[logic]
active = walker@hold
combat_ignore = combat_ignore
on_death = death

[walker@hold]
path_walk = agr_krot_hold_fake_walk
path_look = agr_krot_hold_fake_look
combat_ignore_cond = {!actor_enemy !fighting_actor}
meet = meet@hold
; nv080306 - stop Mole repeat
; on_info = {!actor_enemy +agr_krot_skirmish_start} walker@combat
; on_info2 = {!actor_enemy +agr_help_stalkers_done} walker@hold2
on_info = {!actor_enemy +agr_krot_secret_info} walker@well3
on_info2 = {!actor_enemy +agr_krot_skirmish_start} walker@combat
on_info3 = {!actor_enemy +agr_help_stalkers_done} walker@hold2
danger = danger_condition 

[walker@hold2]
path_walk = agr_krot_hold_fake_walk
path_look = agr_krot_hold_fake_look
combat_ignore_cond = {!actor_enemy !fighting_actor}
meet = meet@hold
on_info = {!actor_enemy +agr_krot_skirmish_start} walker@combat
on_timer   = 30000 |{!actor_enemy} %+agr_krot_skirmish_start%
danger = danger_condition 

[meet@hold]
meet_state     = 0 | hide_na@speech1
meet_state_wpn = 0 | hide_na@speech1
victim = actor
victim_wpn = actor
use = true
use_wpn = true
meet_dialog = agr_krot_help

[walker@combat]
path_walk = agr_krot_hold_fake_walk
path_look = agr_krot_hold_fake_look
on_info   = {!actor_enemy =agr_factory_hold_inactive} %+agr_help_krot_done% walker@wait_after_hold
;on_info   = {+agr_help_krot_done +agr_help_stalkers_done} walker@wait_after_hold, {+agr_help_krot_done +agr_help_stalkers_assault_dead} walker@wait_after_hold
meet = meet@no_use
;danger = {+agr_help_krot_done +agr_help_stalkers_assault_dead} danger_condition@combat
danger = danger_condition 
combat_ignore_cond = {!actor_enemy !fighting_actor}
on_actor_dist_le = 8 | {!actor_enemy} remark@hold2

[remark@hold2]
anim = guard
snd = agr_krot_fear
target = actor
on_info = {=actor_enemy} walker@combat_2
on_signal = sound_end | walker@combat_2
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition 

[walker@combat_2]
path_walk = agr_krot_hold_fake_walk
path_look = agr_krot_hold_fake_look_2
on_info   = {=agr_factory_hold_inactive !actor_enemy} %+agr_help_krot_done% walker@wait_after_hold
meet = meet@no_use
danger = danger_condition 
combat_ignore_cond = {!actor_enemy !fighting_actor}

[walker@wait_after_hold]
path_walk = agr_krot_hold_walk
path_look = agr_krot_hold_look
meet = no_meet
combat_ignore_cond = {!actor_enemy !fighting_actor}
on_actor_dist_le_nvis = 5 |{!actor_enemy} %+agr_krot_met% remark@thank
on_info = {=actor_enemy -agr_factory_spawn_spetsnaz} %+agr_factory_spawn_spetsnaz%
danger = danger_condition 

[meet@wait_after_hold]
meet_state     = 10 | hello_wpn@talk_hello
meet_state_wpn = 10 | hello_wpn@talk_hello
victim = 10 | actor
victim_wpn = 10 | actor
use = false
use_wpn = false

[remark@thank]
snd = speech
on_signal = sound_end | %+agr_krot_go_to_well +agr_factory_spawn_spetsnaz% walker@go_to_well
anim = guard
combat_ignore_cond = {!actor_enemy !fighting_actor}
target = actor
danger = danger_condition 
on_info = {=actor_enemy} walker@wait_after_hold
meet = no_meet

[walker@go_to_well]
path_walk = agr_krot_to_well_walk
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = well | {!actor_enemy} walker@well 
danger = danger_condition
combat_ignore_cond = {!actor_enemy !fighting_actor}
meet = no_meet


[walker@well]
path_walk = agr_krot_well_walk
path_look = agr_krot_well_look
meet = no_meet
on_actor_dist_le = 5 |{!actor_enemy} remark@thanks_2 ;%+agr_find_gunslinger_cache_start%
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition 

[remark@thanks_2]
anim = guard
snd =  agr_krot_thanks_2
target = actor
; nv180811 we can use unused info_portion to automatically give player credit for talking to Mole if he doesn't actually "use" him
; need support in _z.on_add_actor() or all.spawn or somewhere to check for agr_warning_recieved
; on_signal = sound_end | {!actor_enemy} %+agr_warning_recieved% walker@well2, walker@well2
on_signal = sound_end | walker@well2
danger = danger_condition
meet = no_meet
combat_ignore_cond = always
on_info = {=actor_enemy} walker@wait_after_hold

[walker@well2]
path_walk = agr_krot_well_walk
path_look = agr_krot_well_look
meet = meet@well
on_info = {!actor_enemy +agr_find_gunslinger_cache_start} walker@well3
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition 

[walker@well3]
path_walk = agr_krot_well_walk
path_look = agr_krot_well_look
meet = meet@well2
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition 

[meet@well]
meet_state 		= 30|hello@wait|15|wait@wait|5|wait
meet_state_wpn 	= 30|hello@wait|15|wait@wait|5|wait
victim = 30 | actor
victim_wpn = 30 | actor
use = true
use_wpn = true
meet_dialog = agr_factory_krot_start

[meet@well2]
meet_state 		= 30|hello@wait|15|wait@wait|5|wait
meet_state_wpn 	= 30|hello@wait|15|wait@wait|5|wait
victim = 30 | actor
victim_wpn = 30 | actor
use = true
use_wpn = true

[meet@no_use]
use = false
use_wpn = false
abuse = false

[death]
on_info = %+agr_krot_dead +sar2_death_19%

[known_info]
agr_krot_secret_info

[danger_condition]
ignore_distance = 0

[danger_condition@combat]
danger_expiration_time = 9000
danger_inertion_time   = 9000
ignore_distance_corpse = 0