVillage
	run background script Land10SetupFemaleVillage
	run background script LC10_Aztec_Capital
	run background script LC10_Aztec_Capital_Impressiveness
	run background script Volcano
	run background script TownConversion
	run background script Tribute
	run background script GatehouseManager
	run background script ResourceManagerAztecCapital
	run background script ResourceManagerAztecFirstTown
	run background script LC10_AICreature
	//run background script LavaGrave
	
		//disable load screen
		//set fade red 0 green 0 blue 0 time 0
		//set fade in time 4
	
	add resource RESOURCE_TYPE_FOOD 2500 to PlayerTown
	add resource RESOURCE_TYPE_WOOD 5000 to PlayerTown
	add resource RESOURCE_TYPE_ORE 5000 to PlayerTown
	
	wait until Land10IntroFinished == 1
	
	run background script Land10Objectives
	run background script LC10_WomenObjective
	run background script LC10_General_Speech
	run background script BonusMissions
	
	wait 100 seconds
	
	wait until CinemaIsRunning == 0
	
	start music "khazar" loop 1
	
end script Land10ScriptManager

begin script L10_SetupCreature
	CreaturePos	= marker at {1296.36,228.12,761.35}
	//marker at {1914.181, 309.393, 1711.534}
start

	//Load the creature and get it into global
	load my_creature at {CreaturePos}
	MyCreature = get player 0 creature

	if not MyCreature exists
		MyCreature = create CREATURE CREATURE_TYPE_LAST at {CreaturePos}
		set player 0 creature to MyCreature
		if not MyCreature exists//If it STILL not exists
			MyCreature = create CREATURE CREATURE_TYPE_APE at {CreaturePos}
			set player 0 creature to MyCreature
		end if
		wait 50 seconds
		release MyCreature
	end if

end script L10_SetupCreature

begin script Land10SetupMaleVillage

Men[75]
Counter = 0
TownPos = 0
Platoon1 = 0
Platoon2 = 0

start

TownPos = marker at {1296.36,228.12,761.35}

begin loop
	while Counter != 75
		if Men[Counter] not exists and Counter != 75
			Men[Counter] = create VILLAGER VILLAGER_INFO_GREEK_FARMER_MALE at {TownPos} + {number from -7 to 7, 0, number from -7 to 7}
			attach Men[Counter] to PlayerTown
			release Men[Counter]
			Counter++
		end if
	end while
	until Counter == 75
end loop

//Create a couple of platoons
Platoon1 = create platoon PLATOON_INFO_GREEK_MELEE_1 at {PlayerTown} + {20,20} with 20 men and 0 women
attach Platoon1 to PlayerTown
PLAYER of Platoon1 = 0

Platoon2 = create platoon PLATOON_INFO_GREEK_RANGED_1 at {PlayerTown} + {20,45} with 20 men and 0 women
attach Platoon2 to PlayerTown
PLAYER of Platoon2 = 0

end script Land10SetupMaleVillage

begin script Land10SetupFemaleVillage

Counter = 0
TownPos1 = 0
TownPos2 = 0
TownPos3 = 0
TownPos4 = 0
Platoon1 = 0
Platoon2 = 0

start

TownPos1 = marker at {1885.89,310.61,1855.90}
TownPos2 = marker at {1924.07,310.43,1866.09}
TownPos3 = marker at {1954.43,310.63,1850.39}
TownPos4 = marker at {1943.43,342.61,1942.06}

begin loop
	while Counter != 100
		if Women[Counter] not exists and Counter != 100
			Women[Counter] = create VILLAGER VILLAGER_INFO_GREEK_HOUSEWIFE_FEMALE at {TownPos1} + {number from -7 to 7, 0, number from -7 to 7}
			attach Women[Counter] to AztecPrison
			release Women[Counter]
			Counter++
			Women[Counter] = create VILLAGER VILLAGER_INFO_GREEK_HOUSEWIFE_FEMALE at {TownPos2} + {number from -7 to 7, 0, number from -7 to 7}
			attach Women[Counter] to AztecPrison
			release Women[Counter]
			Counter++
			Women[Counter] = create VILLAGER VILLAGER_INFO_GREEK_HOUSEWIFE_FEMALE at {TownPos3} + {number from -7 to 7, 0, number from -7 to 7}
			attach Women[Counter] to AztecPrison
			release Women[Counter]
			Counter++
			Women[Counter] = create VILLAGER VILLAGER_INFO_GREEK_HOUSEWIFE_FEMALE at {TownPos4} + {number from -7 to 7, 0, number from -7 to 7}
			attach Women[Counter] to AztecPrison
			release Women[Counter]
			Counter++
		end if
	end while
	until Counter == 100 or 5 seconds
end loop

end script Land10SetupFemaleVillage

begin script BonusMissions

	Player1Impressiveness = 0

	a = 0
	b = 0
	c = 0
	
	LMPos = 0
	ACPos = 0
	DBPos = 0

start

LMPos = marker at {1711.55,217.32,1421.43}
ACPos = marker at {2252.23,226.16,987.35}
DBPos = marker at {1106.46,207.25,594.58}


wait 40 seconds

begin loop

	Player1Impressiveness = get player 0 impressiveness

	//if PLAYER of AztecFirstTown != 1 and a == 0 and get distance from camera position to {LMPos} > 200 and not {LMPos} viewed
	//	a = 1
	//	run background script LC10_LostMan
	//end if
	
	if Player1Impressiveness >= 20000 and b == 0 and get distance from camera position to {DBPos} > 150 and not {DBPos} viewed
		b = 1
		run background script LC10_DisbelievingVillage
	end if
	
	//if Player1Impressiveness >= 35000 and c == 0 and get distance from camera position to {ACPos} > 300 and not {ACPos} viewed
	//	c = 1
	//	run background script LC10_AngryCreature
	//end if

end loop

end script BonusMissions

begin script LavaGrave

	FX = 0

start

	set lava running at {1923.73,299.70,1829.91} heading {1905.07,298.22,1826.49}

	FX = create visual effect "ev_s_lavaexplosion.ves" strength 1 scale 0.5 at {1923.73,299.70,1829.91} time 2

	begin loop
		
		set lava running at {1923.73,299.70,1829.91} heading {1905.07,298.22,1826.49}
		wait 10 seconds

	end loop

end script LavaGrave