#this file ( and all files in this folder ) is reloadable with console command "reload behavior"
#filewatcher is enabled for all files in this folder

@engagement_range = 300
@return_range = 500

ship_behavior = {
	name = "rg_fighters_behavior"
	preferred_attack_range = 12
	formation_distance = @engagement_range
	return_to_formation_distance = @return_range

	attack_move_pattern = orbit
	passive_move_pattern = charge
    
	# targeting = {
    #     component_target_weight_mult = 0        
    #     keep_previous_target_bonus = 100        
    #     damage_value = 5            
    #     low_health_bonus = 5000        
    #     shield_focus_value = 5            
    #     armor_focus_value = 5            
    #     already_incoming_damage_penalty = 200        
    #     distance_to_fleet_penalty = 0        
    #     size_difference_penalty = 0            
    #     transport_target_penalty = 50000        
    #     civilian_target_penalty = 100000    
    # }

}

ship_behavior = {
	name = "rg_bombers_behavior"
	preferred_attack_range = max
	formation_distance = @engagement_range
	return_to_formation_distance = @return_range
	
	attack_move_pattern = charge #orbit
	passive_move_pattern = charge
}

ship_behavior = {
	name = "RG_GrayMotherShip"

	preferred_attack_range = 100
	formation_distance = 100
	return_to_formation_distance = 110
	
	collision_awareness = 0.2
	collision_radius = 1.0							#collision_radius is a multiplier on the radius specified in the ship size
	collision_strafe = 2.5

	attack_move_pattern = stay_at_range
	passive_move_pattern = charge

	ignore_combat_movement = yes
	
	desc = "RG_GrayMotherShip_BEHAVIOR_DESC"
}

ship_behavior = {
    name = "rg_carrier_behavior"
	preferred_attack_range = max
	formation_distance = 400
	return_to_formation_distance = 390
	
	collision_awareness = 1
	collision_radius = 20
	collision_strafe = 10
	attack_move_pattern = follow #stationary
	passive_move_pattern = stay_at_range #follow #charge

	desc = "rg_carrier_BEHAVIOR_DESC"
}

ship_behavior = {
    name = "rg_aura_behavior"
	preferred_attack_range = max
	formation_distance = 600
	return_to_formation_distance = 590
	
	collision_awareness = 1
	collision_radius = 20
	collision_strafe = 10
	attack_move_pattern = follow #stationary
	passive_move_pattern = stay_at_range #follow #charge


	desc = "rg_aura_BEHAVIOR_DESC"
}

ship_behavior = {
	name = "RG_artillery"
	preferred_attack_range = 390
	formation_distance = 390
	return_to_formation_distance = 400

	combat_target_anchor = root

	collision_awareness = 0.2
	collision_radius = 1.0							#collision_radius is a multiplier on the radius specified in the ship size
	collision_strafe = 2.5							#collision_strafe allows the ship to move in any direction while colliding with another
	attack_move_pattern = stay_at_range
	passive_move_pattern = charge
	
	desc = "RG_artillery_BEHAVIOR_DESC"
}

ship_behavior = {
	name = "RG_battle"
	preferred_attack_range = 100
	formation_distance = 100
	return_to_formation_distance = 110

	combat_target_anchor = root

	collision_awareness = 0.2
	collision_radius = 1.0							#collision_radius is a multiplier on the radius specified in the ship size
	collision_strafe = 2.5							#collision_strafe allows the ship to move in any direction while colliding with another
	attack_move_pattern = stay_at_range
	passive_move_pattern = charge

	
	desc = "RG_battle_BEHAVIOR_DESC"
}

ship_behavior = {
	name = "RG_torpedo"
	preferred_attack_range = 170
	formation_distance = 170
	return_to_formation_distance = 180

	combat_target_anchor = root

	collision_awareness = 0.2
	collision_radius = 1.0							#collision_radius is a multiplier on the radius specified in the ship size
	collision_strafe = 2.5							#collision_strafe allows the ship to move in any direction while colliding with another
	attack_move_pattern = stay_at_range
	passive_move_pattern = charge

	
	desc = "RG_torpedo_BEHAVIOR_DESC"
}

ship_behavior = {
	name = "RG_line"
	preferred_attack_range = 50		#max/min/median/12/412..	#this is the distance to target the ship wants to keep when attacking
	formation_distance = 50				#when orbing/following ship will try to keep this distance to assigned position	
	return_to_formation_distance = 60	#when attacking the ship will switch to passive mode if distance to assigned position is greater that this

	collision_awareness = 0.75			
	collision_radius = 1.0				
	collision_strafe = 2.5				#collision_strafe allows the ship to move in any direction while colliding with another
	
	attack_move_pattern = follow			#stationary/charge/follow/stationary/none
	passive_move_pattern = charge

	
	desc = "RG_line_BEHAVIOR_DESC"
}

ship_behavior = {
	name = "RG_AA"
	preferred_attack_range = 150		#max/min/median/12/412..	#this is the distance to target the ship wants to keep when attacking
	formation_distance = 150				#when orbing/following ship will try to keep this distance to assigned position	
	return_to_formation_distance = 160	#when attacking the ship will switch to passive mode if distance to assigned position is greater that this

	collision_awareness = 0.75			
	collision_radius = 1.0				
	collision_strafe = 2.5				#collision_strafe allows the ship to move in any direction while colliding with another
	
	attack_move_pattern = follow			#stationary/charge/follow/stationary/none
	passive_move_pattern = charge

	
	desc = "RG_AA_BEHAVIOR_DESC"
}

ship_behavior = {
	name = "RG_colossus"

	preferred_attack_range = 0
	formation_distance = 0
	return_to_formation_distance = 0
	
	collision_awareness = 0
	collision_strafe = 0
	collision_radius = 0

	attack_move_pattern = none
	passive_move_pattern = none

	ignore_combat_movement = yes
	
	desc = "RG_COLOSSUS_BEHAVIOR_DESC"
}

ship_behavior = {
	name = "RG_icebreak"
	preferred_attack_range = 1		#max/min/median/12/412..	#this is the distance to target the ship wants to keep when attacking
	formation_distance = 1				#when orbing/following ship will try to keep this distance to assigned position	
	return_to_formation_distance = 5	#when attacking the ship will switch to passive mode if distance to assigned position is greater that this

	collision_awareness = 0.75			
	collision_radius = 1.0				
	collision_strafe = 2.5				#collision_strafe allows the ship to move in any direction while colliding with another
	
	attack_move_pattern = stay_at_range			#stationary/charge/follow/stationary/none
	passive_move_pattern = charge

	
	desc = "RG_icebreak_BEHAVIOR_DESC"
}