[logic]
active = camper@combat
combat_ignore = combat_ignore
on_hit = hit

[hit]
on_info = walker@combat

[walker@wait]
out_restr = safe_restr_5
danger = danger_condition@2
combat_ignore_cond = always
path_walk = z1_enemy_floor2l_fire_walk_2
path_look = z1_enemy_floor2l_look
on_info = {+rush_2} walker@combat
group = 1

[camper@combat]
out_restr = safe_restr_5
combat_ignore_cond = {!is_enemy_actor} always
danger = danger_condition
path_walk = z1_enemy_floor2l_fire_walk_2
path_look = z1_enemy_floor2l_fire_look_2
radius = 5
on_info = {+rush_4} camper@combat2
group = 1

[camper@combat2]
out_restr = safe_restr_5
combat_ignore_cond = {!is_enemy_actor} always
danger = danger_condition
radius = 10
path_walk = z1_enemy_floor2l_fire2_walk_1
path_look = z1_enemy_floor2l_look2
group = 1

[walker@combat]
out_restr = safe_restr_5
danger = danger_condition
path_walk = z1_enemy_floor2l_fire2_walk_1
path_look = z1_enemy_floor2l_look2
group = 1

[danger_condition]
ignore_distance_corpse = 0
ignore_distance_sound = 0

[danger_condition@2]
ignore_distance = 0

[combat_ignore]