;;;;;;;;;;;;;;;;;;;;
;;;; Остров
;;;;;;;;;;;;;;;;;;;;
[logic@mar_stalker_ostrov_defend1]
active = walker@mar_stalker_ostrov_defend1
;enable_torch = false

[walker@mar_stalker_ostrov_defend1]
path_walk = defend1_walk
path_look = defend1_look
;; end logic ;;;;;;;;

[logic@mar_stalker_ostrov_defend2]
active = camper@mar_stalker_ostrov_defend2
;enable_torch = false

[camper@mar_stalker_ostrov_defend2]
path_walk = defend2_walk
path_look = defend2_look
;; end logic ;;;;;;;;

[logic@mar_stalker_ostrov_defend3]
active = camper@mar_stalker_ostrov_defend3
;enable_torch = false

[camper@mar_stalker_ostrov_defend3]
path_walk = defend3_walk
path_look = defend3_look
;; end logic ;;;;;;;;

[logic@mar_stalker_ostrov_lavka]
active = camper@mar_stalker_ostrov_lavka
enable_torch = false

[camper@mar_stalker_ostrov_lavka]
path_walk = lavka_walk
path_look = lavka_look
meet = no_act
;; end logic ;;;;;;;;

[logic@mar_stalker_ostrov_kamp1]
active = kamp1@mar_stalker_ostrov
enable_torch = false

[kamp1@mar_stalker_ostrov]
center_point = kamp1_center
;; end logic ;;;;;;;;

[logic@mar_stalker_ostrov_gavaec]
active = camper@mar_stalker_ostrov_gavaec
enable_torch = false

[camper@mar_stalker_ostrov_gavaec]
path_walk = gavaec_walk
path_look = gavaec_look
;; end logic ;;;;;;;;
;;;;;;;;;;;;;;;;;;;;
;;;; Мехдвор
;;;;;;;;;;;;;;;;;;;;
[logic@mar_bandit_mehdvor_defend1]
active = walker@mar_bandit_mehdvor_defend1
tolerant = actor,1,1

[walker@mar_bandit_mehdvor_defend1]
path_walk = defend1_walk
path_look = defend1_look
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_defend2]
active = walker@mar_bandit_mehdvor_defend2
tolerant = actor,1,1

[walker@mar_bandit_mehdvor_defend2]
path_walk = defend2_walk
path_look = defend2_look
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_defend3]
active = walker@mar_bandit_mehdvor_defend3
tolerant = actor,1,1

[walker@mar_bandit_mehdvor_defend3]
path_walk = defend3_walk
path_look = defend3_look
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_defend4]
active = camper@mar_bandit_mehdvor_defend4
enable_torch = false
tolerant = actor,1,1

[camper@mar_bandit_mehdvor_defend4]
path_walk = defend4_walk
path_look = defend4_look
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_defend5]
active = camper@mar_bandit_mehdvor_defend5
enable_torch = false
tolerant = actor,1,1

[camper@mar_bandit_mehdvor_defend5]
path_walk = defend5_walk
path_look = defend5_look
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_defend6]
active = camper@mar_bandit_mehdvor_defend6
enable_torch = false
tolerant = actor,1,1

[camper@mar_bandit_mehdvor_defend6]
path_walk = defend6_walk
path_look = defend6_look
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_defend7]
active = camper@mar_bandit_mehdvor_defend7
;enable_torch = false
tolerant = actor,1,1

[camper@mar_bandit_mehdvor_defend7]
path_walk = defend7_walk
path_look = defend7_look
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_defend8]
active = camper@mar_bandit_mehdvor_defend8
enable_torch = false
tolerant = actor,1,1

[camper@mar_bandit_mehdvor_defend8]
path_walk = defend8_walk
path_look = defend8_look
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_kamp1]
active = kamp1@mar_bandit_mehdvor
enable_torch = false
tolerant = actor,1,1

[kamp1@mar_bandit_mehdvor]
center_point = kamp1_center
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_kamp2]
active = kamp2@mar_bandit_mehdvor
enable_torch = false
tolerant = actor,1,1

[kamp2@mar_bandit_mehdvor]
center_point = kamp2_center
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_mechanic]
active = walker@mar_bandit_mehdvor_mechanic
enable_torch = false
tolerant = actor,1,1

[walker@mar_bandit_mehdvor_mechanic]
path_walk = mechanic_walk
path_look = mechanic_look
meet = meet@mar_bandit_mehdvor_unique
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_leader]
active = walker@mar_bandit_mehdvor_leader
enable_torch = false
tolerant = actor,1,1

[walker@mar_bandit_mehdvor_leader]
path_walk = leader_walk
path_look = leader_look
meet = meet@mar_bandit_mehdvor_unique
;; end logic ;;;;;;;;

[logic@mar_bandit_mehdvor_gambler]
active = walker@mar_bandit_mehdvor_gambler
enable_torch = false
tolerant = actor,1,1

[walker@mar_bandit_mehdvor_gambler]
path_walk = gambler_walk
path_look = gambler_look
meet = meet@mar_bandit_mehdvor_unique
;; end logic ;;;;;;;;

[meet@mar_bandit_mehdvor_unique]
meet_state = 2 | guard
meet_state_wpn = 6 | backoff@threat_weap
victim = 2 | actor
victim_wpn = 7 | actor
use = true
use_wpn = false

;;;;;;;;;;;;;;;;;;;;
;;;; База чн
;;;;;;;;;;;;;;;;;;;;
[logic@mar_csky_tower_assist]
active = walker@mar_csky_tower_assist
enable_torch = false

[walker@mar_csky_tower_assist]
path_walk = assist_walk
path_look = assist_look

[logic@mar_csky_tower_defend1]
active = walker@mar_csky_tower_defend1

[walker@mar_csky_tower_defend1]
path_walk = defend1_walk
path_look = defend1_look

[logic@mar_csky_tower_defend2]
active = walker@mar_csky_tower_defend2

[walker@mar_csky_tower_defend2]
path_walk = defend2_walk
path_look = defend2_look

[logic@mar_csky_tower_defend3]
active = walker@mar_csky_tower_defend3

[walker@mar_csky_tower_defend3]
path_walk = defend3_walk
path_look = defend3_look
;;;;;;;;;;;;;;;;;;;;
;;;; База чн
;;;;;;;;;;;;;;;;;;;;
[logic@mar_csky_baza_docent]
active = camper@mar_csky_baza_docent
enable_torch = false
corpse_detection_enabled = false

[camper@mar_csky_baza_docent]
path_walk = docent_walk
path_look = docent_look

[logic@mar_csky_baza_assist2]
active = camper@mar_csky_baza_assist2
enable_torch = false

[camper@mar_csky_baza_assist2]
path_walk = assist2_walk
path_look = assist2_look

[logic@mar_csky_baza_assist1]
active = camper@mar_csky_baza_assist1
enable_torch = false

[camper@mar_csky_baza_assist1]
path_walk = assist1_walk
path_look = assist1_look

[logic@mar_csky_baza_defend1]
active = camper@mar_csky_baza_defend1
;enable_torch = false

[camper@mar_csky_baza_defend1]
path_walk = defend1_walk
path_look = defend1_look

[logic@mar_csky_baza_defend2]
active = walker@mar_csky_baza_defend2
enable_torch = false

[walker@mar_csky_baza_defend2]
path_walk = defend2_walk
path_look = defend2_look
meet = meet@mar_csky_baza_defend2

[meet@mar_csky_baza_defend2]
meet_state		= 15|guard@wait
meet_state_wpn	= 15|backoff@threat_weap
victim		= 15|actor
victim_wpn		= 15|actor
use			= true
use_wpn		= false
syndata		= backoff@threat_weap
meet_dialog = baza_defend2_start_dialog

[logic@mar_csky_baza_guider]
active = walker@mar_csky_baza_guider
;enable_torch = false

[walker@mar_csky_baza_guider]
path_walk = guider_walk
path_look = guider_look
level_spot = guider
meet = meet@baza_guider

[meet@baza_guider]
meet_state		= 15|guard@wait
meet_state_wpn	= 15|backoff@threat_weap
victim		= 15|actor
victim_wpn		= 15|actor
use			= true
use_wpn		= false
syndata		= backoff@threat_weap
meet_dialog = {+mar_csky_barman_gg} baza_guider_start_dialog, hello_dialog

[logic@mar_csky_baza_kamp1]
active = kamp1@mar_csky_baza
enable_torch = false

[kamp1@mar_csky_baza]
center_point = camp_center
on_info = {=is_rain} walker@mar_csky_baza_bar1

[walker@mar_csky_baza_bar1]
path_walk = bar1_walk
path_look = bar1_look
meet = no_act
on_info = {!is_rain} kamp1@mar_csky_baza

[logic@mar_csky_baza_kamp2]
active = kamp2@mar_csky_baza
enable_torch = false

[kamp2@mar_csky_baza]
center_point = camp_center
on_info = {=is_rain} walker@mar_csky_baza_bar2

[walker@mar_csky_baza_bar2]
path_walk = bar2_walk
path_look = bar2_look
meet = no_act
on_info = {!is_rain} kamp2@mar_csky_baza

[logic@mar_csky_baza_kamp3]
active = kamp3@mar_csky_baza
enable_torch = false

[kamp3@mar_csky_baza]
center_point = camp_center
on_info = {=is_rain} walker@mar_csky_baza_bar3

[walker@mar_csky_baza_bar3]
path_walk = bar3_walk
path_look = bar3_look
meet = no_act
on_info = {!is_rain} kamp3@mar_csky_baza

[logic@mar_csky_baza_tactic]
active = walker@mar_csky_baza_tactic
enable_torch = false

[walker@mar_csky_baza_tactic]
path_walk = tactic_walk
path_look = tactic_look
meet = no_act

[logic@mar_csky_baza_sci]
active = walker@mar_csky_baza_sci
enable_torch = false
corpse_detection_enabled = false

[walker@mar_csky_baza_sci]
path_walk = sci_walk
path_look = sci_look

[logic@mar_csky_baza_trader]
active = walker@mar_csky_baza_trader
enable_torch = false
level_spot = trader
trade = misc\manager_trade\trade_csky.ltx
corpse_detection_enabled = false

[walker@mar_csky_baza_trader]
path_walk = trader_walk
path_look = trader_look

[logic@mar_csky_baza_tech]
active = walker@mar_csky_baza_tech
enable_torch = false
level_spot = mechanic
meet = no_act
repair = misc\m_repair\repair_csky.ltx
danger = danger_condition@baza
tolerant = monster
corpse_detection_enabled = false

[walker@mar_csky_baza_tech]
path_walk = tech_walk
path_look = tech_look

[logic@mar_csky_baza_barman]
active = walker@mar_csky_baza_barman
enable_torch = false
level_spot = trader
trade = misc\manager_trade\trade_prodman.ltx
corpse_detection_enabled = false

[walker@mar_csky_baza_barman]
path_walk = barman_walk
path_look = barman_look

[danger_condition@baza]
ignore_distance = 0

;;;;;;;;;;;;;;;;;;;;
;;;; Хутор чн
;;;;;;;;;;;;;;;;;;;;
[logic@mar_smart_fish_commander1]
active = patrol@mar_smart_fish_commander1

[patrol@mar_smart_fish_commander1]
path_walk = raid_walk
path_look = raid_look
formation = line
commander = true

[logic@mar_smart_fish_follower1]
active = patrol@mar_smart_fish_follower1

[patrol@mar_smart_fish_follower1]
path_walk = raid_walk
path_look = raid_look
formation = line

[logic@mar_smart_fish_follower2]
active = patrol@mar_smart_fish_follower2

[patrol@mar_smart_fish_follower2]
path_walk = raid_walk
path_look = raid_look
formation = line

[logic@mar_smart_fish_kamp1]
active = kamp1@mar_smart_fish
enable_torch = false

[kamp1@mar_smart_fish]
center_point = camp_center

[logic@mar_smart_fish_defend1]
active = camper@mar_smart_fish_defend1
;enable_torch = false

[camper@mar_smart_fish_defend1]
path_walk = defend1_walk
path_look = defend1_look
def_state_moving = patrol

[logic@mar_smart_fish_defend2]
active = camper@mar_smart_fish_defend2
;enable_torch = false

[camper@mar_smart_fish_defend2]
path_walk = defend2_walk
path_look = defend2_look
def_state_moving = patrol

[logic@mar_smart_fish_defend3]
active = camper@mar_smart_fish_defend3
;enable_torch = false

[camper@mar_smart_fish_defend3]
path_walk = defend3_walk
path_look = defend3_look
def_state_moving = patrol

; лидер
[logic@mar_smart_fish_leader]
active = camper@mar_smart_fish_leader
enable_torch = false

[camper@mar_smart_fish_leader]
path_walk = leader_walk
path_look = leader_look
meet = meet@fish_leader
def_state_moving = patrol

[meet@fish_leader]
meet_state		= 15|guard@wait
meet_state_wpn	= 15|backoff@threat_weap
victim		= 15|actor
victim_wpn		= 15|actor
use			= true
use_wpn		= false
syndata		= backoff@threat_weap
meet_dialog = fish_leader_start_dialog

;;;;;;;;;;;;;;;;;;;;
;;;; Церковь
;;;;;;;;;;;;;;;;;;;;
; 2 кампа
[logic@mar_smart_church_kamp1]
active = kamp1@mar_smart_church
enable_torch = false

[kamp1@mar_smart_church]
center_point = camp_center
; палит на вышке
[logic@mar_smart_church_defend1]
active = camper@mar_smart_church_defend1
enable_torch = false

[camper@mar_smart_church_defend1]
path_walk = defend1_walk
path_look = defend1_look
def_state_moving = patrol
; смотрит в сторону сгоревшего
[logic@mar_smart_church_defend2]
active = camper@mar_smart_church_defend2
enable_torch = false

[camper@mar_smart_church_defend2]
path_walk = defend2_walk
path_look = defend2_look
def_state_moving = patrol
; гуляет
[logic@mar_smart_church_defend3]
active = camper@mar_smart_church_defend3
;enable_torch = false

[camper@mar_smart_church_defend3]
path_walk = defend3_walk
path_look = defend3_look
def_state_moving = rush

; лидер
[logic@mar_smart_church_leader]
active = camper@mar_smart_church_leader
enable_torch = false

[camper@mar_smart_church_leader]
path_walk = leader_walk
path_look = leader_look
def_state_moving = patrol
radius = 10

[logic@mar_smart_church_sleeper1]
active = sleeper1@mar_smart_church

[sleeper1@mar_smart_church]
path_main = sleep1

;;;;;;;;;;;;;;;;;;;;
;;;; Водонапорная
;;;;;;;;;;;;;;;;;;;;
; 2 кампа
[logic@mar_water_station_kamp1]
active = kamp1@mar_water_station
enable_torch = false

[kamp1@mar_water_station]
center_point = camp_center
; палит на вышке
[logic@mar_water_station_defend1]
active = camper@mar_water_station_defend1
enable_torch = false

[camper@mar_water_station_defend1]
path_walk = defend1_walk
path_look = defend1_look
def_state_moving = patrol
; смотрит в сторону сгоревшего
[logic@mar_water_station_defend2]
active = camper@mar_water_station_defend2
enable_torch = false

[camper@mar_water_station_defend2]
path_walk = defend2_walk
path_look = defend2_look
def_state_moving = patrol
; гуляет
[logic@mar_water_station_defend3]
active = walker@mar_water_station_defend3
;enable_torch = false

[walker@mar_water_station_defend3]
path_walk = defend3_walk
path_look = defend3_look
; лидер
[logic@mar_water_station_leader]
active = camper@mar_water_station_leader
enable_torch = false

[camper@mar_water_station_leader]
path_walk = leader_walk
path_look = leader_look
def_state_moving = patrol
radius = 5
;;;;;;;;;;;;;;;;;;;;
;;;; Южный хутор
;;;;;;;;;;;;;;;;;;;;
[logic@mar_south_village_kamp1]
active = kamp1@mar_south_village
enable_torch = false

[kamp1@mar_south_village]
center_point  = camp_center
path_walk = camp_center_task
; палит в церковь
[logic@mar_south_village_defend1]
active = camper@mar_south_village_defend1
enable_torch = false

[camper@mar_south_village_defend1]
path_walk = defend1_walk
path_look = defend1_look
def_state_moving = patrol
; круги наматывает
[logic@mar_south_village_defend2]
active = walker@mar_south_village_defend2
;enable_torch = true

[walker@mar_south_village_defend2]
path_walk = defend2_walk
path_look = defend2_look
; главарь
[logic@mar_south_village_leader]
active = walker@mar_south_village_leader

[walker@mar_south_village_leader]
path_walk = leader_walk
path_look = leader_look