;-------------------------------------------------------------------------------------------------
;-- RADAR ANTENA
; nv120207 Fixed comment syntax, on_death = death@, [combat@rad_monolith] per Lijenstina
; nv130127 Locked out certain campfire spots for Duty/Freedom
; nv150306 Modified active logic for Freedom vs. Duty to keep winners at northern camp
;          (requires xr_gulag.script, xr_logic.script support)
;-------------------------------------------------------------------------------------------------
[logic@rad_alarm]
active = walker@rad_alarm

[walker@rad_alarm]
path_walk = alarm_walk
danger=danger_condition

[danger_condition]
danger_expiration_time = 60000
danger_inertion_time =  90000
;-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_


[hit@rad_svoboda]
on_info = %+rad_start_svoboda_vs_dolg%
[death@rad_svoboda]
on_info = %+rad_start_svoboda_vs_dolg%

;--------Свобода
[logic@rad_svoboda]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg1, walker@rad_svoboda
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_svoboda]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_svoboda
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_svoboda

[walker1@rad_svoboda]
path_walk = walk_kamp_1
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg1


[logic@rad_svoboda1]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg1, walker@rad_svoboda1
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_svoboda1]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_svoboda_0000
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_svoboda1

[walker1@rad_svoboda1]
path_walk = walk_kamp_2
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg1


[logic@rad_svoboda2]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg1, walker@rad_svoboda2
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_svoboda2]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_svoboda_0001
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_svoboda2

[walker1@rad_svoboda2]
path_walk = walk_kamp_3
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg1


[logic@rad_svoboda3]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg1, walker@rad_svoboda3
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_svoboda3]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_svoboda_0002
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_svoboda3

[walker1@rad_svoboda3]
path_walk = walk_kamp_4
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg1



[logic@rad_svoboda4]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg1, walker@rad_svoboda4
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_svoboda4]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_svoboda_0003
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_svoboda4

[walker1@rad_svoboda4]
path_walk = walk_kamp_5
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg1


[logic@rad_svoboda5]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg1, walker@rad_svoboda5
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_svoboda5]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_svoboda_0004
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_svoboda5

[walker1@rad_svoboda5]
path_walk = walk_kamp_6
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg1



;--------Долг
[logic@rad_dolg]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg, walker@rad_dolg
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_dolg]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_dolg
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_dolg

[walker1@rad_dolg]
path_walk = walk_kamp_1
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg

[logic@rad_dolg1]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg, walker@rad_dolg1
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_dolg1]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_dolg_0000
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_dolg1

[walker1@rad_dolg1]
path_walk = walk_kamp_2
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg

[logic@rad_dolg2]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg, walker@rad_dolg2
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_dolg2]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_dolg_0001
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_dolg2

[walker1@rad_dolg2]
path_walk = walk_kamp_3
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg

[logic@rad_dolg3]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg, walker@rad_dolg3
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_dolg3]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_dolg_0002
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_dolg3

[walker1@rad_dolg3]
path_walk = walk_kamp_4
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg

[logic@rad_dolg4]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg, walker@rad_dolg4
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_dolg4]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_dolg_0003
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_dolg4

[walker1@rad_dolg4]
path_walk = walk_kamp_5
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg

[logic@rad_dolg5]
selective = {+rad_start_svoboda_vs_dolg} kamp@svoboda_vs_dolg, walker@rad_dolg5
combat_ignore=combat_ignore
on_hit = hit@rad_svoboda
on_death = death@rad_svoboda

[walker@rad_dolg5]
combat_ignore_cond = {-rad_start_svoboda_vs_dolg}
path_walk = way_dolg_0004
path_look = way_look
on_info = {+rad_start_svoboda_vs_dolg} walker1@rad_dolg5

[walker1@rad_dolg5]
path_walk = walk_kamp_6
path_look = way_look
def_state_moving1=assault
def_state_moving2=assault
def_state_moving3=assault
on_signal = end| kamp@svoboda_vs_dolg

[kamp@svoboda_vs_dolg]
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
center_point = kamp_center
radius = 3
; spot 6 mask = 2^(6-1)
avoid_pos = 32

[kamp@svoboda_vs_dolg1]
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
center_point = kamp_center1
radius = 3
; spot 6 mask = 2^(6-1)
avoid_pos = 32
 
;----------------кулак на входе-----------------

[logic@rad_entrance_binocular0]
active = walker@rad_entrance_binocular0
on_combat = combat@rad_monolith

[walker@rad_entrance_binocular0]
path_walk = binocular0_walk
path_look = look
danger=danger_condition


[logic@rad_entrance_binocular1]
active = walker@rad_entrance_binocular1
on_combat = combat@rad_monolith

[walker@rad_entrance_binocular1]
path_walk = binocular1_walk
path_look = look_binoc
danger=danger_condition


[logic@rad_entrance_kamp]
active = kamp@rad_entrance_kamp
on_combat = combat@rad_monolith

[kamp@rad_entrance_kamp]
danger=danger_condition
center_point = kamp
radius = 4

[logic@rad_entrance_walker1]
active = walker@rad_entrance_walker1
on_combat = combat@rad_monolith

[walker@rad_entrance_walker1]
path_walk = walker1
path_look = look
danger=danger_condition


[logic@rad_entrance_walker2]
active = walker@rad_entrance_walker2
on_combat = combat@rad_monolith

[walker@rad_entrance_walker2]
path_walk = walker2
path_look = look
danger=danger_condition


[logic@rad_entrance_walker3]
active = walker@rad_entrance_walker3
on_combat = combat@rad_monolith

[walker@rad_entrance_walker3]
path_walk = walker3
path_look = look
danger=danger_condition

[combat@rad_monolith]
combat_type = monolith

----------------кулак v долине-----------------
[logic@rad_valley_kamp]
active = kamp@rad_valley_kamp
on_combat = combat@rad_monolith

[kamp@rad_valley_kamp]
center_point = kamp
radius = 3

[logic@rad_valley_walk1]
active = walker@rad_valley_walk1
on_combat = combat@rad_monolith

[walker@rad_valley_walk1]
path_walk = walk1
path_look = look
danger=danger_condition

[logic@rad_valley_walk2]
active = walker@rad_valley_walk2
on_combat = combat@rad_monolith

[walker@rad_valley_walk2]
path_walk = walk2
path_look = look
danger=danger_condition

[logic@rad_valley_walk3]
active = walker@rad_valley_walk3
on_combat = combat@rad_monolith

[walker@rad_valley_walk3]
path_walk = walk3
path_look = look
danger=danger_condition