Divergent/mods/Semi-Radiant AI/gamedata/configs/scripts/agroprom/agr_smart_terrain_1_6_smart...

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; =======================
; ------------- DAY ---------------
; =======================
; blockpost guard 1
[logic@agr_smart_terrain_1_6_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_5_walk
path_look = guard_5_look
; patrol center
[logic@agr_smart_terrain_1_6_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = patrol_6_walk
; patrol behind
[logic@agr_smart_terrain_1_6_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = patrol_4_walk
; patrol side
[logic@agr_smart_terrain_1_6_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_4]
path_walk = patrol_2_walk
; blockpost guard 2
[logic@agr_smart_terrain_1_6_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_5]
path_walk = guard_1_walk
path_look = guard_1_look
; guard main building
[logic@agr_smart_terrain_1_6_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = guard_7_walk
path_look = guard_7_look
; patrol angar
[logic@agr_smart_terrain_1_6_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_7]
path_walk = patrol_1_walk
; sniper base
[logic@agr_smart_terrain_1_6_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_8]
path_walk = sniper_1_walk
path_look = sniper_1_look
; sniper watchtower
[logic@agr_smart_terrain_1_6_xcvb_day_9]
active = walker@day_9
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_9]
path_walk = guard_2_walk
path_look = guard_2_look
; guard second building
[logic@agr_smart_terrain_1_6_xcvb_day_10]
active = walker@day_10
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_10]
path_walk = guard_6_walk
path_look = guard_6_look
; guard angars
[logic@agr_smart_terrain_1_6_xcvb_day_11]
active = walker@day_11
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_11]
path_walk = walker_1_walk
path_look = walker_1_look
; patrol behind 2
[logic@agr_smart_terrain_1_6_xcvb_day_12]
active = walker@day_12
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_12]
path_walk = patrol_3_walk
; patrol center 2
[logic@agr_smart_terrain_1_6_xcvb_day_13]
active = walker@day_13
suitable = {!surge_started !is_night} true
prior = 53
[walker@day_13]
path_walk = patrol_5_walk
; idle
[logic@agr_smart_terrain_1_6_camp_work_6]
active = animpoint@agr_smart_terrain_1_6_camp_work_6
suitable = {!surge_started} true
prior = 47
[logic@agr_smart_terrain_1_6_camp_work_7]
active = animpoint@agr_smart_terrain_1_6_camp_work_7
suitable = {!surge_started} true
prior = 46
[logic@agr_smart_terrain_1_6_camp_work_8]
active = animpoint@agr_smart_terrain_1_6_camp_work_8
suitable = {!surge_started} true
prior = 47
on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_5
[logic@agr_smart_terrain_1_6_camp_work_9]
active = animpoint@agr_smart_terrain_1_6_camp_work_9
suitable = {!surge_started} true
prior = 46
[logic@agr_smart_terrain_1_6_camp_work_10]
active = animpoint@agr_smart_terrain_1_6_camp_work_10
suitable = {!surge_started} true
prior = 47
on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_4
[logic@agr_smart_terrain_1_6_camp_work_11]
active = animpoint@agr_smart_terrain_1_6_camp_work_11
suitable = {!surge_started} true
prior = 46
on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_3
[logic@agr_smart_terrain_1_6_camp_work_12]
active = animpoint@agr_smart_terrain_1_6_camp_work_12
suitable = {!surge_started} true
prior = 47
[logic@agr_smart_terrain_1_6_camp_work_13]
active = animpoint@agr_smart_terrain_1_6_camp_work_13
suitable = {!surge_started} true
prior = 47
[logic@agr_smart_terrain_1_6_camp_work_17]
active = animpoint@agr_smart_terrain_1_6_camp_work_17
suitable = {!surge_started} true
prior = 47
[animpoint@agr_smart_terrain_1_6_camp_work_6]
cover_name = agr_smart_terrain_1_6_animpoint_camp_1
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_7]
cover_name = agr_smart_terrain_1_6_animpoint_camp_2
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_8]
cover_name = agr_smart_terrain_1_6_animpoint_camp_3
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_9]
cover_name = agr_smart_terrain_1_6_animpoint_camp_4
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_10]
cover_name = agr_smart_terrain_1_6_animpoint_camp_5
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_11]
cover_name = agr_smart_terrain_1_6_animpoint_camp_6
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_12]
cover_name = agr_smart_terrain_1_6_animpoint_camp_7
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_13]
cover_name = agr_smart_terrain_1_6_animpoint_camp_8
use_camp = false
[animpoint@agr_smart_terrain_1_6_camp_work_17]
cover_name = agr_smart_terrain_1_6_animpoint_camp_12
use_camp = true
; =======================
; ------------ NIGHT -------------
; =======================
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; blockpost guard 1
[logic@agr_smart_terrain_1_6_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_5_walk
path_look = guard_5_look
; sleep angar sit couch
[logic@agr_smart_terrain_1_6_xcvb_night_2]
active = animpoint@night_2
suitable = {!surge_started =is_night} true
prior = 58
[animpoint@night_2]
cover_name = agr_smart_terrain_1_6_animpoint_camp_11
use_camp = true
turn_on_campfire = true
meet = meet@general
; guard main building
[logic@agr_smart_terrain_1_6_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_3]
path_walk = guard_7_walk
path_look = guard_7_look
; sleep second building
[logic@agr_smart_terrain_1_6_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -181.894, 0.0627, -176.8428 look: -181.204, 0.0627, -176.035
path_end = loop
; patrol behind
[logic@agr_smart_terrain_1_6_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_5]
path_walk = patrol_4_walk
; patrol side
[logic@agr_smart_terrain_1_6_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_6]
path_walk = patrol_2_walk
; sleep angar
[logic@agr_smart_terrain_1_6_xcvb_night_7]
active = animpoint@night_7
suitable = {!surge_started =is_night} true
prior = 54
[animpoint@night_7]
cover_name = agr_smart_terrain_1_6_animpoint_camp_9
use_camp = true
turn_on_campfire = true
; sleep angar
[logic@agr_smart_terrain_1_6_xcvb_night_8]
active = animpoint@night_8
suitable = {!surge_started =is_night} true
prior = 54
[animpoint@night_8]
cover_name = agr_smart_terrain_1_6_animpoint_camp_10
use_camp = true
turn_on_campfire = true
; blockpost guard 2
[logic@agr_smart_terrain_1_6_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_9]
path_walk = guard_1_walk
path_look = guard_1_look
; sleep campfire behind building 1
[logic@agr_smart_terrain_1_6_xcvb_night_10]
active = animpoint@night_10
suitable = {!surge_started =is_night} true
prior = 53
[animpoint@night_10]
cover_name = agr_smart_terrain_1_6_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; sleep campfire behind building 2
[logic@agr_smart_terrain_1_6_xcvb_night_11]
active = animpoint@night_11
suitable = {!surge_started =is_night} true
prior = 53
[animpoint@night_11]
cover_name = agr_smart_terrain_1_6_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; sleep drink vodka main building
[logic@agr_smart_terrain_1_6_xcvb_night_12]
active = animpoint@night_12
suitable = {!surge_started =is_night} true
prior = 53
[animpoint@night_12]
cover_name = agr_smart_terrain_1_6_animpoint_camp_16
use_camp = true
; patrol angars
[logic@agr_smart_terrain_1_6_xcvb_night_13]
active = walker@night_13
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_13]
path_walk = patrol_1_walk
; guard second building
[logic@agr_smart_terrain_1_6_xcvb_night_14]
active = walker@night_14
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_14]
path_walk = guard_6_walk
path_look = guard_6_look
; sniper watchtower
[logic@agr_smart_terrain_1_6_xcvb_night_15]
active = walker@night_15
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 52
[walker@night_15]
path_walk = guard_2_walk
path_look = guard_2_look
; patrol center
[logic@agr_smart_terrain_1_6_xcvb_night_16]
active = walker@night_16
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_16]
path_walk = patrol_6_walk
; patrol behind 2
[logic@agr_smart_terrain_1_6_xcvb_night_17]
active = walker@night_17
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_17]
path_walk = patrol_3_walk
; patrol center 2
[logic@agr_smart_terrain_1_6_xcvb_night_18]
active = walker@night_18
suitable = {!surge_started =is_night} true
prior = 50
[walker@night_18]
path_walk = patrol_5_walk
; guard angars
[logic@agr_smart_terrain_1_6_xcvb_night_19]
active = walker@night_19
suitable = {!surge_started =is_night} true
prior = 50
[walker@night_19]
path_walk = walker_1_walk
path_look = walker_1_look
; sniper base
[logic@agr_smart_terrain_1_6_xcvb_night_20]
active = walker@night_20
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 50
[walker@night_20]
path_walk = sniper_1_walk
path_look = sniper_1_look