;**************** enemy 1 *********************************
[logic@construction_enemy_work1]
active = camper@wait_work1
suitable = {-lim_construction_passed} true
prior = 100

[camper@wait_work1]
out_restr = lim_construction_restr
;combat_ignore_cond = true
path_walk = wait_1_walk
path_look = wait_1_walk
on_info = {=actor_in_zone(lim_construction_enemy_fire_zone_1)} camper@fire_work1
on_info2 = {=actor_in_zone(lim_construction_enemy_fire_zone_2)} camper@fire_work1
on_info3 = {=actor_in_zone(lim_construction_enemy_fire_zone_3)} camper@fire_work1
on_info4 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work1

[camper@fire_work1]
out_restr = lim_construction_restr
path_walk = fire_1_walk
path_look = fire_1_look
radius = 50
def_state_moving = sneak_run
on_info = {=actor_out_zone(lim_construction_enemy_fire_zone_1) =actor_out_zone(lim_construction_enemy_fire_zone_2) =actor_out_zone(lim_construction_enemy_fire_zone_3)} camper@wait_work1
on_info2 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work1

[camper@fire2_work1]
out_restr = lim_construction_restr
path_walk = first_floor_1_walk
path_look = first_floor_1_walk
def_state_moving = assault

;**************** enemy 2 *********************************

[logic@construction_enemy_work2]
active = camper@wait_work2
suitable = {-lim_construction_passed} true
prior = 100

[camper@wait_work2]
out_restr = lim_construction_restr
;combat_ignore_cond = true
path_walk = wait_2_walk
path_look = wait_2_walk
on_info = {=actor_in_zone(lim_construction_enemy_fire_zone_1)} camper@fire_work2
on_info2 = {=actor_in_zone(lim_construction_enemy_fire_zone_2)} camper@fire_work2
on_info3 = {=actor_in_zone(lim_construction_enemy_fire_zone_3)} camper@fire_work2
on_info4 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work2

[camper@fire_work2]
out_restr = lim_construction_restr
path_walk = fire_2_walk
path_look = fire_2_look
radius = 50
def_state_moving = sneak_run
on_info = {=actor_out_zone(lim_construction_enemy_fire_zone_1) =actor_out_zone(lim_construction_enemy_fire_zone_2) =actor_out_zone(lim_construction_enemy_fire_zone_3)} camper@wait_work2
on_info2 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work2

[camper@fire2_work2]
out_restr = lim_construction_restr
path_walk = first_floor_2_walk
path_look = first_floor_2_walk
def_state_moving = assault

;**********************************************************
;*********************** enemy 3 **************************

[logic@construction_enemy_work3]
active = camper@wait_work3
suitable = {-lim_construction_passed} true
prior = 100

[camper@wait_work3]
out_restr = lim_construction_restr
;combat_ignore_cond = true
path_walk = wait_3_walk
path_look = wait_3_walk
on_info = {=actor_in_zone(lim_construction_enemy_fire_zone_2)} camper@fire_work3
on_info2 = {=actor_in_zone(lim_construction_enemy_fire_zone_3)} camper@fire_work3
on_info3 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work3

[camper@fire_work3]
out_restr = lim_construction_restr
path_walk = fire_3_walk
path_look = fire_3_look
radius = 50
def_state_moving = sneak_run
on_info = {=actor_out_zone(lim_construction_enemy_fire_zone_1) =actor_out_zone(lim_construction_enemy_fire_zone_2) =actor_out_zone(lim_construction_enemy_fire_zone_3)} camper@wait_work3
on_info2 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work3

[camper@fire2_work3]
out_restr = lim_construction_restr
path_walk = first_floor_3_walk
path_look = first_floor_3_walk
def_state_moving = assault

;**********************************************************
;*********************** enemy 4 **************************

[logic@construction_enemy_work4]
active = camper@wait_work4
suitable = {-lim_construction_passed} true
prior = 100

[camper@wait_work4]
out_restr = lim_construction_restr
;combat_ignore_cond = true
path_walk = wait_4_walk
path_look = wait_4_walk
on_info = {=actor_in_zone(lim_construction_enemy_fire_zone_2)} camper@fire_work4
on_info2 = {=actor_in_zone(lim_construction_enemy_fire_zone_3)} camper@fire_work4
on_info3 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work4

[camper@fire_work4]
out_restr = lim_construction_restr
path_walk = fire_4_walk
path_look = fire_4_look
radius = 50
def_state_moving = sneak_run
on_info = {=actor_out_zone(lim_construction_enemy_fire_zone_1) =actor_out_zone(lim_construction_enemy_fire_zone_2) =actor_out_zone(lim_construction_enemy_fire_zone_3)} camper@wait_work4
on_info2 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work4

[camper@fire2_work4]
out_restr = lim_construction_restr
path_walk = first_floor_4_walk
path_look = first_floor_4_walk
def_state_moving = assault

;**********************************************************
;*********************** enemy 5 **************************

[logic@construction_enemy_work5]
active = camper@wait_work5
suitable = {-lim_construction_passed} true
prior = 100

[camper@wait_work5]
out_restr = lim_construction_restr
;combat_ignore_cond = true
path_walk = wait_5_walk
path_look = wait_5_walk
on_info = {=actor_in_zone(lim_construction_enemy_fire_zone_2)} camper@fire_work5
on_info2 = {=actor_in_zone(lim_construction_enemy_fire_zone_3)} camper@fire_work5
on_info3 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work5

[camper@fire_work5]
out_restr = lim_construction_restr
path_walk = fire_5_walk
path_look = fire_5_look
radius = 50
def_state_moving = sneak_run
on_info = {=actor_out_zone(lim_construction_enemy_fire_zone_1) =actor_out_zone(lim_construction_enemy_fire_zone_2) =actor_out_zone(lim_construction_enemy_fire_zone_3)} camper@wait_work5
on_info2 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work5

[camper@fire2_work5]
out_restr = lim_construction_restr
path_walk = first_floor_5_walk
path_look = first_floor_5_walk
def_state_moving = assault

;**********************************************************
;*********************** enemy 6 **************************

[logic@construction_enemy_work6]
active = camper@wait_work6
suitable = {-lim_construction_passed} true
prior = 100

[camper@wait_work6]
out_restr = lim_construction_restr
;combat_ignore_cond = true
path_walk = wait_6_walk
path_look = wait_6_walk
on_info = {=actor_in_zone(lim_construction_enemy_fire_zone_2)} camper@fire_work6
on_info2 = {=actor_in_zone(lim_construction_enemy_fire_zone_3)} camper@fire_work6
on_info3 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work6

[camper@fire_work6]
out_restr = lim_construction_restr
path_walk = fire_6_walk
path_look = fire_6_look
radius = 50
def_state_moving = sneak_run
on_info = {=actor_out_zone(lim_construction_enemy_fire_zone_1) =actor_out_zone(lim_construction_enemy_fire_zone_2) =actor_out_zone(lim_construction_enemy_fire_zone_3)} camper@wait_work6
on_info2 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2_work6

[camper@fire2_work6]
out_restr = lim_construction_restr
path_walk = first_floor_6_walk
path_look = first_floor_6_walk
def_state_moving = assault

;**********************************************************
;*********************** enemy 7 construction yard **************************

[logic@construction_enemy_work7]
active = walker@guard_work7
suitable = {-lim_construction_passed} true
prior = 20

[walker@guard_work7]
out_restr = lim_construction_yard_restr
path_walk = yard_1_walk
path_look = yard_1_look

;**********************************************************
;*********************** enemy 8 construction yard **************************

[logic@construction_enemy_work8]
active = walker@guard_work8
suitable = {-lim_construction_passed} true
prior = 20

[walker@guard_work8]
out_restr = lim_construction_yard_restr
path_walk = yard_2_walk
path_look = yard_2_look

;**********************************************************
;*********************** enemy 9 construction yard **************************

[logic@construction_enemy_work9]
active = walker@guard_work9
suitable = {-lim_construction_passed} true
prior = 20

[walker@guard_work9]
out_restr = lim_construction_yard_restr
path_walk = yard_3_walk
path_look = yard_3_look


;**********************************************************
;*********************** enemy 10 construction yard **************************

[logic@construction_enemy_work10]
active = walker@guard_work10
suitable = {-lim_construction_passed} true
prior = 20

[walker@guard_work10]
out_restr = lim_construction_yard_restr
path_walk = yard_4_walk
path_look = yard_4_look


;**********************************************************
;*********************** enemy 11 construction yard **************************

[logic@construction_enemy_work11]
active = walker@guard_work11
suitable = {-lim_construction_passed} true
prior = 20

[walker@guard_work11]
out_restr = lim_construction_yard_restr
path_walk = yard_5_walk
path_look = yard_5_look
