"ARCHER_GEN_ATTACK_UNIT"
{
	INT my_unit_recno 
	my_unit_recno = FUNC("get_character_recno") 

	INT random_number 
	INT enemy_recno 
	INT enemy_item_recno
	INT target_unit_recno 

	// attack enemy on road
	enemy_recno = FUNC("search_for_unit" , my_unit_recno, "E" , 500, 0, 0, 0) 
	enemy_item_recno = FUNC("search_for_item" , my_unit_recno, "EGC" , 500, 0) 

	if( enemy_recno || enemy_item_recno )
	{
		FUNC("set_unit_mode" , my_unit_recno, "ATTACK")
	}

	if ( enemy_recno == 0 && enemy_item_recno == 0 )
	{
		FUNC("set_unit_mode" , my_unit_recno, "ACTIVE" )
	}

	if( FUNC("is_attack_mode", my_unit_recno) )
	{
		if( enemy_recno )
		{
			ACTION("give_order" , my_unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , my_unit_recno, enemy_recno) , 0 , 0 , 0, 2500)

			random_number = FUNC("random_number" , 3)

			if ( random_number == 0 )		// 1/3 attack the enemy!
			{
				ACTION("give_order" , my_unit_recno, "SHOOT" , 2 , 0 , 1 , enemy_recno , 0 , 0, 1500) 
				exit
			}

		}

		if( enemy_item_recno )
		{
			ACTION("give_order" , my_unit_recno, "TURN" , 3 , 0 , FUNC("get_item_rotation" , my_unit_recno, enemy_item_recno) , 0 , 0 , 0, 2500)

			random_number = FUNC("random_number" , 3)

			if ( random_number == 0 )		// 1/3 attack the enemy!
			{
				ACTION("give_order" , my_unit_recno, "SHOOT" , 2 , 0 , 1 , enemy_recno , 0 , 0, 1500) 
				exit
			}

		}
		exit
	}

	if( FUNC("is_idle_mode", my_unit_recno) )
	{
		// search for gate to open
		enemy_item_recno = FUNC("search_for_item" , my_unit_recno, "FG" , 500, 0) 

		if( enemy_item_recno )
		{
			ACTION("give_order" , my_unit_recno, "GATE_OPEN" , 2 , 0 , enemy_item_recno , 1 , 0 , 0, 1500) 
		}

		// approach his attack unit	
		target_unit_recno = FUNC("get_curr_task_para" , my_unit_recno, 1)
		ACTION("give_order" , my_unit_recno, "APPROACH_ENEMY", 1 , 1 , target_unit_recno, 300 , 200 , 0, 30000)
	}

}
   


