//====================================================================================================
// Coast specific criteria
//====================================================================================================
criterion "IsOdessaVillager" "odessavillager" "1" required
criterion "OdessaAlive" "worldodessadead" "0" required
criterion "OdessaDead" "worldodessadead" "1" required
criterion "GunshipDead" "worldgunshipdead" "1" required
criterion "GunshipAlive" "worldgunshipdead" "0" required

criterion "IsMap_d2_coast_10" "map" "d2_coast_10" required
criterion "TauHasNotBeenRemoved" "tauonjeep" "1"
criterion "TauHasBeenRemoved" "tauonjeep" "0"

//====================================================================================================
// d2_coast_02
//====================================================================================================
//======================================================
// Guy who leads you up the stairs to the vortigaunt
//======================================================

response "OdessaVillagerLeadWaitOver"
{
//	scene "scenes/coast/odessa/leadwaitover.vcd"
}

rule OdessaVillagerLeadWaitOver
{
	criteria		IsOdessaVillager ConceptLeadWaitOver 
	response		OdessaVillagerLeadWaitOver
}

//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerLeadCatchup"
{
	scene "scenes/coast/odessa/leadlaggingbehind01.vcd" weight 0.5
	scene "scenes/coast/odessa/leadlaggingbehind02.vcd" weight 0.5
	scene "scenes/coast/odessa/$gender01/stairman_follow01.vcd" weight 2.0
	scene "scenes/coast/odessa/$gender01/stairman_follow03.vcd" weight 2.0
}

rule OdessaVillagerLeadCatchup
{
	criteria		IsOdessaVillager ConceptLeadRetrieve
	response		OdessaVillagerLeadCatchup
}


//======================================================
// General villagers
//======================================================
response "OdessaVillagerBeforeGunship"
{
	scene "scenes/coast/odessa/$gender01/nlo_citizen_greet01.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_citizen_greet02.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_citizen_greet03.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_citizen_greet04.vcd"
}

rule OdessaVillagerUseBeforeGunship
{
	criteria		ConceptTalkUse IsOdessaVillager GunshipAlive
	response		OdessaVillagerBeforeGunship
}

rule OdessaVillagerStareBeforeGunship
{
	criteria		ConceptTalkStare IsOdessaVillager GunshipAlive
	response		OdessaVillagerBeforeGunship
}



//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerAfterGunship"
{
	scene "scenes/coast/odessa/$gender01/nlo_citizen_post01.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_citizen_post02.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_citizen_post03.vcd"

}

rule OdessaVillagerUseAfterGunship
{
	criteria		ConceptTalkUse IsOdessaVillager GunshipDead
	response		OdessaVillagerAfterGunship
}

rule OdessaVillagerStareAfterGunship
{
	criteria		ConceptTalkStare IsOdessaVillager GunshipDead
	response		OdessaVillagerAfterGunship
}

//---------------------------------------------------------------

response "OdessaVillagerHelloDead"
{
	scene "scenes/coast/odessa/$gender01/nlo_opengate.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_cubdeath01.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_cubdeath02.vcd"

}

rule OdessaVillagerHelloDead
{
	criteria		IsCitizen ConceptTalkHello IsOdessaVillager OdessaDead NPCIdle  PlayerNear SeePlayer
	response		OdessaVillagerHelloDead
}

//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerHelloAlive"
{
//
}

rule OdessaVillagerHelloAlive
{
	criteria		IsCitizen ConceptTalkHello IsOdessaVillager OdessaAlive NPCIdle  PlayerNear SeePlayer
	response		OdessaVillagerHelloAlive
}

//------------------------------------------------------------------------------------------------------------
// For now, the idle citizens keep telling you to go see Odessa
rule OdessaVillagerTalkIdle
{
 	criteria      		IsOdessaVillager IsCitizen ConceptTalkIdle OdessaAlive NPCIdle
 	response  		OdessaVillagerHelloAlive
}

// If Odessa's dead, the citizens just idly mourn him
rule OdessaVillagerTalkIdle
{
 	criteria      		IsOdessaVillager IsCitizen ConceptTalkIdle OdessaDead NPCIdle
 	response  		OdessaVillagerHelloDead
}

//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerIdleGunshipDead"
{
//
}

// If Odessa's alive, but the gunship's dead, the citizens tell you to get moving
rule OdessaVillagerTalkIdle
{
 	criteria      		IsOdessaVillager IsCitizen ConceptTalkIdle OdessaAlive GunshipDead NPCIdle
 	response  		OdessaVillagerIdleGunshipDead
}

//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerResponsePlayerKilledGunship"
{
	scene "scenes/coast/odessa/$gender01/nlo_cheer01.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_cheer02.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_cheer03.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_cheer04.vcd"
}

rule OdessaVillagerResponsePlayerKilledGunship
{
	criteria		IsCitizen ConceptCRPlayerKilledGunship
	response		OdessaVillagerResponsePlayerKilledGunship
}

//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerResponseVitalNPCDied"
{
	scene "scenes/coast/odessa/$gender01/nlo_cubdeath01.vcd"
	scene "scenes/coast/odessa/$gender01/nlo_cubdeath02.vcd"
}

rule OdessaVillagerResponseVitalNPCDied
{
	criteria		IsCitizen ConceptCRVitalNPCDied
	response		OdessaVillagerResponseVitalNPCDied
}


//====================================================================================================
// d2_coast_10
//====================================================================================================
//======================================================
// Citizen who leads you to the secret door of the lighthouse
//======================================================
response "ExitLeadStart"
{
	scene "scenes/coast/barn/$gender01/exit_cliffpath.vcd"
}

rule ExitLeadStart
{
	criteria		IsMap_d2_coast_10 ConceptLeadStart
	response		ExitLeadStart
}

//------------------------------------------------------------------------------------------------------------
response "ExitLeadCatchup"
{
	scene "scenes/coast/barn/$gender01/exit_comewith.vcd"	
}

rule ExitLeadCatchup
{
	criteria		IsMap_d2_coast_10 ConceptLeadCatchup
	response		ExitLeadCatchup
}

//------------------------------------------------------------------------------------------------------------

response "ExitLeadRetrieve"
{
	scene "scenes/npc/$gender01/letsgo02.vcd"
}

rule ExitLeadRetrieve
{
	criteria		IsMap_d2_coast_10 ConceptLeadRetrieve
	response		ExitLeadRetrieve
}

//------------------------------------------------------------------------------------------------------------
response "ExitLeadSuccess"
{
	scene "scenes/coast/barn/$gender01/exit_watchstep.vcd"
}

rule ExitLeadSuccess
{
	criteria		IsMap_d2_coast_10 ConceptLeadSuccess
	response		ExitLeadSuccess
}

//======================================================
// General villagers 
//======================================================
response "d2_coast_10_Hello"
{
	sequential
	scene "scenes/coast/barn/$gender01/parkit.vcd" nodelay speakonce
	scene "scenes/coast/barn/$gender01/chatter.vcd" nodelay speakonce
	scene "scenes/coast/barn/$gender01/ditchcar.vcd" nodelay speakonce
	scene "scenes/coast/barn/$gender01/getcarinbarn.vcd" nodelay speakonce
	scene "scenes/coast/barn/$gender01/gettauoff.vcd" speakonce
}

//rule d2_coast_10_Hello
//{
//	criteria		IsCitizen ConceptTalkHello IsMap_d2_coast_10 NPCIdle  PlayerNear SeePlayer
//	response		d2_coast_10_Hello
//}

//------------------------------------------------------------------------------------------------------------
// For now, the idle citizens keep telling you to get your car into the barn
rule d2_coast_10_CitizenTalkIdle
{
 	criteria      		IsMap_d2_coast_10 IsCitizen ConceptTalkStare NPCIdle
 	response  		d2_coast_10_Hello
}

//======================================================
// Villager responses [This bit was cut; no feedback when shooting with a pistol.]
//======================================================
//response "d2_coast_10_ResponsePlayerShotGunship"
//{
//	scene "scenes/coast/odessa/$gender01/nlo_userockets.vcd"
//}
//
//rule d2_coast_10_ResponsePlayerShotGunship
//{
//	criteria		IsMap_d2_coast_10 ConceptCRPlayerShotGunship
//	response		d2_coast_10_ResponsePlayerShotGunship
//}
