
; Настройки смартов здесь
; Альтернатива секции [smart_terrain] в custom_data

; types default
[general_lager]
elimination_idle = 24	;hours

[general_lair]
elimination_idle = 16	;hours

; =================================================
; DEAD CITY
; dc_smart_terrain_zombied_1_1 слева от входа
; dc_smart_terrain_zombied_1_2 справа от входа
; dc_smart_terrain_killer_1_1 южный
; dc_smart_terrain_killer_1_2 восточный
; dc_smart_terrain_killer_1_3 северный
; dc_smart_terrain_killer_2_1 база
; dc_smart_terrain_killer_3_1 гарнизон
; dc_smart_terrain_killer_4_1 пещера
; dc_smart_terrain_bandit_2_1 северо-запад
; dc_smart_terrain_bandit_2_2 северо-восток
; dc_smart_terrain_bandit_2_3 юго-запад
; dc_smart_terrain_bandit_2_4 восток

[dc_smart_terrain_story_1_1]
cond = {+yan_x16_documents_gain}
type = general_lager
capacity = 1
communities = csky
preset = l09_deadcity_tactic

work1 = dead_city\dc_smart_terrain_story_1_1.ltx

[dc_smart_terrain_monsters_14]
type = general_lair
capacity = 1
communities = chimera
elimination_idle = 48
switch_0 = {!hours_multiple(5:4)}
switch_1 = {=hours_multiple(5:4)}

[dc_smart_terrain_monsters_13]
type = general_lair
capacity = 6
communities = cat

[dc_smart_terrain_monsters_12]
type = general_lair
capacity = 5
communities = boar

[dc_smart_terrain_monsters_11]
type = general_lair
capacity = 4
communities = cat

[dc_smart_terrain_monsters_10]
type = general_lair
capacity = 4
communities = boar

[dc_smart_terrain_monsters_9]
type = general_lair
capacity = 5
communities = pseudodog

[dc_smart_terrain_monsters_8]
type = general_lair
capacity = 1
communities = bloodsucker
sections = bloodsucker_green

[dc_smart_terrain_monsters_7]
type = general_lair
capacity = 10
communities = dog

[dc_smart_terrain_monsters_6]
type = general_lair
capacity = 2
communities = bloodsucker
sections = bloodsucker_green

[dc_smart_terrain_monsters_5]
type = general_lair
capacity = 4
communities = boar

[dc_smart_terrain_monsters_4]
type = general_lair
capacity = 3
communities = pseudodog

[dc_smart_terrain_monsters_3]
type = general_lair
capacity = 6
communities = boar

[dc_smart_terrain_monsters_2]
type = general_lair
capacity = 8
communities = dog

[dc_smart_terrain_monsters_1]
type = general_lair
capacity = 2
communities = boar

[dc_smart_terrain_bandit_2_1]
type = general_lager
capacity = 4
communities = bandit
;tolerant = actor, 1, 1
;exchange_jobs = off

[dc_smart_terrain_bandit_2_2]
type = general_lager
capacity = 4
communities = bandit
;tolerant = actor, 1, 1
;exchange_jobs = off

[dc_smart_terrain_bandit_2_3]
type = general_lager
capacity = 4
communities = bandit
;tolerant = actor, 1, 1
;exchange_jobs = off

[dc_smart_terrain_bandit_2_4]
type = general_lager
capacity = 4
communities = bandit
;tolerant = actor, 1, 1
;exchange_jobs = off

[dc_smart_terrain_killer_4_1]
cond = {+dc_killer_ddo_order_done_gg}
type = general_lager
capacity = 5
communities = killer
;tolerant = actor, 1, 1
;exchange_jobs = off

[dc_smart_terrain_killer_3_1]
type = general_lager
capacity = 5
communities = killer
;tolerant = actor, 1, 1
;exchange_jobs = off

[dc_smart_terrain_killer_2_1]
type = general_lager
capacity = 26
communities = killer
;tolerant = actor, 1, 1
exchange_jobs = off

work1 = dead_city\dc_smart_terrain_killer_2_1.ltx
work2 = dead_city\dc_smart_terrain_killer_2_1.ltx
work3 = dead_city\dc_smart_terrain_killer_2_1.ltx
work4 = dead_city\dc_smart_terrain_killer_2_1.ltx
work5 = dead_city\dc_smart_terrain_killer_2_1.ltx
work6 = dead_city\dc_smart_terrain_killer_2_1.ltx

[dc_smart_terrain_killer_1_3]
type = general_lager
capacity = 7
communities = killer
;tolerant = actor, 1, 1
;exchange_jobs = off

[dc_smart_terrain_killer_1_2]
type = general_lager
capacity = 5
communities = killer
;tolerant = actor, 1, 1
;exchange_jobs = off

[dc_smart_terrain_killer_1_1]
type = general_lager
capacity = 8
communities = killer
;tolerant = actor, 1, 1
;exchange_jobs = off

[dc_smart_terrain_zombied_1_1]
type = general_lager
capacity = 5
communities = zombied
sections = dc_zombied_respawn_1, dc_zombied_respawn_2, lim_zombied_respawn_1

[dc_smart_terrain_zombied_1_2]
type = general_lager
capacity = 5
communities = zombied
sections = dc_zombied_respawn_1, dc_zombied_respawn_2, lim_zombied_respawn_1

; X14
[x14_smart_terrain_monolith]
type = x14_smart_terrain_monolith
capacity = 12

[x14_smart_terrain_zombied]
type = x14_smart_terrain_zombied
capacity = 12

[x14_smart_terrain_dolg]
type = x14_smart_terrain_dolg
capacity = 10

; CATACOMB
[cat_smart_terrain_hunter_1]
cond = {+bar_deactivate_radar_done}
type = general_lager
capacity = 9
communities = hunter, stalker

work1 = cat\cat_smart_terrain_hunter_1.ltx
; HOSPITAL
[hos_smart_terrain_hunter_2]
type = general_lager
capacity = 2
communities_condlist = {+bar_deactivate_radar_done} hunter, monolith

[hos_smart_terrain_hunter_1]
cond = {+bar_deactivate_radar_done}
type = general_lager
capacity = 8
communities = hunter

[hos_smart_terrain_dogs_1]
type = general_lair
capacity = 5
communities = dog
groups = 9
elimination_idle = 20

[hos_smart_terrain_bloodsucker_fire_1]
cond = {-bar_deactivate_radar_done}
type = general_lair
capacity = 1
communities = bloodsucker
sections = bloodsucker_fire
elimination_idle = 36
in_rest = hos_proxod_in_restr

; внизу
[hos_smart_terrain_burer_1]
cond = {-bar_deactivate_radar_done}
type = general_lair
capacity = 2
communities = burer
sections = burer_normal_outdoor,burer_strong_outdoor,burer_karlan_strong
elimination_idle = 48
in_rest = hos_proxod_in_restr

; наверху
[hos_smart_terrain_burer_2]
cond = {-bar_deactivate_radar_done}
type = general_lair
capacity = 1
communities = burer
sections = burer_normal_outdoor,burer_strong_outdoor,burer_karlan_strong
elimination_idle = 36
in_rest = hos_proxod_in_restr

[hos_smart_terrain_electro_chimera_1]
cond = {-bar_deactivate_radar_done}
type = general_lair
capacity = 1
communities = chimera
sections = electro_chimera_weak		;, electro_chimera_normal, electro_chimera_strong
elimination_idle = 50

; LIMANSK
; [lim_smart_terrain_1] ; сценка с бандитами (бандиты) +
; [lim_smart_terrain_10] ; во дворе за домом с которого лезем выключать рубильник для выхода в госпиталь
; [lim_smart_terrain_2] ; около выхода на мг
; [lim_smart_terrain_3] ; напротив lim_smart_terrain_2, возле автобуса
; [lim_smart_terrain_4] ; дальше по городу около мусорки с бочкой
; [lim_smart_terrain_5] ; рядом с домом с тисками
; [lim_smart_terrain_6] ; дом с тисками
; [lim_smart_terrain_7] ; поворот на автобус
; [lim_smart_terrain_8] ; за гаражами возле лестницы на рлс
; [lim_smart_terrain_9] ; в недострое около рлс
; [lim_smart_terrain_help_smart] ; на другой стороне дороги от сценки с бандитами +
; [lim_lager2_bandits] ; дом с тисками
; [sak_lim_lager_stalker] ; так где торгаш сидит
; [lim_lager_bandits] ; дом с тисками
; [lim_lager_freedom_stalkers] ; дом с тисками

[lim_smart_terrain_10]
type = general_lager
capacity = 12
communities = monolith

[lim_smart_terrain_9]
type = general_lager
capacity = 20
communities = monolith
cond = {-bar_deactivate_radar_done}
elimination_idle = 96
out_rest = lim_smart_terrain_9_defence

[lim_smart_terrain_8]
type = general_lager
capacity = 6
communities = bandit

[lim_smart_terrain_7]
type = general_lager
capacity = 6
communities = stalker

[lim_smart_terrain_6]
type = general_lager
capacity = 14
communities = monolith
out_rest = lim_smart_terrain_6_defence

[lim_smart_terrain_5]
type = general_lager
capacity = 5
communities = monolith
out_rest = lim_smart_terrain_5_defence

[lim_smart_terrain_4]
type = general_lager
capacity = 10
communities = monolith
out_rest = lim_smart_terrain_4_defence

[lim_smart_terrain_3]
type = general_lager
capacity = 10
communities = monolith
switch_0 = {=gulag_population_comed_le(lim_smart_terrain_2:1)}
switch_1 = {=gulag_population_comed_ge(lim_smart_terrain_2:8) =gulag_population_comed_ge(lim_smart_terrain_3:8)}
low_prior_out_rest = lim_smart_terrain_3_defence

[lim_smart_terrain_2]
type = general_lager
capacity = 12
communities = killer
switch_0 = {=gulag_population_comed_le(lim_smart_terrain_3:1)}
switch_1 = {=gulag_population_comed_ge(lim_smart_terrain_3:6) =gulag_population_comed_ge(lim_smart_terrain_2:10)}
low_prior_out_rest = lim_smart_terrain_2_defence

[lim_smart_terrain_1]
type = general_lager
capacity = 7
communities = bandit
switch_0 = {=gulag_population_comed_le(lim_smart_terrain_help_smart:1)}
switch_1 = {=is_day =gulag_population_comed_ge(lim_smart_terrain_help_smart:6)}
low_prior_out_rest = lim_smart_terrain_1_defence

[lim_smart_terrain_help_smart]
type = general_lager
capacity = 8
communities = zombied

; RED FOREST
; [red_bridge_ally_smart]
; [red_bridge_bandit_smart]
; [red_smart_terrain_3_2] ; шахта (монстры -> квест -> сталкеры)
; [red_smart_terrain_3_3] ; вход в заповедник слева (кровососы -> сталкеры) +
; [red_smart_terrain_4_3] ; монстры, чуть в глубь от вагончика (псевды -> сталкеры) +
; [red_smart_terrain_4_5] ; чуть вглубь от пролома стены у моста (зомби -> бандиты) +
; [red_smart_terrain_5_5] ; в камнях напротив остановки (кабаны) +
; [red_smart_terrain_5_6] ; правее от южного входа в заповедник, зомби -> наемники +
; [red_smart_terrain_6_3] ; около аномального поля, сталкеры +
; [red_smart_terrain_6_6] ; выход на АС, наемники +
; [red_smart_terrain_bridge] ; мост со стороны леса, наемники +
; [red_smart_terrain_monsters] ; около танка монстры, химера +
; [red_smart_terrain_monsters_2] ; подземный переход рядом с аномальным полем, снорки +
; [red_smart_terrain_monsters_3] ; правее от южного входа в заповедник, псевды +
; [red_scaut] ; остановка, наемники -> долг после х16 +
; [red_smart_bloodsucker02] ; кровососы, чуть в глубь от вагончика +
; [red_smart_dogs02] ; псевды +
; [red_smart_pseudodogs_psy01] ; пси собаки к западу от перехода на склады +
; [red_smart_snorks02] ; снорки рядом с пси собаками +
; [red_smart_snorks03] ; монстры между танком и аномалиями +
; [red_smart_pseudodogs02] ; около выхода из шахты, снорки?? - не надо xxxxx
; [red_smart_controller01] ; немного северо-запад от аномалии, кабаны +
; burer smart стрелок тунеьл +
; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
; polter smart (posle infopov) {+red_krovosos_spawn} {+red_polter_spawn} +
; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

; днем снорки, ночью кровососы, бюреры, контролер и зомби
[red_smart_terrain_3_2]
cond = {+nikogda83463975625}
type = general_lager
capacity = 9
communities = stalker
switch_0 = {!is_day}
switch_1 = {=is_day}
low_prior_out_rest = red_smart_terrain_3_2_defence

[red_smart_terrain_3_2_monsters_snork]
type = general_lair
capacity = 8
communities = snork
switch_0 = {=gulag_population_comed_le(red_smart_terrain_3_2_monsters_snork:3)}, {=gulag_empty(red_smart_terrain_4_2)}, {=is_day}
switch_1 = {=gulag_population_comed_ge(red_smart_terrain_3_2_monsters_snork:8) !gulag_empty(red_smart_terrain_4_2) !is_day}
;online_condlist = day
elimination_idle = 24

[red_smart_terrain_3_2_monsters_zombie]
type = general_lair
capacity = 7
communities = zombie
;online_condlist = night
out_rest = red_smart_terrain_3_2_undeground_restr_2,red_smart_terrain_3_2_defence
elimination_idle = 72

[red_smart_terrain_3_2_monsters_controller]
type = general_lair
capacity = 1
communities = controller
;online_condlist = night
out_rest = red_smart_terrain_3_2_undeground_restr_2,red_smart_terrain_3_2_defence
elimination_idle = 72

[red_smart_terrain_3_2_monsters_bloodsucker]
type = general_lair
capacity = 4
communities = bloodsucker
;online_condlist = night
out_rest = red_smart_terrain_3_2_undeground_restr_2,red_smart_terrain_3_2_defence
elimination_idle = 36

[red_smart_terrain_3_2_monsters_burer]
type = general_lair
capacity = 1
communities = burer
sections = burer_normal_indoor,burer_strong_indoor,burer_karlan_strong
;online_condlist = night
out_rest = red_smart_terrain_3_2_undeground_restr_2
elimination_idle = 48

; вход в заповедник слева (кровососы -> сталкеры) 
[red_smart_terrain_3_3]
cond = {+bar_deactivate_radar_done}
type = general_lager
capacity = 9
communities = stalker
switch_0 = {!is_day}
switch_1 = {=is_day}
low_prior_out_rest = red_smart_terrain_3_3_defence

; вход в заповедник слева (кровососы -> сталкеры) 
[red_smart_terrain_3_3_monsters]
cond = {-bar_deactivate_radar_done}
type = general_lair
capacity = 3
communities = bloodsucker
out_rest = red_smart_terrain_3_3_defence
elimination_idle = 36

; монстры, чуть в глубь от вагончика (псевды -> сталкеры)
[red_smart_terrain_4_3]
cond = {+bar_deactivate_radar_done}
type = general_lager
capacity = 10
communities = stalker
switch_0 = {=gulag_population_comed_le(red_smart_terrain_4_5:1)}
switch_1 = {=gulag_population_comed_ge(red_smart_terrain_4_5:7)}
low_prior_out_rest = red_smart_terrain_4_3_defence

; монстры, чуть в глубь от вагончика (псевды -> сталкеры)
[red_smart_terrain_4_3_monsters]
cond = {-bar_deactivate_radar_done}
type = general_lair
capacity = 4
communities = pseudodog
out_rest = red_smart_terrain_4_3_defence

[red_smart_terrain_4_5]
type = general_lager
capacity = 9
; communities = zombied
communities_condlist = {-bar_deactivate_radar_done} zombied, bandit
; respawn = red_smart_terrain_4_5_box
switch_0 = {-bar_deactivate_radar_done =gulag_population_comed_le(red_smart_terrain_bridge:1)}
switch_1 = {-bar_deactivate_radar_done =gulag_population_comed_ge(red_smart_terrain_bridge:4)}
low_prior_out_rest = red_smart_terrain_4_5_defence
tolerant = actor, 1, 1
exchange_jobs = off

[red_smart_terrain_5_5]
type = general_lair
capacity = 4
communities = boar
switch_0 = {=hours_multiple(3:2)}
switch_1 = {!hours_multiple(3:2)}
; out_rest = red_smart_terrain_5_5_defence
elimination_idle = 60

[red_smart_terrain_5_6]
type = general_lager
capacity = 7
; communities = {+yan_labx16_switcher_primary_off} killer, zombied
switch_0 = {!is_day}, {=gulag_population_comed_le(red_smart_terrain_6_6:1)}
switch_1 = {=is_day =gulag_population_comed_ge(red_smart_terrain_6_6:5)}
communities_condlist = {+yan_labx16_switcher_primary_off} dolg, zombied
low_prior_out_rest = red_smart_terrain_5_6_defence

; около аномального поля, сталкеры
[red_smart_terrain_6_3]
type = general_lager
capacity = 7
communities = stalker, hunter
respawn = red_smart_terrain_6_3_box
switch_0 = {=is_day}
switch_1 = {!is_day =gulag_population_comed_ge(red_smart_terrain_monsters_2:5)}, {!is_day =gulag_population_comed_ge(red_smart_terrain_monsters:1)}, {!is_day =gulag_population_comed_ge(red_smart_terrain_monsters_6:5)}, {!is_day =gulag_population_comed_ge(red_smart_terrain_monsters_7:5)}
;low_prior_out_rest = red_smart_terrain_6_3_defence

; выход на АС, наемники
[red_smart_terrain_6_6] 
type = general_lager
capacity = 8
communities = killer
sections = red_killer_respawn_1, red_killer_respawn_2
stay = long
elimination_idle = 24
switch_0 = {!is_day}, {=gulag_population_comed_le(red_smart_terrain_6_3:1)}
switch_1 = {=is_day =gulag_population_comed_ge(red_smart_terrain_6_3:5)}
low_prior_out_rest = red_smart_terrain_6_6_defence

; мост со стороны леса, наемники
[red_smart_terrain_bridge] 
type = general_lager
capacity = 11
communities = killer
sections = red_killer_respawn_1, red_killer_respawn_2
; cond = {-bar_deactivate_radar_done +bar_rescue_research_done}, {-bar_deactivate_radar_done +bar_rescue_research_fail} ;{+yan_x16_documents_gain}
stay = long
respawn = red_smart_terrain_bridge_box
groups = 10
elimination_idle = 72
low_prior_out_rest = red_smart_terrain_bridge_defence

; около танка монстры, химера
[red_smart_terrain_monsters]
type = general_lair
capacity = 1
communities = chimera
elimination_idle = 48

; подземный переход рядом с аномальным полем, снорки
[red_smart_terrain_monsters_2]
type = general_lair
capacity = 6
communities = snork
switch_0 = {=gulag_population_comed_le(red_smart_terrain_6_6:1)}
switch_1 = {=gulag_population_comed_ge(red_smart_terrain_6_6:6)}

; правее от южного входа в заповедник, псевды
[red_smart_terrain_monsters_3]
type = general_lair
capacity = 4
communities = pseudodog

; остановка, наемники -> долг после х16
[red_smart_terrain_5_7]
type = general_lager
capacity = 5
communities_condlist = {+yan_labx16_switcher_primary_off} dolg, killer

; кровососы, в прямой видимости ворота лагеря у вагончика
[red_smart_terrain_monsters_11]
type = general_lair
capacity = 2
communities = bloodsucker
elimination_idle = 36

; псевды на тропинке около вагончика чуть подальше кровососов (todo: ответный рейд на вагончик??? а ворота надо как-то открыть)
[red_smart_terrain_monsters_10]
type = general_lair
capacity = 5
communities = pseudodog

; пси собаки к западу от перехода на склады
[red_smart_terrain_monsters_9]
type = general_lair
capacity = 3
communities = psy_dog
sections = psy_dog
elimination_idle = 0

; снорки рядом с пси собаками (второй лагерь по сути рядом, в этом не сильно много смысла)
[red_smart_terrain_monsters_8]
type = general_lair
capacity = 4
communities = snork

; монстры между танком и аномалиями
[red_smart_terrain_monsters_7]
type = general_lair
capacity = 6
communities = snork

; немного на северо-запад от аномалии, кабаны
[red_smart_terrain_monsters_6]
type = general_lair
capacity = 5
communities = boar

; бюрер в тунеле стрелка
[red_smart_terrain_monsters_5]
type = general_lair
capacity = 1
communities = burer
sections = burer_normal_outdoor,burer_strong_outdoor,burer_karlan_strong
elimination_idle = 48
out_rest = red_smart_terrain_monsters_5_defence

; полтеры появляются на постоянке после того как открываем ящик пандоры в шахте
[red_smart_terrain_monsters_4]
type = general_lair
communities = poltergeist
;sections = m_poltergeist_normal_tele,m_poltergeist_tele_outdoor
cond = {+red_polter_spawn}
capacity = 2
elimination_idle = 24

; у выхода на радар
[red_smart_terrain_3_1]
cond = {-bar_deactivate_radar_done}
type = general_lager
capacity = 11
communities = monolith
respawn = red_smart_terrain_3_1_box
switch_0 = {=is_day}
switch_1 = {!is_day =gulag_population_comed_ge(red_smart_terrain_4_2:6)}
low_prior_out_rest = red_smart_terrain_3_1_defence
elimination_idle = 120

; лагерь у вагончика около лесника
[red_smart_terrain_4_2]
type = general_lager
capacity = 13
communities = stalker
respawn = red_smart_terrain_4_2_box
switch_0 = {!is_day}
switch_1 = {=is_day =gulag_population_comed_ge(red_smart_terrain_4_2:9)}
low_prior_out_rest = red_smart_terrain_4_2_defence

; MARSH
[mar_stalker_ostrov]
type = mar_stalker_ostrov
capacity = 8
groups = 10
respawn = mar_smart_terrain_3_3_box

[mar_bandit_mehdvor]
type = mar_bandit_mehdvor
capacity = 17
groups = 14
respawn = mar_smart_terrain_10_5_box

[mar_csky_tower]
type = mar_csky_tower
capacity = 4
groups = 15

[mar_stalker_arm]
type = general_lager
capacity = 7
communities = stalker
groups = 2
respawn = mar_smart_terrain_6_4_box

[mar_bandit_village]
type = general_lager
capacity = 4
communities = bandit
elimination_idle = 48
groups = 6
respawn = mar_smart_terrain_4_5_box

[mar_stalker_trubi]
type = general_lager
capacity = 5
communities = stalker,csky
groups = 2
defend_target = mar_smart_boar_3

[mar_bandit_lodki]
type = general_lager
capacity = 5
communities = bandit
elimination_idle = 96
respawn = mar_smart_terrain_6_8_box

; north east village
[mar_bandit_nev]
capacity = 6
type = general_lager
communities = bandit
elimination_idle = 36
groups = 7
respawn = mar_smart_terrain_12_2_box

; burnt village
[mar_bandit_burnt]
capacity = 7
type = general_lager
communities = bandit
elimination_idle = 42	;72
respawn = mar_smart_terrain_8_8_box

; north blockpost
[mar_military_nb]
capacity = 7
type = general_lager
communities = military
elimination_idle = 12
sections = mar_military_respawn_1, mar_military_respawn_2
groups = 3

[mar_csky_baza]
type = mar_csky_baza
capacity = 14
squad = 1
groups = 1

[mar_smart_fish]
type = mar_smart_fish
capacity = 7
squad = 2
groups = 1
respawn = mar_smart_terrain_5_12_box

[mar_smart_church]
type = mar_smart_church
capacity = 7
squad = 3
groups = 1
respawn = mar_smart_terrain_8_11_box

[mar_water_station]
type = mar_water_station
capacity = 6
groups = 5
respawn = mar_smart_terrain_5_8_box

[mar_south_village]
type = mar_south_village
capacity = 6
groups = 6
respawn = mar_smart_terrain_11_11_box

[mar_smart_bloodsucker_green_1]
type = general_lair
capacity = 2
communities = bloodsucker
sections = bloodsucker_green
elimination_idle = 12
online_condlist = night

[mar_smart_bloodsucker_green_2]
type = general_lair
capacity = 1
communities = bloodsucker
sections = bloodsucker_green
elimination_idle = 12

[mar_smart_bloodsucker_green_3]
type = general_lair
capacity = 1
communities = bloodsucker
sections = bloodsucker_green
elimination_idle = 12

[mar_smart_boar_1]
type = general_lair
capacity = 5
communities = boar
elimination_idle = 6

[mar_smart_boar_2]
type = general_lair
capacity = 3
communities = boar
elimination_idle = 6

[mar_smart_boar_3]
type = general_lair
capacity = 7
communities = boar
elimination_idle = 6
switch_0 = {=gulag_population_comed_le(mar_stalker_trubi:1)}
switch_1 = {=gulag_population_comed_ge(mar_stalker_trubi:5)}

[mar_smart_boar_4]
type = general_lair
capacity = 5
communities = boar
elimination_idle = 6

[mar_smart_boar_5]
type = general_lair
capacity = 5
communities = boar
elimination_idle = 6

[mar_smart_flesh_1]
type = general_lair
capacity = 2
communities = flesh

[mar_smart_flesh_2]
type = general_lair
capacity = 3
communities = flesh

[mar_smart_flesh_3]
type = general_lair
capacity = 3
communities = flesh

[mar_smart_dog_1]
type = general_lair
capacity = 5
communities = dog
elimination_idle = 10

[mar_smart_dog_2]
type = general_lair
capacity = 5
communities = dog
elimination_idle = 10

[mar_smart_pseudodog_1]
type = general_lair
capacity = 2
communities = pseudodog
elimination_idle = 12

[mar_smart_terrain_toxic_polter]
type = general_lair
communities = poltergeist
sections = m_poltergeist_flame_swamp, m_poltergeist_flame_swamp_strong
cond = {+val_x18_door_open}
capacity = 1
elimination_idle = 16

; FOG
[fog_smart_chimera_1]
type = general_lair
capacity = 2
communities = chimera
groups = 1
elimination_idle = 36
in_rest = fog_dolg_vagon_restr,fog_smart_alhim_restr

[fog_smart_chimera_2]
type = general_lair
capacity = 1
communities = chimera
groups = 2
elimination_idle = 28
switch_0 = {!hours_multiple(3:2)}
switch_1 = {=hours_multiple(3:2)}
in_rest = fog_dolg_vagon_restr,fog_smart_alhim_restr

[fog_smart_chimera_3]
type = general_lair
capacity = 1
communities = chimera,psy_dog,bloodsucker
communities_exclusive = true
accepted_sections = chimera_weak,psy_dog,bloodsucker_strong
groups = 3
elimination_idle = 24
in_rest = fog_dolg_vagon_restr,fog_smart_alhim_restr

[fog_smart_fracture_1]
type = general_lair
capacity = 5
communities = fracture
groups = 1
elimination_idle = 16

[fog_smart_fracture_2]
type = general_lair
capacity = 6
communities = fracture,flesh
communities_exclusive = true
groups = 2
elimination_idle = 16

[fog_smart_fracture_3]
type = general_lair
capacity = 4
communities = fracture,pseudodog
communities_exclusive = true
groups = 3
elimination_idle = 16
switch_0 = {=is_day}, {=gulag_population_comed_le(fog_dolg_vagon:3)}
switch_1 = {!is_day =gulag_population_comed_ge(fog_dolg_vagon:4)}

[fog_smart_boar_1]
type = general_lair
capacity = 7
communities = boar,flesh
communities_exclusive = true
groups = 1
elimination_idle = 15

[fog_smart_boar_2]
type = general_lair
capacity = 8
communities = boar
groups = 2
elimination_idle = 30

[fog_smart_dog_1]
type = general_lair
capacity = 10
communities = dog,cat
communities_exclusive = true
elimination_idle = 20
in_rest = fog_smart_alhim_restr
groups = 1

[fog_smart_dog_2]
type = general_lair
capacity = 6
communities = dog,cat,flesh
communities_exclusive = true
elimination_idle = 30
switch_0 = {!is_day}, {!hours_multiple(7) !days_multiple(2)}
switch_1 = {=is_day =hours_multiple(7) =days_multiple(2)}
groups = 2

[fog_smart_dog_3]
type = general_lair
capacity = 12
communities = dog,cat
communities_exclusive = true
elimination_idle = 30
in_rest = fog_smart_alhim_restr
groups = 3

[fog_smart_dog_4]
type = general_lair
capacity = 6
communities = dog,boar
communities_exclusive = true
elimination_idle = 10
switch_0 = {!is_day}, {=gulag_population_comed_le(fog_bandit_lager:0)}
switch_1 = {=is_day =gulag_population_comed_ge(fog_bandit_lager:2)}
groups = 4

[fog_smart_pseudodog_1]
type = general_lair
capacity = 5
communities = pseudodog
elimination_idle = 16
groups = 8

[fog_smart_pseudodog_2]
type = general_lair
capacity = 5
communities = pseudodog,snork,boar
communities_exclusive = true
elimination_idle = 16
groups = 9

[fog_smart_gigant_1]
type = general_lair
capacity = 3
communities = giant
elimination_idle = 50
in_rest = fog_dolg_vagon_restr,fog_smart_alhim_restr

[fog_smart_caves_mob]
type = general_lair
capacity = 1
communities = controller
squad = 11
elimination_idle = 60
switch_0 = {=days_multiple(2) !day_time_between(23:1)}, {!days_multiple(2) !day_time_between(3:5)}
switch_1 = {=days_multiple(2) =day_time_between(23:1)}, {!days_multiple(2) =day_time_between(3:5)}

; LAGERS
[fog_smart_terrain_bandit_alhimi]
cond = {-fog_kluv_go_done_gg}, {+fog_kluv_go_done_gg +dolg_security_gg}, {+fog_kluv_go_done_gg +svoboda_security_gg}
capacity = 6
type = general_lager
communities_condlist = {+fog_kluv_go_done_gg +dolg_security_gg} dolg, {+fog_kluv_go_done_gg +svoboda_security_gg} freedom, {-fog_kluv_go_done_gg} bandit
groups = 10
elimination_idle = 12
out_rest = fog_smart_alhim_restr

[fog_bandit_pole]
capacity = 3
type = general_lager
communities = bandit
groups = 1
elimination_idle = 44

[fog_bandit_lager]
capacity = 5
type = general_lager
communities = bandit
groups = 2
elimination_idle = 33

[fog_stalker_pole]
capacity = 3
type = general_lager
communities = stalker
groups = 3
elimination_idle = 48

[fog_freedom_exit]
capacity = 4
type = general_lager
communities = freedom
groups = 4
elimination_idle = 6

[fog_dolg_vagon]
type = fog_dolg_vagon
capacity = 7
squad = 1
groups = 5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; DARKSCAPE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ds_smart_terrain_chahliy]
cond = {+ds_chahliy_spawn}
capacity = 7
type = general_lager
communities = bandit

work1 = ds\ds_smart_terrain_chahliy.ltx

[ds_smart_terrain_hunter_1]
cond = {+ds_hunters_famil}, {+ds_bandits_kolonka_attack_info}
capacity = 3
type = general_lager
communities = hunter
switch_0 = {!is_day}
switch_1 = {=is_day}

[ds_smart_terrain_hunter_2]
cond = {+ds_hunters_famil}, {+ds_bandits_kolonka_attack_info}
capacity = 3
type = general_lager
communities = hunter
switch_0 = {!is_day}
switch_1 = {=is_day}

[ds_smart_terrain_hunter_3]
capacity = 3
type = general_lager
communities = hunter
switch_0 = {!is_day}
switch_1 = {=is_day}

[ds_bandit_most];	remove
capacity = 6
type = general_lager
communities = bandit
groups = 2

[ds_bandit_exit]
capacity = 4
type = general_lager
communities = bandit
groups = 1
elimination_idle = 30

[ds_bridge]
type = ds_bridge
capacity = 5
elimination_idle = 48
groups = 15
exchange_jobs = on

[ds_hunters]
type = ds_hunters
capacity = 7
elimination_idle = 16

[ds_killers]
type = ds_killers
capacity = 4
elimination_idle = 16

[ds_kolonka]
type = ds_kolonka
capacity = 4
elimination_idle = 16

[ds_smart_terrain_most_attacker]
capacity = 6
type = general_lager
communities_condlist = {+esc_trader_speak} hunter, bandit
groups = 3
;switch_0 = {=gulag_population_comed_le(ds_military_most:3)}
;switch_1 = {-esc_trader_speak =gulag_population_comed_ge(ds_military_most:6)}

[ds_military_most]
cond = {+agroprom_military_case_done -esc_trader_speak}
capacity = 9
type = general_lager
communities = military
groups = 2

[ds_smart_boar_1]
type = general_lair
capacity = 4
communities = boar

[ds_smart_terrain_bandit_dv]
cond = {+esc_trader_speak}
capacity = 5
type = general_lager
communities = bandit
switch_0 = true
;switch_0 = {=gulag_population_comed_le(ds_smart_terrain_bandit_dv:2)}, {!days_multiple(2)}
;switch_1 = {=gulag_population_comed_ge(ds_smart_terrain_most_attacker:1) =days_multiple(2)}

[ds_smart_boar_2]
type = general_lair
capacity = 3
communities = boar
switch_0 = {!hours_multiple(4)}
switch_1 = {=hours_multiple(4)}

[ds_smart_terrain_boar_3]
type = general_lair
capacity = 4
communities = boar

[ds_smart_dog_1]
type = general_lair
capacity = 8
communities = dog

[ds_smart_terrain_dog_2]
type = general_lair
capacity = 5
communities = dog

[ds_smart_flesh_1]
type = general_lair
capacity = 4
communities = flesh

[ds_smart_flesh_boar_1]
type = general_lair
capacity = 5
communities = boar,flesh

[ds_smart_fracture_1]
type = general_lair
capacity = 2
communities = fracture

[ds_smart_fracture_2]
type = general_lair
capacity = 3
communities = fracture

[ds_smart_fracture_3]
type = general_lair
capacity = 4
communities = fracture

[ds_smart_pseudodog_1]
type = general_lair
capacity = 5
communities = pseudodog
elimination_idle = 12
switch_0 = {=is_day}
;switch_1 = {!is_day =gulag_population_comed_ge(ds_smart_terrain_hunter_1:1)}

[ds_smart_wandermob_1]
type = general_lair
capacity = 1
communities = bloodsucker,fracture
communities_exclusive = true
elimination_idle = 30

; ESCAPE
[esc2_bandit_les]
cond = {+esc_kill_bandits_quest_kill}, {+esc_kill_bandits_quest_done}
capacity = 3
type = general_lager
communities = stalker,hunter
groups = 2
elimination_idle = 24
exchange_jobs = off

switch_0 = {!is_day}, {!hours_multiple(3)}
switch_1 = {=is_day =hours_multiple(3)}

[esc2_bloodsucker1]
cond = {+agroprom_military_case_done}
type = general_lair
capacity = 1
communities = bloodsucker
elimination_idle = 12

[esc2_dogs2_exit]
cond = {+escape_stalker_done}
type = general_lair
capacity = 4
communities = dog,tushkano
communities_exclusive = true
groups = 4
;switch_0 = {=gulag_empty(esc_stone_lager)}
;switch_1 = {=gulag_population_comed_ge(esc2_dogs2_exit:3) !gulag_empty(esc_stone_lager) =gulag_state(esc2_dogs_zamost:0) =gulag_state(esc2_dogs_zamost3:0)}
elimination_idle = 20

[esc2_dogs_exit]
type = general_lair
capacity = 5
communities = dog,tushkano
communities_exclusive = true
;cond = {+agroprom_military_case_have}
groups = 6
switch_0 = {=is_day !is_rain}
switch_1 = {!is_day =gulag_population_comed_ge(esc2_dogs_exit:5)} , {=is_rain =gulag_population_comed_ge(esc2_dogs_exit:5)}
elimination_idle = 24

[esc2_dogs_exit_2]
type = general_lair
capacity = 2
communities = pseudodog,cat,boar
communities_exclusive = true
cond = {+agroprom_military_case_have}
groups = 7
;switch_0 = {=gulag_empty(esc2_smart_stalker_exit)}
;switch_1 = {=gulag_population_comed_ge(esc2_dogs_exit:2) !gulag_empty(esc2_smart_stalker_exit)}

[esc2_dogs_lair]
type = general_lair
capacity = 5
communities = dog,cat
communities_exclusive = true
groups = 9
elimination_idle = 20

[esc2_dogs_zamost]
type = general_lair
capacity = 3
communities = dog,cat
groups = 5
;elimination_idle = 14
switch_0 = {!hours_multiple(2)}, {=gulag_empty(esc_stone_lager)}, {=gulag_empty(esc2_dogs_zamost)}, {=has_active_task(wolf_eliminate_lager_3)}
switch_1 = {=gulag_population_comed_ge(esc2_dogs_zamost:2) =hours_multiple(2) !gulag_empty(esc_stone_lager) !has_active_task(wolf_eliminate_lager_3)}

[esc2_dogs_zamost2]
type = general_lair
capacity = 0
communities = dog
squad = 1
groups = 5

[esc2_dogs_zamost3]
type = general_lair
capacity = 3
groups = 10
communities = dog
switch_0 = {!hours_multiple(2)}, {=gulag_empty(esc_stone_lager)}, {=gulag_empty(esc2_dogs_zamost3)}, {=has_active_task(wolf_eliminate_lager_4)}
switch_1 = {=gulag_population_comed_ge(esc2_dogs_zamost3:2) =hours_multiple(2) !gulag_empty(esc_stone_lager) !has_active_task(wolf_eliminate_lager_4)}

[esc2_most]
type = general_lager
capacity = 3
communities = stalker,hunter
cond = {+esc_kill_bandits_quest_kill}, {+esc_kill_bandits_quest_done}
groups = 3
switch_0 = {!is_day}, {=is_heavy_rain}, {=hours_multiple(2)}
switch_1 = {=is_day !is_rain !hours_multiple(2) =gulag_population_comed_ge(esc2_most:2)}

[esc2_smart_stalker_exit]
type = general_lager
cond = {+agroprom_military_case_have}
capacity = 6
communities = stalker
groups = 9

[esc2_st_fabric]
cond = {+esc_kill_bandits_quest_kill =days_passed(1.5)}, {+esc_kill_bandits_quest_done =days_passed(1.5)}
switch_0 = {!gulag_online(esc_lager)}, {=gulag_population_comed_le(esc2_st_fabric:4)}
switch_1 = {+agroprom_military_case_done =days_multiple(2) =day_time_between(0:7) =hours_multiple(2) =gulag_population_comed_ge(esc2_st_fabric:8) =gulag_online(esc_lager) !gulag_empty(esc_lager)}
capacity = 10
type = general_lager
communities = bandit,killer
groups = 1
elimination_idle = 32
;respawn = esc_respawn_inventory_box_0002
respawn = esc_simulation_box_3

[esc2_st_fox_place]
cond = {+agroprom_military_case_have}
capacity = 2
type = general_lager
communities = stalker,hunter,csky
groups = 8
elimination_idle = 12
;switch_0 = {=gulag_empty(esc_flesh_1)}
;switch_1 = {=gulag_population_comed_ge(esc2_st_fox_place:4) !gulag_empty(esc_flesh_1)}

[esc2_tunnel1]
cond = {+esc_kill_bandits_quest_kill},{+esc_kill_bandits_quest_done}
type = general_lair
capacity = 1
communities = boar,pseudodog
squad = 1
groups = 5

[esc2_tunnel2]
cond = {+esc_kill_bandits_quest_kill},{+esc_kill_bandits_quest_done}
type = general_lair
capacity = 1
communities = boar,fracture
squad = 1
groups = 5

[esc2_tunnel3]
type = general_lair
capacity = 1
communities = boar,flesh
squad = 1
groups = 5

[esc_ambush]
cond = {-agroprom_military_case_have}
type = esc_ambush
capacity = 2
groups = 2
elimination_idle = 20

[esc_assault]
type = esc_assault
capacity = 3

[esc_boar_most1]
type = general_lair
capacity = 3
communities = boar
switch_0 = {=gulag_empty(esc2_bandit_les)}
switch_1 = {=zone_online_time(100) =gulag_population_comed_ge(esc_boar_most1:3) !gulag_empty(esc2_bandit_les)}

[esc_boars_dogs]
type = esc_boars_dogs
capacity = 6
elimination_idle = 10

[esc_blokpost]
type = esc_blokpost
capacity = 10
groups = 10
exchange_jobs = on
;respawn = esc_respawn_inventory_box_0001
respawn = esc_simulation_box_2
elimination_idle = 9

[esc_bridge]
type = esc_bridge
capacity = 6
groups = 11
exchange_jobs = on
;respawn = esc_respawn_inventory_box_0003
respawn = esc_simulation_box_4
elimination_idle = 9

[esc_specnaz]
type = esc_specnaz
capacity = 6
groups = 10,12
elimination_idle = 6

[esc_bridge_boar]
type = general_lair
capacity = 2
communities = boar
elimination_idle = 10

[esc_cat_smart_1]
type = general_lair
capacity = 5
squad = 1
communities = cat,dog
communities_exclusive = true

[esc_cat_smart_2]
cond = {+escape_stalker_dog_spawn}
type = general_lair
capacity = 7
squad = 2
communities = cat

[esc_corps]
type = esc_corps
capacity = 1
cond = {-esc_wounded_arrive}

[esc_dogs_swarm]
type = general_lair
capacity = 4
squad = 8
communities = dog
elimination_idle = 14

[esc_dogs_to_fox]
cond = {-escape_stalker_dog_die}
type = esc_dogs_to_fox
capacity = 5
squad = 25
elimination_idle = 0

[esc_fabrika_bandit]
cond = {-esc_kill_bandits_quest_kill -esc_kill_bandits_quest_done}
type = esc_fabrika_bandit
capacity = 7
;respawn = esc_respawn_inventory_box_0002
respawn = esc_simulation_box_3
elimination_idle = 10

[esc_farm_lager]
cond = {+agroprom_military_case}
capacity = 3
type = general_lager
communities = stalker,hunter,csky
groups = 7
;switch_0 = {=gulag_empty(esc_flesh_1)}
;switch_1 = {=gulag_population_comed_ge(esc2_st_fox_place:4) !gulag_empty(esc_flesh_1)}

[esc_flesh_1]
cond = {-agroprom_military_case_done}
type = esc_flesh_1
capacity = 2
squad = 1
stay = long
elimination_idle = 10

[esc_flesh_2]
type = esc_flesh_2
capacity = 2
squad = 1
elimination_idle = 12

[esc_killers]
cond = {-escape_lager_killers_die}
type = esc_killers
capacity = 7
groups = 0, 13
preset = l01_escape_killers

[esc_lager]
type = esc_lager
capacity = 13
squad = 1
groups = 5
exchange_jobs = on
;respawn = esc_respawn_inventory_box_0000
;respawn = 2000
respawn = esc_simulation_box_1

[esc_small_home1]
type = general_lair
capacity = 2
squad = 14
communities = boar,flesh,zombie
elimination_idle = 9

[esc_small_home2]
type = general_lair
capacity = 2
squad = 15
communities = boar,cat
elimination_idle = 9

[esc_small_home3]
type = general_lair
capacity = 3
squad = 13
communities = dog,cat,tushkano
communities_exclusive = true
elimination_idle = 9

[esc_small_home4]
type = general_lair
capacity = 2
squad = 14
communities = dog,cat,tushkano
communities_exclusive = true
elimination_idle = 9

[esc_small_home5]
type = general_lair
capacity = 2
squad = 15
communities = dog,cat,tushkano
communities_exclusive = true
elimination_idle = 9

[esc_small_home6]
type = general_lair
capacity = 2
squad = 3
communities = flesh,boar,fracture
elimination_idle = 9

[esc_stalker_camp]
type = esc_stalker_camp
capacity = 2
groups = 1
elimination_idle = 16

[esc_stone_lager]
cond = {+esc_serious_talk -esc_find_doctor_start}
capacity = 3
type = general_lager
communities = stalker,hunter,bandit
communities_exclusive = true
groups = 1

[esc_tushlano_big_kamaz]
type = general_lair
capacity = 12
groups = 3
communities = tushkano

[esc_tushkano_small_selo]
type = general_lair
capacity = 10
groups = 4
communities = tushkano
elimination_idle = 30

[esc_zombie_1]
type = esc_zombie_1
capacity = 6
communities = zombie
elimination_idle = 20

[esc_zombie_2]
type = general_lair
capacity = 6
communities = zombie
elimination_idle = 24
exchange_jobs = true

[esc_zombie_smart_1]
type = general_lair
capacity = 2
communities = zombie
elimination_idle = 20

[esc_zombie_smart_2]
type = general_lair
capacity = 2
communities = zombie
elimination_idle = 20

; GARBAGE
[gar_angar]
type = gar_angar
capacity = 3
respawn = gar_respawn_inventory_box_0000
cond = {-garbage_meetstalker_done -garbage_meetstalker_die}

[gar_bandit_agr]
type = gar_bandit_agr
capacity = 13
groups = 0,1
respawn = gar_respawn_inventory_box_0002
cond = {-gar_hellcar_dialog_end -gar_hellcar_death}

[gar_bandit_post]
type = gar_bandit_post
capacity = 7
;cond = {-garbage_meetstalker_done -garbage_meetstalker_die}
cond = {-agroprom_military_case_have}
elimination_idle = 14

[gar_bandit_stroyka]
type = gar_bandit_stroyka
cond = {-val_chase_start}
capacity = 5
groups = 7
elimination_idle = 19

[gar_dolg_blokpost]
type = gar_dolg_blokpost
capacity = 12
groups = 0,3
exchange_jobs = on
respawn = gar_respawn_inventory_box_0003
elimination_idle = 12
in_rest = gar_space_restrictor

[gar_dram]
type = gar_dram
capacity = 4
cond = {-gar_hellcar_dialog_end -gar_hellcar_death}

[gar_hellcar_group]
type = gar_hellcar_group
capacity = 4
groups = 0,2
exchange_jobs = on
respawn = gar_respawn_inventory_box_0001
cond = {-gar_hellcar_dialog_end -gar_hellcar_death}

[gar_seryi_bandits]
type = gar_seryi_bandits
capacity = 6
groups = 0,4
cond = {-garbage_meetstalker_done -garbage_meetstalker_die}

[gar_smart_bandit]
type = general_lager
switch_0 = {=gulag_empty(gar_smart_graveyard)}, {=has_active_task(barmen_eliminate_camp_1)}
switch_1 = {=gulag_population_comed_ge(gar_smart_bandit:8) !gulag_empty(gar_smart_graveyard) !has_active_task(barmen_eliminate_camp_1)}
capacity = 8
communities = bandit
cond = {-bar_darklab_document_done +gar_hellcar_dialog_end},{-bar_darklab_document_done +gar_hellcar_death}
stay = medium
groups = 10
respawn = gar_respawn_inventory_box_0002

[gar_smart_bandit2]
type = general_lager
capacity = 2
communities = bandit
stay = long
cond = {-bar_darklab_document_done}
groups = 8

[gar_smart_bandit3]
type = general_lager
capacity = 4
communities = stalker
cond = {+garbage_meetstalker_done},{+garbage_meetstalker_die}
exchange_jobs = off
stay = quick
groups = 5

[gar_smart_bandit_2]
type = general_lager
switch_0 = {=gulag_empty(gar_smart_bandit3)}, {!is_rain}
switch_1 = {=zone_online_time(15) =is_rain =hours_multiple(4:1) =gulag_population_comed_ge(gar_smart_bandit_2:5) !gulag_empty(gar_smart_bandit3)}
capacity = 5
communities = bandit
cond = {+agroprom_military_case_done -bar_darklab_document_done}
exchange_jobs = off
stay = medium
groups = 7

[gar_smart_bandit_large_lager]
type = general_lager
switch_0 = {=gulag_empty(gar_smart_garage)}
switch_1 = {=zone_online_time(50) !hours_multiple(2) =gulag_population_comed_ge(gar_smart_bandit_large_lager:10) !gulag_empty(gar_smart_garage) !has_active_task(dolg_eliminate_lager_9)}
capacity = 10
communities = bandit
cond = {+garbage_meetstalker_done},{+garbage_meetstalker_die}
stay = medium
groups = 11
elimination_idle = 36

[gar_smart_garage]
type = general_lager
;switch_0 = {=gulag_empty(gar_smart_bandit_large_lager)}
;switch_1 = {=gulag_population_comed_ge(gar_smart_garage:6) !gulag_empty(gar_smart_bandit_large_lager)}
capacity = 7
communities = stalker
cond = {+garbage_meetstalker_done},{+garbage_meetstalker_die}
stay = medium
respawn = gar_respawn_inventory_box_0000

[gar_smart_graveyard]
type = general_lager
switch_0 = {=gulag_empty(gar_bandit_stroyka)}, {=has_active_task(tm_eliminate_camp_1)}, {=is_rain}
switch_1 = {=zone_online_time(50) !is_rain !hours_multiple(2) !has_active_task(tm_eliminate_camp_1) =gulag_population_comed_ge(gar_smart_graveyard:5) !gulag_empty(gar_bandit_stroyka)}
capacity = 7
communities = stalker
cond = {-bar_darklab_document_done +gar_hellcar_dialog_end},{-bar_darklab_document_done +gar_hellcar_death}
stay = medium
respawn = gar_respawn_inventory_box_0001

[gar_smart_stalkers_1]
type = general_lager
switch_0 = {=gulag_empty(gar_smart_bandit_large_lager)}, {!hours_multiple(3) !gulag_population_le(gar_smart_garage:2)}, {=has_active_task(dolg_eliminate_lager_9) !gulag_population_le(gar_smart_garage:2)}
switch_1 = {=zone_online_time(20) =hours_multiple(3) =gulag_population_comed_ge(gar_smart_stalkers_1:7) !gulag_empty(gar_smart_bandit_large_lager) !has_active_task(dolg_eliminate_lager_9)}, {=zone_online_time(50) =gulag_population_le(gar_smart_garage:2) =gulag_population_comed_ge(gar_smart_stalkers_1:4) !gulag_empty(gar_smart_bandit_large_lager)}
capacity = 8
communities = stalker
cond = {+bar_darklab_document_done}
stay = medium
respawn = gar_respawn_inventory_box_0002

[gar_smart_boars]
type = general_lair
capacity = 5
communities = boar,flesh
cond = {+gar_kill_boars_done}
switch_0 = {=gulag_empty(gar_dolg_blokpost)}
switch_1 = {=gulag_population_comed_ge(gar_smart_boars:5) !gulag_empty(gar_dolg_blokpost)}
stay = long

[gar_boars_nest]
cond = {-agroprom_military_case_done}
type = gar_boars_nest
capacity = 6
stay = quick
elimination_idle = 9

[gar_dogs_lair_1]
type = general_lair
capacity = 12
communities = dog
; cond = {+agroprom_military_case_have}
switch_0 = {=gulag_empty(gar_nest_flesh)}
switch_1 = {=gulag_population_comed_ge(gar_dogs_lair_1:8) !gulag_empty(gar_nest_flesh)}
stay = medium

[gar_smart_monster_lair1]
type = general_lair
capacity = 8
communities = dog
cond = {-val_x18_door_open}
switch_0 = {=gulag_empty(gar_bandit_stroyka)}
switch_1 = {=gulag_population_comed_ge(gar_smart_monster_lair1:8) !gulag_empty(gar_bandit_stroyka)}
;stay = quick

[gar_smart_monster_lair2]
type = general_lair
capacity = 8
communities = dog
cond = {+agroprom_military_case_have}
switch_0 = {=is_day !is_rain}
switch_1 = {!is_day =gulag_population_comed_ge(gar_smart_monster_lair2:6)} , {=is_rain =gulag_population_comed_ge(gar_smart_monster_lair2:6)}

[gar_smart_monster_lair3]
type = general_lair
capacity = 2
communities = boar
;cond = {+gar_hellcar_dialog_end},{+gar_hellcar_death}
;switch_0 = {=gulag_empty(gar_smart_graveyard)}
;switch_1 = {=gulag_population_comed_ge(gar_smart_monster_lair3:7) !gulag_empty(gar_smart_graveyard)}
stay = quick

[gar_smart_monster_lair4]
type = general_lair
capacity = 2
communities = pseudodog
cond = {+val_chase_start}
stay = long
groups = 2

[gar_smart_monster_lair5]
type = general_lair
capacity = 10
communities = dog,pseudodog
cond = {+val_x18_door_open}
switch_0 = {=gulag_empty(gar_dolg_blokpost)}
switch_1 = {=gulag_population_comed_ge(gar_smart_monster_lair5:8) !gulag_empty(gar_dolg_blokpost)}
;stay = long

[gar_smart_monster_lair6]
type = general_lair
capacity = 6
communities = pseudodog
cond = {+bar_darklab_document_done}
stay = long
groups = 3

[gar_zombie_smart_1]
type = general_lair
capacity = 2
communities = zombie
sections = zombie_immortal, zombie_old

[gar_zombie_smart_2]
type = general_lair
capacity = 2
communities = zombie
sections = zombie_immortal, zombie_old

[gar_nest_flesh]
type = gar_nest_flesh
capacity = 4
stay = long
elimination_idle = 14

[gar_smart_cat_1]
type = general_lair
capacity = 4
communities = cat

[gar_smart_fracture_1]
type = general_lair
capacity = 2
communities = fracture
[gar_smart_fracture_2]
type = general_lair
capacity = 3
communities = fracture
[gar_smart_fracture_3]
type = general_lair
capacity = 4
communities = fracture


; AGROPROM
[agr2_bandit_st]
type = general_lager
capacity = 8
communities = bandit
cond = {+agroprom_military_case_done}
stay = medium
elimination_idle = 52
switch_0 = {=gulag_empty(agr2_st_factory)}
switch_1 = {=zone_online_time(15) !hours_multiple(2) =gulag_population_ge(agr2_bandit_st:8) !gulag_empty(agr2_st_factory)}


[agr2_bloodsucker_lair1]
type = general_lair
communities = pseudodog ;bloodsucker
cond = {+agr_find_gunslinger_cache_found}
capacity = 2
switch_0 = {=gulag_empty(agr2_flesh_nes1)}
switch_1 = {=gulag_population_ge(agr2_bloodsucker_lair1:1) !gulag_empty(agr2_flesh_nes1)}

[agr2_bloodsucker_lair2]
type = general_lair
communities = bloodsucker
cond = {+agroprom_military_case_done}
capacity = 1

[agr2_dogs_st]
cond = {+agroprom_military_case_done}
type = general_lair
capacity = 4
communities = dog
stay = medium
switch_0 = {=gulag_empty(agr2_st_nii)}
switch_1 = {=gulag_population_ge(agr2_dogs_st:4) !gulag_empty(agr2_st_nii)}

[agr2_dogs_st_2]
cond = {+agroprom_military_case_done}
type = general_lair
capacity = 5
communities = dog
switch_0 = {=gulag_empty(agr2_st_nii)}
switch_1 = {=gulag_population_ge(agr2_dogs_st:4) !gulag_empty(agr2_st_nii)}

[agr2_dogs_st_3]
cond = {+agroprom_military_case_done}
type = general_lair
capacity = 5
communities = dog

[agr2_flesh_nes1]
type = general_lair
communities = flesh
;cond = {+agroprom_military_case_done}
capacity = 2

[agr2_pseudodog_nest1]
type = general_lair
communities = pseudodog
cond = {+agroprom_military_case_done}
capacity = 2

[agr2_pseudodog_nest2]
type = general_lair
communities = pseudodog
cond = {+agroprom_military_case_done}
capacity = 2

[agr2_pseudodog_nest3]
type = general_lair
communities = pseudodog
cond = {+agroprom_military_case_done}
capacity = 2

[agr2_st_factory]
type = general_lager
capacity = 5
communities = stalker
cond = {+agroprom_military_case_done}
stay = medium
elimination_idle = 16
;respawn = agr_respawn_inventory_0001

[agr2_st_nii]
type = general_lager
cond = {+agroprom_military_case_done}
capacity = 8
communities = military
stay = long
respawn = agr_respawn_inventory_0000

[agr_boar_nest]
type = general_lair
communities = boar
capacity = 4
;switch_0 = {=gulag_empty(agr2_st_nii)}
;switch_1 = {=gulag_population_ge(agr_boar_nest:2) !gulag_empty(agr2_st_nii)}

[agr_boar_nest_2]
cond = {+agroprom_military_case_done}
type = general_lair
capacity = 3
communities = boar

[agr_dog_nest1]
type = general_lair
communities = dog
capacity = 7

[agr_smart_zombie_1]
cond = {+agroprom_military_case_have}
type = general_lair
capacity = 2
communities = zombie
sections = zombie_strong

[agr_smart_zombie_2]
cond = {+agr_help_krot_done}
type = general_lair
capacity = 4
communities = zombie
sections = zombie_normal, zombie_old

[agr_smart_zombie_3]
type = general_lair
capacity = 2
communities = zombie
sections = zombie_strong, zombie_immortal

[agr_smart_zombie_4]
cond = {+agroprom_military_case_have}
type = general_lair
capacity = 2
communities = zombie
sections = zombie_strong, zombie_ghost


[agr_factory_assault]
type = agr_factory_assault
capacity = 8
squad = 3
groups = 2

[agr_factory_defence]
type = agr_factory_defence
capacity = 9
squad = 3
groups = 1
cond = {-agr_find_gunslinger_cache_found}

[agr_factory_hold]
type = agr_factory_hold
capacity = 3
squad = 3
groups = 3
cond = {-agroprom_military_case_done}

[agr_nii]
type = agr_nii
capacity = 12
cond = {-agroprom_military_case_done}
squad = 3
groups = 6
respawn = agr_respawn_inventory_0000

[agr_road_patrol1]
capacity = 5
type = agr_road_patrol1
cond = {-agroprom_military_case_done}
squad = 3
groups = 4

[agr_road_patrol2]
capacity = 2
type = agr_road_patrol2
cond = {-agroprom_military_case_done}
squad = 3
groups = 5

[agr_rush]
type = general_lair
communities = dog
capacity = 5
;switch_0 = {=gulag_empty(agr2_st_factory)}
;switch_1 = {=gulag_population_ge(agr_rush:5) !gulag_empty(agr2_st_factory)}

; UNDERGROUND
[agr_u_soldiers]
type = agr_u_soldiers
capacity = 8
squad = 4
groups = 1,2

[agr_u_bandits]
type = agr_u_bandits
capacity = 7
squad = 4
groups = 2
elimination_idle = 20

[agr_u_smart_terrain_selezen]
cond = {+ds_selezen_spawn -fog_kluv_container_done_gg}
capacity = 4
type = general_lager
communities = bandit

work1 = agr\agr_u_smart_terrain_selezen.ltx

; DARK VALLEY
[val_rob]
type = val_rob
exchange_jobs = on

[val_sacrifice]
type = val_sacrifice
groups = 2
squad = 100
cond = {-val_sacrifice_finish}

[val_lager_bandits]
type = val_lager_bandits
capacity = 27
squad = 6
groups = 2, 15, 16
communities = bandit
exchange_jobs = on
respawn = val_respawn_inventory_box_0001
elimination_idle = 36

[val_smart_bandit_1]
type = general_lager
capacity = 6
communities = hunter ;stalker
cond = {+val_chase_start}
stay = medium
switch_0 = {=gulag_empty(val_smart_monster_lair_6)} 1, {=is_heavy_rain} 2, {!day_time_between(6:22)} 3, {=gulag_population_le(val_smart_bandit_1:3)} 4, {=has_active_task(tm_eliminate_camp_6)} 5
switch_1 = {=zone_online_time(20) =gulag_population_ge(val_smart_bandit_1:4) !gulag_empty(val_smart_monster_lair_6) !is_rain =day_time_between(6:19) !has_active_task(tm_eliminate_camp_6)}

[val_smart_bandit_2]
type = general_lager
capacity = 8
communities = bandit
cond = {+val_borov_dead}
stay = medium
exchange_jobs = off
elimination_idle = 36
switch_0 = {=gulag_empty(val_smart_bandit_3)}, {=gulag_empty(val_smart_bandit_2)}
;switch_1 = {=gulag_population_comed_ge(val_smart_bandit_2:7) !gulag_empty(val_smart_bandit_3)}
switch_1 = {=gulag_population_comed_ge(val_smart_bandit_2:7) !gulag_empty(val_smart_bandit_3) !days_multiple(2) =zone_online_time(20)}

[val_smart_bandit_3]
type = general_lager
capacity = 5
communities = dolg
cond = {+bar_darklab_document_done}
stay = medium

[val_x18_exit_base]
type = general_lager
capacity = 9
squad = 6
communities = bandit
cond = {-val_chase_start}
respawn = val_respawn_inventory_box_0000

[val_smart_monster_lair_1]
type = general_lair
capacity = 2
communities = flesh
;cond = {+val_raid_start}
stay = quick

[val_smart_monster_lair_2]
type = general_lair
capacity = 3
communities = dog
;cond = {+val_raid_start}
stay = quick
groups = 3

[val_smart_monster_lair_3]
type = general_lair
capacity = 1
communities = bloodsucker
cond = {+val_chase_start}
stay = long

[val_smart_monster_lair_4]
type = general_lair
capacity = 3
communities = dog,pseudodog
switch_0 = {=gulag_empty(val_lager_bandits)}
switch_1 = {=gulag_population_ge(val_smart_monster_lair_4:3) !=gulag_empty(val_lager_bandits)}
cond = {+val_chase_start}
stay = quick
groups = 4

[val_smart_monster_lair_6]
type = general_lair
capacity = 5
communities = boar,flesh
;cond = {+val_raid_start}
stay = quick
switch_0 = {=gulag_empty(val_rob)}, {=gulag_state(val_smart_bandit_1:1)}
switch_1 = {+val_chase_start =gulag_population_ge(val_smart_monster_lair_6:4) !gulag_empty(val_rob) =gulag_population_le(val_smart_bandit_1:2)}

[val_smart_monster_lair_7]
type = general_lair
capacity = 5
communities = dog
switch_0 = {=gulag_empty(val_lager_bandits)}
switch_1 = {=gulag_population_ge(val_smart_monster_lair_4:5) !=gulag_empty(val_lager_bandits) +val_escort_scene_end}
stay = quick
groups = 5

[val_smart_monster_lair_8]
type = general_lair
capacity = 3
communities = dog
;cond = {+val_raid_start}
groups = 6

[val_smart_zombie_1]
type = general_lair
capacity = 4
communities = zombie
sections = zombie_weak, zombie_immortal, zombie_normal

[val_smart_zombie_2]
type = general_lair
capacity = 3
communities = zombie
sections = zombie_weak, zombie_immortal, zombie_normal

[val_smart_zombie_3]
type = general_lair
capacity = 2
communities = zombie
sections = zombie_strong

[val_smart_zombie_4]
cond = {+dar_document4}
type = general_lair
capacity = 5
communities = zombie
sections = zombie_plague

[val_smart_tushkano_1]
type = general_lair
capacity = 8
communities = tushkano

[val_smart_tushkano_2]
cond = {+val_actor_has_borov_key}
type = general_lair
capacity = 8
communities = tushkano

[val_tushkani_lair_1]
type = general_lair
capacity = 7
communities = tushkano
stay = quick
cond = {+val_chase_start}

[val_tushkani_lair_2]
type = general_lair
capacity = 7
communities = tushkano
stay = quick
cond = {+val_chase_start}

[val_snork_lair_1]
type = general_lair
capacity = 4
communities = snork
stay = long
cond = {+val_chase_start}

;mil raid
[val_exit1_ambush]
type = general_lager
communities = military
cond = {+val_raid_start -esc_trader_speak}
exchange_jobs = off

[val_raid1_soldiers]
type = val_soldiers_raid
capacity = 3
switch_0 = {-val_raid_go2}
switch_1 = {+val_raid_go2}
squad = 6
cond = {+val_raid_start -esc_trader_speak}
[val_raid2_soldiers]:val_raid1_soldiers
capacity = 5
switch_0 = {-val_raid_go1}
switch_1 = {+val_raid_go1}
[val_raid3_soldiers]:val_raid2_soldiers
capacity = 3

; X18
[dar_angar]
type = dar_angar_gigant
capacity = 1
elimination_idle = 200

[dar_control_poltergeist]
type = dar_com_center_poltergeist
capacity = 1
elimination_idle = 144

[dar_military_scout]
type = dar_military_scout
capacity = 4

[dar_poltergeist_ring]
type = dar_poltergeist_ring
capacity = 6
elimination_idle = 144

[dar_poltergeist_tele]
type = dar_poltergeist_tele
capacity = 1
elimination_idle = 48

[dar_poltergeist_tele_round]
type = dar_poltergeist_tele_round
capacity = 1
elimination_idle = 64

[dar_smart_burer]
type = general_lair
capacity = 2
communities = burer
sections = burer_weak_indoor, burer_normal_indoor;	, burer_strong_indoor
out_rest = dar_burer_restrictor
elimination_idle = 240

[dar_smart_snork]
type = general_lair
capacity = 4
communities = snork
cond = {+val_chase_start}
elimination_idle = 64


; BAR
[bar_dolg_bunker]
type = bar_dolg_bunker
capacity = 5
squad = 5
groups = 4
exchange_jobs = on
respawn = bar_respawn_inventory_box_0000

[bar_dolg_general]
type = bar_dolg_general
capacity = 4
squad = 5
groups = 4
exchange_jobs = on

[bar_dolg_veterans]
type = bar_dolg_veterans
capacity = 2
squad = 5
groups = 4
respawn = bar_respawn_inventory_box_0001

[bar_visitors]
type = bar_visitors
capacity = 15
squad = 7
groups = 0,20,21,22,23,30
exchange_jobs = on

[bar_zastava]
type = bar_zastava
capacity = 4
exchange_jobs = on

[bar_zastava_2]
type = bar_zastava_2
capacity = 3
exchange_jobs = on

[bar_zastava_dogs_lair]
type = general_lair
capacity = 7
communities = dog, pseudodog
squad = 1
groups = 5
elimination_idle = 12

[bar_smart_chimera_1]
type = general_lair
capacity = 1
communities = chimera
sections = chimera_weak
cond = {+bar_darklab_document_done}
elimination_idle = 60

[bar_south_lair_1]
type = general_lair
capacity = 3
communities = dog, pseudodog
cond = {+agroprom_military_case_done}
elimination_idle = 36

[bar_south_lair_2]
type = general_lair
capacity = 0	;4
communities = tushkano
elimination_idle = 36

[bar_south_lair_3]
type = general_lair
capacity = 2
communities = zombie

[bar_north_lair_1]
type = general_lair
capacity = 3
communities = tushkano
;sections = burer_weak_outdoor, burer_normal_outdoor, burer_strong_outdoor

[bar_north_lair_2]
type = general_lair
capacity = 2
communities = boar, flesh
elimination_idle = 60


; BAR
[bar_ecolog_crush]
type = bar_ecolog_crush
capacity = 5
squad = 5
groups = 1,2
;cond = {+bar_heli_scene_stay_online}

[bar_freedom_attack]
type = bar_freedom_attack
capacity = 13
squad = 5
groups = 1,2
cond = {-bar_bandits_dead -bar_rescue_research_done -bar_rescue_research_fail}
respawn = ros_respawn_inventory_box_0002

[bar_freedom_chasers_attack]
type = bar_freedom_chasers_attack
capacity = 4
squad = 5
groups = 1,2
cond = {-bar_bandits_dead -bar_rescue_research_done -bar_rescue_research_fail}


; ROSTOK
[ros_smart_stalker1]
type = general_lager
switch_0 = {=gulag_empty(ros_smart_killers1)}, {=has_active_task(barmen_eliminate_camp_2)}, {=has_active_task(freedom_eliminate_camp_3)}
switch_1 = {=zone_online_time(90) =hours_multiple(2) =gulag_population_ge(ros_smart_stalker1:6) !gulag_empty(ros_smart_killers1) !has_active_task(barmen_eliminate_camp_2) !has_active_task(freedom_eliminate_camp_3)}
capacity = 6
communities = stalker,dolg
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
stay = medium
groups = 5
elimination_idle = 48

[ros_smart_stalker2]
type = general_lager
switch_0 = {=is_rain}, {=hours_multiple(2)}, {=gulag_population_comed_le(ros_smart_stalker2:2)}
switch_1 = {!hours_multiple(2) !is_rain =gulag_population_comed_ge(ros_smart_stalker2:3)}
capacity = 6
communities = bandit
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
stay = medium
groups = 1

work1 = ros\ros_smart_stalker2.ltx

[ros_smart_stalker3]
type = general_lager
capacity = 2
communities = stalker,zombied
communities_exclusive = true
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
stay = medium
groups = 2
respawn = 2032
elimination_idle = 48

[ros_smart_stalker_bandits1]
type = general_lager
capacity = 8
communities = stalker,hunter ;bandit
cond = {+bar_deactivate_radar_done}
stay = long
respawn = ros_respawn_inventory_box_0001
groups = 3

[ros_smart_stalker_killers1]
type = general_lager
capacity = 5
communities = killer
cond = {-bar_deactivate_radar_done +bar_rescue_research_done}, {-bar_deactivate_radar_done +bar_rescue_research_fail} ;{+yan_x16_documents_gain}
stay = long
respawn = ros_respawn_inventory_box_0000
groups = 4
elimination_idle = 50

[ros_smart_killers1]
type = general_lager
capacity = 4
communities = killer,bandit
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
stay = long
groups = 2
elimination_idle = 40

[ros_smart_poltergeist1]
type = general_lair
communities = poltergeist
cond = {+yan_find_scientist_start}, {+yan_find_scientist_semenov_start}
capacity = 1
stay = long
elimination_idle = 22

[ros_smart_snork1]
type = general_lair
communities = snork,fracture,zombie
communities_exclusive = true
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
capacity = 3
stay = long
elimination_idle = 20

[ros_smart_bloodsucker1]
type = general_lair
communities = bloodsucker,snork
communities_exclusive = true
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
capacity = 2
stay = quick
elimination_idle = 25

[ros_smart_bloodsucker_fire]
cond = {+yan_labx16_switcher_primary_off}
type = general_lair
capacity = 1
communities = bloodsucker
sections = bloodsucker_fire
elimination_idle = 40

[ros_smart_electro_chimera]
cond = {+yan_labx16_switcher_primary_off}
type = general_lair
capacity = 1
communities = chimera
sections = electro_chimera_weak		;, electro_chimera_normal, electro_chimera_strong
elimination_idle = 60

[ros_smart_zombie_1]
type = general_lair
capacity = 2
communities = zombie	;snork,fracture
elimination_idle = 30

[ros_smart_zombie_2]
cond = {+yan_labx16_switcher_primary_off}
type = general_lair
capacity = 3
communities = zombie
elimination_idle = 36

[ros_smart_monster1]
type = general_lair
communities = dog,tushkano,zombie
communities_exclusive = true
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
capacity = 7
stay = quick
elimination_idle = 24

[ros_smart_monster2]
type = general_lair
communities = dog,cat
communities_exclusive = true
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
capacity = 5
stay = quick
elimination_idle = 26

[ros_smart_monster4]
type = general_lair
communities = pseudodog,snork
communities_exclusive = true
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
capacity = 3
stay = quick
elimination_idle = 20

[ros_smart_monster5]
type = general_lair
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
communities = tushkano
;switch_0 = {=gulag_empty(ros_smart_stalker_bandits1)}
;switch_1 = {=gulag_population_ge(ros_smart_monster5:7) !gulag_empty(ros_smart_stalker_bandits1)}
capacity = 12
stay = long
elimination_idle = 31

[ros_smart_monster6]
type = general_lair
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
;switch_0 = {=gulag_empty(ros_smart_stalker_bandits1)}
;switch_1 = {=gulag_population_ge(ros_smart_monster6:5) !gulag_empty(ros_smart_stalker_bandits1)}
capacity = 3
stay = quick
communities = dog,tushkano
communities_exclusive = true
elimination_idle = 36

[ros_smart_monster7]
type = general_lair
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
;switch_0 = {=gulag_empty(ros_smart_stalker_bandits1)}
;switch_1 = {=gulag_population_ge(ros_smart_monster7:8) !gulag_empty(ros_smart_stalker_bandits1)}
capacity = 2
stay = quick
communities = dog,pseudodog,zombie,fracture
communities_exclusive = true
elimination_idle = 36

[ros_smart_monster8]
type = general_lair
communities = pseudodog,dog,tushkano
communities_exclusive = true
cond = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
capacity = 3
stay = quick
elimination_idle = 19


; YANTAR
[yan_st_stalker1]
cond = {+yantar_tunnel_finish}
type = general_lager
capacity = 4
communities = zombied

[yan_st_stalker2]
cond = {+yan_kill_brain_done}
type = general_lager
capacity = 10
communities = stalker

[yan_st_stalker3]
cond = {+yan_kill_brain_done}
type = general_lager
capacity = 7
communities = dolg
switch_0 = {=gulag_empty(yan_st_stalker1)}, {=is_heavy_rain}, {=has_active_task(dolg_eliminate_lager_1)}, {=has_active_task(ecolog_eliminate_lager_1)}
switch_1 = {=zone_online_time(30) =day_time_between(8:15) !is_rain !has_active_task(dolg_eliminate_lager_1) !has_active_task(ecolog_eliminate_lager_1) =gulag_population_ge(yan_st_stalker3:5) !gulag_empty(yan_st_stalker1)}

[yan_st_zombie1]
cond = {+yan_kill_brain_done}
type = general_lager
capacity = 3
communities = zombied
switch_0 = {=hours_multiple(2)}
switch_1 = {=gulag_population_ge(yan_st_zombie1:3) !gulag_empty(yan_st_stalker3) !hours_multiple(2)}

[yan_st_zombie2]
cond = {-yan_kill_brain_done}	;{+yan_kill_brain_done}
type = general_lager
capacity = 3	;7
communities = zombied
switch_0 = {!hours_multiple(4:2)}
switch_1 = {=hours_multiple(4:2)}
;switch_0 = {=gulag_empty(yan_st_stalker2)}
;switch_1 = {=gulag_population_ge(yan_st_zombie2:6) !gulag_empty(yan_st_stalker2)}

[yan_st_zombie3]
cond = {+yan_kill_brain_done}
type = general_lager
capacity = 5
communities = zombied
switch_0 = {=hours_multiple(2)}
switch_1 = {=gulag_population_ge(yan_st_zombie3:5) !gulag_empty(yan_st_stalker3) !hours_multiple(2)}

[yan_st_zombie4]
cond = {+yan_kill_brain_done} ;=gulag_empty(yan_st_stalker4)}
type = general_lager
capacity = 3
communities = zombied

[yantar2_snork_small]
;cond = {+yan_kill_brain_done}
type = general_lair
capacity = 2
communities = snork,fracture
squad = 8
groups = 5
[yantar2_snork_small2]
;cond = {+yan_kill_brain_done}
type = general_lair
capacity = 2
communities = snork,fracture,psy_dog
squad = 8
groups = 5
[yantar2_snork_small3]
;cond = {+yan_kill_brain_done}
type = general_lair
capacity = 3
communities = snork,psy_dog
squad = 8
groups = 6

[yantar2_snork_small4]
;cond = {+yan_kill_brain_done}
type = general_lair
capacity = 4
communities = snork
squad = 8
groups = 7
elimination_idle = 40

[yan_smart_controler1]
cond = {+yan_kill_brain_done}
type = general_lair
capacity = 1
communities = controller
elimination_idle = 62

[yantar_zombies]
type = yantar_zombies
capacity = 10
squad = 11
groups = 0,20,21,22,23
elimination_idle = 22


; MILITARY
[mil_freedom]
type = mil_freedom
groups = 0,10
squad = 7
capacity = 31
communities = freedom, stalker
exchange_jobs = on
respawn = mil_inventory_respawn_000

[mil_fblockpost]
type = mil_fblockpost
capacity = 5
respawn  = mil_inventory_respawn_003
squad = 7
groups = 4

[mil_fneutral]
type = mil_fneutral
capacity = 4
community = freedom
squad = 7
groups = 4

[mil_smart_dolg_kamp]
type = general_lager
capacity = 7
cond = {+mil_dolg_dead}, {+mil_lukash_dead}
communities = stalker, hunter
switch_0 = {=gulag_empty(mil_village_lair)}, {=is_heavy_rain}, {=has_active_task(freedom_eliminate_camp_5)}
switch_1 = {+mil_controller_dead !is_rain =is_day !hours_multiple(2) !has_active_task(freedom_eliminate_camp_5) =gulag_population_ge(mil_smart_dolg_kamp:6) !gulag_empty(mil_village_lair)}
stay = long
respawn  = mil_inventory_respawn_004

[mil_lager]
type = general_lager
capacity = 4
communities = stalker
stay = medium
respawn  = mil_inventory_respawn_001
;switch_0 = {=gulag_empty(mil_village_lair)}, {=is_heavy_rain}, {=has_active_task(freedom_eliminate_camp_5)}
;switch_1 = {+mil_controller_dead !is_rain =is_day !has_active_task(freedom_eliminate_camp_5 =gulag_population_comed_ge(mil_lager:5) !gulag_empty(mil_village_lair)}

[mil_village]
capacity = 3
type = mil_village
elimination_idle = 9

[mil_bandit]
type = general_lager
communities = killer
cond = {+mil_leader_quest2_failed}, {+mil_leader_quest2_complete}
capacity = 5
stay = medium
respawn  = mil_inventory_respawn_002
switch_0 = {=gulag_empty(mil_lager)}, {=gulag_population_comed_le(mil_bandit:1)}
switch_1 = {=gulag_population_comed_ge(mil_bandit:5) !gulag_empty(mil_lager)}
elimination_idle = 48

[mil_mercs]
type = general_lager
communities = killer
capacity = 4
elimination_idle = 24

[mil_monolit]
type = mil_monolit
cond = {-mil_fblockpost_quest_complete}
elimination_idle = 20

[mil_monster]
type = mil_monster
;idle = 1440
cond = {+mil_fblockpost_quest_complete}
capacity = 10
elimination_idle = 96

[mil_tushkano_lair_1]
type = general_lair
cond = {+mil_miser_task_complete}, {+mil_miser_task_failed}
capacity = 1
communities = controller
stay = long
elimination_idle = 60



; RADAR

[rad_entrance]
type = rad_entrance
capacity = 4
squad = 16
groups = 2
cond = {-bar_deactivate_radar_done}

[rad_mil_entrance]
type = rad_mil_entrance
capacity = 3
squad = 16
group = 19

[rad_prip_teleport]
type = rad_prip_teleport
capacity = 8
squad = 16
groups = 16
cond = {-bar_deactivate_radar_done}

[rad2_prip_teleport]
type = general_lager
capacity = 10
communities = monolith
switch_0 = {+rad_start_svoboda_vs_dolg =gulag_population_le(rad2_prip_teleport:4)}
switch_1 = {+rad_start_far_road_ambush -rad_start_svoboda_vs_dolg =gulag_population_comed_ge(rad2_prip_teleport:2)}, {+rad_start_svoboda_vs_dolg =zone_online_time(30) =hours_multiple(3:1) =gulag_population_comed_ge(rad2_prip_teleport:5)}

;cond = {+rad_start_svoboda_vs_dolg}
stay = long
squad = 16
groups = 3

[rad_freedom_vs_duty]
type = freedom_vs_duty
capacity = 12
squad = 16
groups = 20

[rad2_loner_0000]
type = general_lager
capacity = 4
groups = 6
communities = stalker
cond = {+bar_deactivate_radar_done}

[rad2_loner_0001]
type = general_lager
capacity = 4
groups = 5
communities = stalker
cond = {+bar_deactivate_radar_done}

[rad2_loner_0002]
type = general_lager
capacity = 4
groups = 7
communities = stalker
cond = {+bar_deactivate_radar_done}




; PRIPYAT

[pri_corner]
type = pri_corner
cond = {-pri_followers_scene_end}

[pri_depot]
type = pri_depot
squad = 18
groups = 1,2

[pri_followers]
type = pri_followers
capacity = 5
squad = 18
groups = 1
communities = stalker
cond = {+bar_deactivate_radar_done -pri_followers_scene_end}

[pri_monolith]
type = pri_monolith
;capacity = 32
squad = 18
groups = 1,2,3,4,5,6,7,8,9
communities = monolith

[pri_stadium]
type = pri_stadium
;capacity = 5
;squad = 18
;groups = 1

[pri_stadium_help]
type = general_lager
cond = {-pri_stadium_scene_end}

[pri_stadium_lair]
type = general_lair
capacity = 11
switch_0 = {-pri_stadium_scene_start}
switch_1 = {+pri_stadium_scene_start}
communities = snork,tushkano,giant
elimination_idle = 90


[pri_smart_dolg_stalker1]
type = general_lager
switch_0 = {=gulag_empty(pri_monolith)}
switch_1 = {=gulag_population_ge(pri_smart_dolg_stalker1:7) !gulag_empty(pri_monolith)}
capacity = 7
communities = dolg
cond = {+pri_stadium_scene_start}

[pri_smart_freedom_stalker1]
type = general_lager
switch_0 = {=gulag_empty(pri_monolith)}
switch_1 = {=gulag_population_ge(pri_smart_freedom_stalker1:7) !gulag_empty(pri_monolith)}
capacity = 7
communities = freedom
cond = {+pri_stadium_scene_start}

[pri_smart_neutral_stalker1]
type = general_lager
switch_0 = {=gulag_empty(pri_monolith)}
switch_1 = {=gulag_population_ge(pri_smart_neutral_stalker1:7) !gulag_empty(pri_monolith)}
capacity = 8
communities = stalker
cond = {+pri_stadium_scene_start}
stay = long

[pri_smart_neutral_stalker2]
type = general_lager
switch_0 = {=gulag_empty(pri_monolith)}
switch_1 = {=gulag_population_ge(pri_smart_neutral_stalker2:7) !gulag_empty(pri_monolith)}
capacity = 8
communities = stalker
cond = {+pri_stadium_scene_start}
stay = long

