Civs = { civ1, civ2, civ3, civ4 }
Village = { civ1, civ3, civ4, village1, village3 }
Guards = { Guard1, Guard2, Guard3 }
SovietMCV = { "mcv" }
InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" }
Avengers = { "jeep", "1tnk", "2tnk", "2tnk", "1tnk" }
Patrol1Group = { "jeep", "jeep", "2tnk", "2tnk" }
Patrol2Group = { "jeep", "1tnk", "1tnk", "1tnk" }
AlliedInfantryTypes = { "e1", "e3" }
AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
InfAttack = { }
ArmorAttack = { }

InfReinfPath = { NRoadPoint.Location, CrossroadsPoint.Location, ToVillageRoadPoint.Location, VillagePoint.Location }
Patrol1Path = { ToVillageRoadPoint.Location, ToBridgePoint.Location, InBasePoint.Location }
Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, IslandPoint.Location, ToRadarBridgePoint.Location }

VillageCamArea = { CPos.New(37, 58),CPos.New(37, 59),CPos.New(37, 60),CPos.New(38, 60),CPos.New(39, 60), CPos.New(40, 60), CPos.New(41, 60), CPos.New(35, 57), CPos.New(34, 57), CPos.New(33, 57), CPos.New(32, 57) }

if Map.Difficulty == "Easy" then
	ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
else
	ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
end

AttackPaths =
{
	{ CrossroadsPoint, ToVillageRoadPoint, VillagePoint },
	{ EntranceSouthPoint, OrefieldSouthPoint },
	{ CrossroadsPoint, ToBridgePoint }
}

ReinfInf = function()
	if Radar.IsDead or Radar.Owner ~= Greece then
		return
	end

	Reinforcements.Reinforce(Greece, InfantryReinfGreece, InfReinfPath, 0, function(soldier)
		soldier.Hunt()
	end)
end

ReinfArmor = function()
	if not Radar.IsDead and Radar.Owner == Greece then
		RCheck = true
		Reinforcements.Reinforce(Greece, ArmorReinfGreece, InfReinfPath, 0, function(soldier)
			soldier.Hunt()
		end)
	end
end

BringPatrol1 = function()
	if Radar.IsDead or Radar.Owner ~= Greece then
		return
	end

	local units = Reinforcements.Reinforce(Greece, Patrol1Group, { NRoadPoint.Location }, 0)
	Utils.Do(units, function(patrols)
		patrols.Patrol(Patrol1Path, true, 250)
	end)

	Trigger.OnAllKilled(units, function()
		if Map.Difficulty == "Hard" then
			Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1)
		else
			Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1)
		end
	end)
end

BringPatrol2 = function()
	if Radar.IsDead or Radar.Owner ~= Greece then
		return
	end

	local units = Reinforcements.Reinforce(Greece, Patrol2Group, { NRoadPoint.Location }, 0)
	Utils.Do(units, function(patrols)
		patrols.Patrol(Patrol2Path, true, 250)
	end)

	Trigger.OnAllKilled(units, function()
		if Map.Difficulty == "Hard" then
			Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2)
		else
			Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2)
		end
	end)
end
