[logic]
active = sr_idle@line_0

[sr_idle@line_0]
on_game_timer = 100 | sr_idle@check_attack_present

[sr_idle@check_attack_present]
on_info = {!squad_exist(agr_smart_terrain_6_4_bandits_1_squad_attack) !squad_exist(agr_smart_terrain_2_3_bandits_1_squad_attack) !squad_exist(agr_smart_terrain_4_2_snorks_1_lair) !squad_exist(agr_smart_terrain_4_2_snorks_2_lair) !squad_exist(agr_smart_terrain_4_2_snorks_3_lair)} sr_idle@check_spawn

[sr_idle@check_spawn]
on_actor_dist_ge_nvis = 100 | {-agr_smart_terrain_6_4_simulation_task -agr_smart_terrain_6_4_simulation_task_complete !smart_captured_by_faction(agr_smart_terrain_4_4_near_3:bandit)} sr_idle@try_spawn

[sr_idle@try_spawn]
on_info = {=smart_captured_by_faction(agr_smart_terrain_6_4:none)} sr_idle@wait_idle %=create_squad(agr_smart_terrain_6_4_bandits_1_squad_attack:agr_smart_terrain_6_4)%
on_info2 = {=smart_captured_by_faction(agr_smart_terrain_6_4:bandit) =smart_squad_population(bandit:agr_smart_terrain_6_4:2)} sr_idle@wait_idle %=create_squad(agr_smart_terrain_6_4_bandits_1_squad_attack:agr_smart_terrain_6_4)%

[sr_idle@wait_idle]
on_game_timer = 8000 | sr_idle@check_attack_present