//============================================================================================================
// Alyx criteria
criterion "IsAlyx" "classname" "npc_alyx" "required"
criterion "ConceptAlyxStartCombat" "Concept" "TLK_STARTCOMBAT" required
criterion "AlyxGunNotHolstered" "weapon" "weapon_alyxgun" required
// alyx prank criteria
criterion "AlyxNotPranked" "AlyxPranked" "!=1" "required" weight 0
criterion "ContextAlyxPlayedDarknessPrank" "AlyxPlayedDarknessPrank" "1" "required" weight 10
criterion "ContextNotAlyxPlayedDarknessPrankDone" "AlyxPlayedDarknessPrankDone" "!=1" "required" weight 10
criterion "IsNotAlyxPrankLive" "AlyxPrankLive" "!=1" "required" weight 10
criterion "Isal_hint_c17_Zombies" "al_hint_c17_Zombies" "1" "required" weight 1

// Alyx Respond to Kleinercast
criterion "ConceptAlyxRespondKleinerGetBusy" "Concept" "TLK_RESPOND_KLEINER_GETBUSY" required
criterion "PlayerHearKCast" "playerkcaston" "1" required
criterion "PlayerAlyxNotRespondKCast1" "playerkcast_alyxcomment" "0" required

// Additional criteria for falling off ledge
criterion "PlayerInArea" "distancetoplayer" "<2000" required
criterion "IsMap_ep1_citadel_03" "map" "ep1_citadel_03" weight 10 "required"
criterion "InAntLionTraining" "InAntLionTraining" "1" weight 10 "required"

// Idle Speech for Alyx relating to environment - NOT USING THESE
criterion "IsAlyxIdleEnvironment_Generic" "alyxidle_env_generic" "1" required
criterion "IsAlyxIdleEnvironment_Cold" "alyxidle_env_cold" "1" required
criterion "IsAlyxIdleEnvironment_Warm" "alyxidle_env_warm" "1" required
criterion "IsAlyxIdleEnvironment_Unpleasant" "alyxidle_env_unpleasant" "1" required
criterion "IsAlyxIdleEnvironment_Unstable" "alyxidle_env_unstable" "1" required

// Idle speech for Alyx relating to situation
criterion "IsAlyxIdleSituation_Urgency" "alyxidle_sit_urgency" "1" required

// Alyx's interaction with objects (hacking)
criterion "ConceptRequestItem" "Concept" "TLK_ALYX_REQUEST_ITEM" "required"
criterion "ConceptInteractionDone" "Concept" "TLK_ALYX_INTERACTION_DONE" "required"
criterion "ConceptCancelInteraction" "Concept" "TLK_ALYX_CANCEL_INTERACTION" "required"
criterion "ConceptTalkAlyxEvacProtect" "Concept" "TLK_ALYX_EVAC_PROTECT" "required"

// Alyx's injured concept
criterion "IsAlyxInjured" "alyx_injured" "1" required

// Alyx's concepts for when the player is escorting citizens
criterion "ConceptTalkAlyxEvacCitizen" "Concept" "TLK_ALYX_EVAC_CITIZEN" required
criterion "ConceptTalkAlyxEvacNextGroup" "Concept" "TLK_ALYX_EVAC_NEXT_GROUP" required

criterion "ConceptTalkAlyxInBarnacle" "Concept" "TLK_SELF_IN_BARNACLE" required

//alyx is interrupted hacking powerbox
criterion "IsAlyxPBInterruptCantSeeBox" "Concept" "PBAlyxCantSeeBox" required
criterion "IsAlyxPBInterruptSeeEnemy" "Concept" "PBAlyxSeeEnemy" required

//alyx context for reacting to antlions for the first time in ep1_c17_01
criterion "IsAlyxEp1c1701_AntlionReaction" "ep1_c17_01_antlionReact" "1" weight 10 required

//alyx context for giving you a hint upon hacking a rollermine in the sniper area of ep1_c17_01
criterion "IsAlyxEp1c1701_RollermineHint" "ep1_c17_01_RollermineHint" "1" weight 10 required
criterion "IsMap_ep1_c17_01" "map" "ep1_c17_01" weight 10 "required"

//alyx giving player hints on overcoming the sniper in ep1_c17_01
criterion "ConceptTalkc1701SniperHint" "Concept" "TLK_C1701_SNIPER_HINT" required 
criterion "ConceptTalkc1701RollermineHint" "Concept" "TLK_C1701_ROLLERMINE_HINT" required 

criterion "PlayerVeryWounded" "playerhealthfrac"	">0,<=.25" required
criterion "PlayerWounded" "playerhealthfrac"	">0,<=.50" required
criterion "AlyxWounded" "healthfrac"	">0,<=.99" required



//============================================================================================================
//	ALYX HACKING
//============================================================================================================
response "AlyxRequestItem"
{
	sequential
	norepeat
	scene "scenes/episode_1/al_hack_train05.vcd" respeakdelay 5
	scene "scenes/episode_1/al_hack_train01.vcd" respeakdelay 5
	scene "scenes/episode_1/al_hack_train02.vcd" respeakdelay 5
}
rule AlyxRequestItem
{
	criteria	IsAlyx ConceptRequestItem
	response	AlyxRequestItem
}

response "AlyxInteractionDone"
{
	scene "scenes/episode_1/al_hack_done01.vcd"
	scene "scenes/episode_1/al_hack_done02.vcd"
	scene "scenes/episode_1/al_hack_done03.vcd"
}
rule AlyxInteractionDone
{
	criteria 	IsAlyx ConceptInteractionDone
	response	AlyxInteractionDone
}

//============================================================================================================
//	ALYX RESPONDING TO ENEMY GROUPS
//============================================================================================================
response "AlyxMobbed"
{
	scene "scenes/episode_1/al_swamped03.vcd" respeakdelay 60
	scene "scenes/episode_1/al_swamped05.vcd" respeakdelay 60
	scene "scenes/episode_1/al_swamped06.vcd" respeakdelay 60
	scene "scenes/episode_1/al_swamped09.vcd" respeakdelay 60
	scene "scenes/episode_1/al_swamped10.vcd" respeakdelay 60
	scene "scenes/episode_1/al_swamped12.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob01.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob02.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob03.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob04.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob05.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob06.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob07.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob08.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob09.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob10.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_mob11.vcd" respeakdelay 60

}
rule AlyxMobbed
{
	criteria 	IsAlyx ConceptMobbed
	response	AlyxMobbed
}



response "AlyxManyEnemies"
{
	scene "scenes/episode_1/al_seemanyfoe03.vcd" respeakdelay 300 odds 50
	scene "scenes/episode_1/al_seemanyfoe05.vcd" respeakdelay 300 odds 50
	scene "scenes/episode_1/al_seemanyfoe06.vcd" respeakdelay 300 odds 50
	scene "scenes/episode_1/al_seemanyfoe07.vcd" respeakdelay 300 odds 50
}
rule AlyxManyEnemies
{
	criteria 	IsAlyx ConceptManyEnemies  EnemyIsNotBarnacle  NotInCombat
	response	AlyxManyEnemies
}

response "AlyxSpotIncHeadcrab"
{
	scene "scenes/npc/Alyx/al_uggh01.vcd" respeakdelay 300
	scene "scenes/npc/Alyx/al_uggh02.vcd" respeakdelay 300
}
rule AlyxSpotIncHeadcrab
{
	criteria 	IsAlyx ConceptSpotIncHeadcrab EnemyIsClose ConceptSomeEnemies
	response	AlyxSpotIncHeadcrab
}

//============================================================================================================
// 	DARKNESS
//============================================================================================================
// LOST PLAYER
//===================================================

response "AlyxDarkLostPlayer"
{
	scene "scenes/npc/Alyx/al_darkness_lostplayer01.vcd" respeakdelay 15
	scene "scenes/npc/Alyx/al_darkness_lostplayer03.vcd" respeakdelay 15
}
rule AlyxDarkLostPlayer
{
	criteria 	IsAlyx ConceptDarkLostPlayer 
	response	AlyxDarkLostPlayer
}

response "AlyxDarkLostPlayerLong"
{
	scene "scenes/npc/Alyx/al_darkness_lostplayerlong02.vcd" respeakdelay 15
	scene "scenes/npc/Alyx/al_darkness_lostplayerlong03.vcd" respeakdelay 15
}
rule AlyxDarkLostPlayerLong
{
	criteria 	IsAlyx ConceptDarkLostPlayer NoRecentSeenPlayerShort 
	response	AlyxDarkLostPlayerLong
}

response "AlyxDarkLostPlayerLonger"
{
	scene "scenes/npc/Alyx/al_darkness_lostplayerlonger02.vcd" respeakdelay 15
	scene "scenes/npc/Alyx/al_darkness_lostplayerlonger03.vcd" respeakdelay 15
}
rule AlyxDarkLostPlayerLonger
{
	criteria 	IsAlyx ConceptDarkLostPlayer NoRecentSeenPlayer 
	response	AlyxDarkLostPlayerLonger
}

response "AlyxDarkLostPlayerDist"
{
	scene "scenes/npc/Alyx/al_darkness_lostplayer_dist01.vcd" respeakdelay 15
	scene "scenes/npc/Alyx/al_darkness_lostplayer_dist02.vcd" respeakdelay 15
	scene "scenes/npc/Alyx/al_darkness_lostplayer_dist03.vcd" respeakdelay 15
	scene "scenes/npc/Alyx/al_darkness_lostplayer_dist04.vcd" respeakdelay 15
}
rule AlyxDarkLostPlayerDist
{
	criteria 	IsAlyx ConceptDarkLostPlayer PlayerNotNear 
	response	AlyxDarkLostPlayerDist
}

//===================================================
// FOUND PLAYER
//===================================================
response "AlyxDarkFoundPlayer"
{
	scene "scenes/npc/Alyx/al_darkness_foundplayer01.vcd" respeakdelay 15 odds 50
	scene "scenes/npc/Alyx/al_darkness_foundplayer03.vcd" respeakdelay 15 odds 50
	scene "scenes/npc/Alyx/al_darkness_foundplayer04.vcd" respeakdelay 15 odds 50
	scene "scenes/npc/Alyx/al_darkness_foundplayer_dist01.vcd" respeakdelay 15
	scene "scenes/npc/Alyx/al_darkness_foundplayer_dist02.vcd" respeakdelay 15
}
rule AlyxDarkFoundPlayer
{
	criteria 	IsAlyx ConceptDarkFoundPlayer 
	response	AlyxDarkFoundPlayer
}

//===================================================
// DARKNESS WOUNDS & SOUNDS
//===================================================
response "AlyxDarkUnknownWound"
{
	scene "scenes/npc/Alyx/al_darkness_unknownwound01.vcd" respeakdelay 5
	scene "scenes/npc/Alyx/al_darkness_unknownwound02.vcd" respeakdelay 5
	scene "scenes/npc/Alyx/al_darkness_unknownwound03.vcd" respeakdelay 5
}
rule AlyxDarkUnknownWound
{
	criteria 	IsAlyx ConceptDarkUnknownWound
	response	AlyxDarkUnknownWound
}

response "AlyxDarkHearSound"
{
	scene "scenes/npc/Alyx/al_darkness_hearsound01.vcd" respeakdelay 15
	scene "scenes/npc/Alyx/al_darkness_hearsound04.vcd" respeakdelay 15
	scene "scenes/npc/Alyx/al_darkness_hearsound07.vcd" respeakdelay 15
}
rule AlyxDarkHearSound
{
	criteria 	IsAlyx ConceptDarkHearSound NoRecentCombatShort 
	response	AlyxDarkHearSound
}

//===================================================
// DARKNESS LOST ENEMIES
//===================================================
response "AlyxDarkLostEnemyByFlashlight"
{
	scene "scenes/npc/Alyx/al_darkness_lostenemy_flashlight02.vcd" respeakdelay 4
	scene "scenes/npc/Alyx/al_darkness_lostenemy_flashlight04.vcd" respeakdelay 4
}

rule AlyxDarkLostEnemyByFlashlight
{
	criteria 	IsAlyx ConceptDarkLostEnemyByFlashlight 
	response	AlyxDarkLostEnemyByFlashlight
}

response "AlyxDarkLostEnemyByFlashlightExpired"
{
	scene "scenes/npc/Alyx/al_light_out01.vcd" respeakdelay 45
	scene "scenes/npc/Alyx/al_light_out02.vcd" respeakdelay 45
	scene "scenes/npc/Alyx/al_light_out04.vcd" respeakdelay 45
	scene "scenes/npc/Alyx/al_light_out05.vcd" respeakdelay 45
	scene "scenes/npc/Alyx/al_light_out16.vcd" respeakdelay 45
	scene "scenes/npc/Alyx/al_light_out17.vcd" respeakdelay 45
}

rule AlyxDarkLostEnemyByFlashlightExpired
{
	criteria 	IsAlyx ConceptDarkLostEnemyByFlashlightExpired
	response	AlyxDarkLostEnemyByFlashlightExpired
}


//===================================================
// DARKNESS FOUND ENEMIES
//===================================================
response "AlyxDarkFoundEnemyByFlashlightGeneric" respeakdelay 60 odds 50
{
	scene "scenes/npc/Alyx/al_darkness_foundenemy_flashlight01.vcd"
	scene "scenes/npc/Alyx/al_darkness_foundenemy_flashlight02.vcd"
	scene "scenes/npc/Alyx/al_darkness_foundenemy_flashlight03.vcd"
}

response "AlyxDarkFoundEnemyByFlashlight"
{
	response	AlyxDarkFoundEnemyByFlashlightGeneric respeakdelay 15 odds 10
}
rule AlyxDarkFoundEnemyByFlashlight
{
	criteria 	IsAlyx ConceptDarkFoundEnemyByFlashlight 
	response	AlyxDarkFoundEnemyByFlashlight
}

response "AlyxDarkFoundEnemyByFlashlightClose"
{
	response	AlyxDarkFoundEnemyByFlashlightGeneric
	response	AlyxSpotIncHeadcrab
}
rule AlyxDarkFoundEnemyByFlashlightClose
{
	criteria 	IsAlyx ConceptDarkFoundEnemyByFlashlight EnemyIsClose 
	response	AlyxDarkFoundEnemyByFlashlightClose
}


response "AlyxDarkFoundEnemyByFlashlightZombie"
{
	scene "scenes/npc/Alyx/al_darkness_foundzombie_flashlight01.vcd" delay 2 respeakdelay 15 odds 5
	response	AlyxDarkFoundEnemyByFlashlightGeneric respeakdelay 15 odds 10
}
rule AlyxDarkFoundEnemyByFlashlightZombie
{
	criteria 	IsAlyx ConceptDarkFoundEnemyByFlashlight EnemyIsZombie 
	response	AlyxDarkFoundEnemyByFlashlightZombie
}

response "AlyxDarkFoundEnemyByFlashlightZombieClose"
{
	response	AlyxDarkFoundEnemyByFlashlightZombie
	response	AlyxSpotIncHeadcrab
}
rule AlyxDarkFoundEnemyByFlashlightZombieClose
{
	criteria 	IsAlyx ConceptDarkFoundEnemyByFlashlight EnemyIsZombie EnemyIsClose 
	response	AlyxDarkFoundEnemyByFlashlightZombieClose
}


response "AlyxDarkFoundEnemyByFlashlightAntLion"
{
	scene "scenes/npc/Alyx/al_darkness_foundantlion_flashlight01.vcd" delay 2 respeakdelay 15 odds 5
}
rule AlyxDarkFoundEnemyByFlashlightAntLion
{
	criteria 	IsAlyx ConceptDarkFoundEnemyByFlashlight EnemyIsAntLion 
	response	AlyxDarkFoundEnemyByFlashlightAntLion
}


response "AlyxDarkFoundEnemyByFlashlightAntLionClose"
{
	response	AlyxDarkFoundEnemyByFlashlightAntLion
	response	AlyxSpotIncHeadcrab
}
rule AlyxDarkFoundEnemyByFlashlightAntLionClose
{
	criteria 	IsAlyx ConceptDarkFoundEnemyByFlashlight EnemyIsAntLion EnemyIsClose 
	response	AlyxDarkFoundEnemyByFlashlightAntLionClose
}



response "AlyxDarkFoundEnemyByFlashlightBarnacle"
{
	scene "scenes/npc/Alyx/al_darkness_foundbarnacle_flashlight01.vcd" delay 2 respeakdelay 180 odds 5
	scene "scenes/npc/Alyx/al_darkness_foundbarnacle_flashlight02.vcd" delay 2 respeakdelay 180 odds 5
}
rule AlyxDarkFoundEnemyByFlashlightBarnacle
{
	criteria 	IsAlyx ConceptDarkFoundEnemyByFlashlight EnemyIsBarnacle 
	response	AlyxDarkFoundEnemyByFlashlightBarnacle
}

//============================================================================================================
// Player falls off ledge
//============================================================================================================
response "AlyxPlayerFallLedge"
{
	scene "scenes/npc/Alyx/al_playerfalling.vcd"
}

rule AlyxPlayerFallLedge
{
	criteria		IsAlyx PlayerFallDeath
	response		AlyxPlayerFallLedge
}


//============================================================================================================
// ALYX IDLE PLAYER RESPONSES
//============================================================================================================
// PlayerIsHurt
response "AlyxIdlePlayerIsHurt"
{
	scene "scenes/npc/Alyx/al_idle_playerhurt01.vcd" respeakdelay 500 odds 10
	scene "scenes/npc/Alyx/al_idle_playerhurt02.vcd" respeakdelay 500 odds 10
	scene "scenes/npc/Alyx/al_idle_playerhurt03.vcd" respeakdelay 500 odds 10
}

rule AlyxIdlePlayerIsHurt
{
	criteria		IsAlyx ConceptTalkPlayerHurt PlayerVeryWounded PlayerNear NoRecentCombat
	response		AlyxIdlePlayerIsHurt
}

// Player stare
response "AlyxIdlePlayerIsStaring"
{
	scene "scenes/npc/Alyx/al_playerstare01.vcd" respeakdelay 120 stop_on_nonidle
}

rule AlyxIdlePlayerIsStaring
{
	criteria		IsAlyx ConceptTalkStare NPCIdle NoRecentCombat  
	response		AlyxIdlePlayerIsStaring
}




// Reacting to Kleiner's speech
response "AlyxRespondKleinerGetBusy"
{
	scene "scenes/episode_1/c17/al_getbusy.vcd" speakonce stop_on_nonidle norepeat
}


rule AlyxRespondKleinerGetBusy
{
	criteria		IsAlyx ConceptAlyxRespondKleinerGetBusy NotInCombat PlayerNear PlayerHearKCast PlayerAlyxNotRespondKCast1
	response		AlyxRespondKleinerGetBusy
}


//============================================================================================================
// Alyx flashlight responses
//============================================================================================================
response "AlyxFlashlightIlluminatedSpeech"
{
	scene "scenes/episode_1/al_flashlightblind_nospeak.vcd"
}

rule AlyxFlashlightIlluminatedSpeech
{
	criteria		IsAlyx ConceptFlashlightIlluminated AlyxGunNotHolstered IsNotAlyxPrankLive
	response		AlyxFlashlightIlluminatedSpeech
}

//============================================================================================================
// Alyx Injured Follow speech
//============================================================================================================

criterion ConceptAlyxInjuredTooFar "Concept" "TLK_INJURED_FOLLOW_TOO_FAR" required 	// Alyx is too far away from the player and warns him

response AlyxInjuredFollowTooFar
{
   	scene "scenes/episode_2/al_injured_toofar01.vcd" respeakdelay 5
   	scene "scenes/episode_2/al_injured_toofar02.vcd" respeakdelay 5
   	scene "scenes/episode_2/al_injured_toofar03.vcd" respeakdelay 5
   	scene "scenes/episode_2/al_injured_toofar04.vcd" respeakdelay 5
}

rule AlyxInjuredFollowTooFar
{
	criterion ConceptAlyxInjuredTooFar IsAlyx
	response AlyxInjuredFollowTooFar
}

// Pain sounds
response AlyxInjuredPain
{
   scene "scenes/npc/Alyx/gasp02.vcd" respeakdelay 30
   scene "scenes/npc/Alyx/gasp03.vcd" respeakdelay 30	
   scene "scenes/npc/Alyx/hurt04.vcd" respeakdelay 30
   scene "scenes/npc/Alyx/hurt05.vcd" respeakdelay 30
   scene "scenes/npc/Alyx/hurt06.vcd" respeakdelay 30
   scene "scenes/npc/Alyx/hurt08.vcd" respeakdelay 30
   scene "scenes/npc/Alyx/uggh01.vcd" respeakdelay 30 
}

rule AlyxInjuredPain
{
	criterion ConceptTalkWound IsAlyxInjured
	response AlyxInjuredPain
}

//============================================================================================================
// Alyx reactions to world events
//============================================================================================================
response "AlyxGroundShakeSmall"
{
  	scene "scenes/npc/Alyx/al_groundshakesmall_01.vcd"
   	
}

rule AlyxGroundShakeSmall
{
	criteria		IsAlyx GroundShakeSmall
	response		AlyxGroundShakeSmall
}

response "AlyxGroundShakeLarge"
{
  	scene "scenes/npc/Alyx/al_groundshakeLarge_01.vcd"
   	
}

rule AlyxGroundShakeLarge
{
	criteria		IsAlyx GroundShakeLarge
	response		AlyxGroundShakeLarge
}

response "AlyxStartleReact"
{
  	scene "scenes/npc/Alyx/al_StartleReact_01.vcd"
   	
}

rule AlyxStartleReact
{
	criteria		IsAlyx StartleReact
	response		AlyxStartleReact
}

//============================================================================================================
// Automatic responses for LEAD/FOLLOW, etc
//============================================================================================================
// Watch out! Come on Gordon, What are you stupid?

//============================================================================================================
// COMBAT
//============================================================================================================
response AlyxStartCombat
 {
    	scene "scenes/npc/Alyx/al_startcombat01.vcd" respeakdelay 120 odds 50 weapondelay 2
    	scene "scenes/npc/Alyx/al_startcombat02.vcd" respeakdelay 120 odds 50 weapondelay 2
    	scene "scenes/npc/Alyx/al_startcombat03.vcd" respeakdelay 120 odds 50 weapondelay 2
    	scene "scenes/npc/Alyx/al_startcombat04.vcd" respeakdelay 120 odds 50 weapondelay 2
	
}
 
rule AlyxStartCombat
 {
 	criteria		IsAlyx ConceptAlyxStartCombat PlayerNear CombatTalk  ConceptSomeEnemies
 	response		AlyxStartCombat
 }


//begin combat when enemy far
response AlyxStartCombatFar
 {
    	scene "scenes/npc/Alyx/al_combat_gradual_quiet_01.vcd" respeakdelay 120 odds 50 weapondelay 3
    	scene "scenes/npc/Alyx/al_combat_gradual_quiet_02.vcd" respeakdelay 120 odds 50 weapondelay 3
    	scene "scenes/npc/Alyx/al_combat_gradual_quiet_03.vcd" respeakdelay 120 odds 50 weapondelay 3
    	scene "scenes/npc/Alyx/al_combat_gradual_quiet_04.vcd" respeakdelay 120 odds 50 weapondelay 3
    	scene "scenes/npc/Alyx/al_combat_gradual_quiet_05.vcd" respeakdelay 120 odds 50 weapondelay 3
    	scene "scenes/npc/Alyx/al_combat_gradual_quiet_06.vcd" respeakdelay 120 odds 50	 weapondelay 3
}
 
rule AlyxStartCombatFar
 {
 	criteria		IsAlyx ConceptAlyxStartCombat PlayerNear CombatTalk EnemyIsFar
 	response		AlyxStartCombatFar
 }



//begin combat when enemy is seen by alyx, not by player.
response AlyxStartCombatAlone
{
	scene "scenes/episode_1/al_swamped05.vcd" respeakdelay 600  
	scene "scenes/npc/alyx/al_dark_worriedest05.vcd" respeakdelay 600
	
}
rule AlyxStartCombatAlone
 {
 	criteria		IsAlyx ConceptAlyxStartCombat CombatTalk NotSeenByPlayer ConceptManyEnemies
 	response		AlyxStartCombatAlone
 }


//Alyx sees zombie waking up
response "AlyxSpottedZombieWaking"
{
	scene "scenes/npc/Alyx/al_zombie_liveone01.vcd" respeakdelay 1800
	scene "scenes/npc/Alyx/al_zombie_itsalive01.vcd" respeakdelay 1800
}
rule AlyxSpottedZombieWaking
{
	criteria 	IsAlyx ConceptSpottedZombieWakeup EnemyIsClose PlayerNear
	response	AlyxSpottedZombieWaking
}


//Alyx sees a headcrab leaving a zombie
response "AlyxSpottedHeadcrabLeavingZombie"
{
	scene "scenes/npc/Alyx/al_see_headcrabair01.vcd" respeakdelay 240
	scene "scenes/npc/Alyx/al_see_headcrabair02.vcd" respeakdelay 240
	scene "scenes/npc/Alyx/al_see_headcrabair03.vcd" respeakdelay 240
}
rule AlyxSpottedHeadcrabLeavingZombie
{
	criteria 	IsAlyx ConceptSpottedHeadcrabLeavingZombie EnemyIsReallyClose
	response	AlyxSpottedHeadcrabLeavingZombie
}

//Player Kills Alyx Praises
criterion "AlyxNotPraised1Shot" "AlyxPraised1Shot" "!=1" "required" weight 0
criterion "AlyxNotPraised" "AlyxPraised" "!=1" "required" weight 0
criterion "AlyxNotPraisedKillStreak" "AlyxPraisedKillStreak" "!=1" "required" weight 0

//Player kills monster with headshot
response "Player1Shot"
{
	scene "scenes/npc/Alyx/al_combat_goodshooting01.vcd"  
	scene "scenes/npc/Alyx/al_combat_goodshooting02.vcd" 
	scene "scenes/npc/Alyx/al_combat_goodshooting03.vcd" 
	scene "scenes/npc/Alyx/al_combat_goodshot01.vcd" 
	scene "scenes/npc/Alyx/al_combat_goodshot02.vcd" 
	scene "scenes/npc/Alyx/al_combat_goodshot03.vcd" 
	scene "scenes/npc/Alyx/al_combat_goodshot04.vcd" 
	scene "scenes/npc/Alyx/al_player_goodshot01.vcd" 
	scene "scenes/npc/Alyx/al_player_goodshot02.vcd" 
	scene "scenes/npc/Alyx/al_player_goodshot03.vcd" 
	scene "scenes/npc/Alyx/al_player_goodshot04.vcd" 
	scene "scenes/npc/Alyx/al_combat_niceshot01.vcd" 
	scene "scenes/npc/Alyx/al_combat_niceshot02.vcd" 
	scene "scenes/npc/Alyx/al_combat_niceshot03.vcd" 
	scene "scenes/npc/Alyx/al_combat_niceshot04.vcd" 
}

rule Player1Shot
{
	criteria 	IsAlyx ConceptPlayerKilledNPC ContextPlayer1Shot AlyxNotPraised1Shot AlyxNotPraised
        applycontext "AlyxPraised1Shot:1:180,AlyxPraised:1:20"
	response	Player1Shot
}

rule PlayerHeadshot
{
	criteria 	IsAlyx ConceptPlayerKilledNPC ContextPlayerHeadShot AlyxNotPraised1Shot AlyxNotPraised
        applycontext "AlyxPraised1Shot:1:180,AlyxPraised:1:20"
	response	Player1Shot
}


//Player is on kill streak
response "PlayerKillStreak"
{
	scene "scenes/npc/Alyx/al_combat_niceshooting01.vcd"  
	scene "scenes/npc/Alyx/al_combat_niceshooting02.vcd"  
	scene "scenes/npc/Alyx/al_combat_goodshooting01.vcd"  
	scene "scenes/npc/Alyx/al_combat_goodshooting02.vcd"  
	scene "scenes/npc/Alyx/al_combat_goodshooting03.vcd"  
}

rule PlayerKillStreak
{
	criteria 	IsAlyx ConceptPlayerKilledNPC ConceptPlayerKillStreak PlayerNear PlayerNotUsingPhysCannon AlyxNotPraisedKillStreak AlyxNotPraised
        applycontext "AlyxPraisedKillStreak:1:180,AlyxPraised:1:20"
	response	PlayerKillStreak
}


// Player kills alyx's enemy 
criterion "AlyxNotPraisedKilledEnemy" "AlyxPraisedKilledEnemy" "!=1" "required" weight 0
response PlayerKilledEnemy
{
	scene "scenes/npc/Alyx/al_thanksforhelp03.vcd"   
	scene "scenes/npc/Alyx/al_combat_yeah01.vcd"  
	scene "scenes/npc/Alyx/al_combat_yeah02.vcd"  
}
 
rule PlayerKilledEnemy
 {
 	criteria		IsAlyx ConceptPlayerKilledNPC ContextPlayerKilledEnemy EnemyIsClose PlayerNear AlyxNotPraisedKilledEnemy AlyxNotPraised  
        applycontext "AlyxPraisedKilledEnemy:1:1200,AlyxPraised:1:20"
 	response		PlayerKilledEnemy
 }


// Player kills enemy that actually hit alyx
criterion "AlyxNotPraisedKilledAttacker" "AlyxPraisedKilledAttacker" "!=1" "required" weight 0
response "PlayerKilledAttacker"
{
	scene "scenes/npc/Alyx/al_combat_thanks01.vcd" 
	scene "scenes/npc/Alyx/al_combat_thanks02.vcd" 
	scene "scenes/npc/Alyx/al_combat_thanks03.vcd" 
	scene "scenes/npc/Alyx/al_combat_thanks04.vcd" 
	
}
rule PlayerKilledAttacker
{
	criteria 	IsAlyx ConceptPlayerKilledNPC ContextPlayerKilledAttacker AlyxNotPraisedKilledAttacker AlyxNotPraised
        applycontext "AlyxPraisedKilledAttacker:1:1200,AlyxPraised:1:20"
	response	PlayerKilledAttacker
}


//Thanks for killing an enemy that was mobbing her
criterion "AlyxNotPraisedKilledMob" "AlyxPraisedKilledMob" "!=1" "required" weight 0
response "AlyxMobbedThanks"
{
	scene "scenes/episode_1/al_mobbed_thanks.vcd" respeakdelay 60
	scene "scenes/episode_1/al_mobbed_thatwasclose.vcd" respeakdelay 60
	scene "scenes/episode_1/al_swamped07.vcd" respeakdelay 60
	scene "scenes/episode_1/al_combat_thanks.vcd" respeakdelay 60
	scene "scenes/episode_1/al_mobbed_thanks01.vcd" respeakdelay 60
	scene "scenes/episode_1/al_mobbed_thanks02.vcd" respeakdelay 60
	scene "scenes/episode_1/al_mobbed_thatwasclose01.vcd" respeakdelay 60
	scene "scenes/episode_1/al_mobbed_thatwasclose02.vcd" respeakdelay 60
	scene "scenes/episode_1/al_mobbed_thatwasclose03.vcd" respeakdelay 60
}
rule AlyxMobbedThanks
{  
	criteria 	IsAlyx ConceptPlayerKilledNPC  ContextKilledMob AlyxNotPraisedKilledMob ConceptOneorLessEnemy
        applycontext "AlyxPraisedKilledMob:1:1200,AlyxPraised:1:20"
	response	AlyxMobbedThanks
}


response "PlayerKilledAttackerWhileCower"
{
	scene "scenes/npc/Alyx/al_combat_nice.vcd" 
	
}
rule PlayerKilledAttackerWhileCower
{
	criteria 	IsAlyx ConceptPlayerKilledNPC ContextPlayerKilledAttacker ContextActivityCower
        applycontext "AlyxPraisedKilledAttacker:1:1200,AlyxPraised:1:20"
	response	PlayerKilledAttackerWhileCower
}
//AlyxNotPraisedKilledAttacker AlyxNotPraised


// Player punts grenade
criterion "AlyxNotPraisedPuntedGrenade" "AlyxPraisedPuntedGrenade" "!=1" "required" weight 0
response "PlayerPuntedGrenade"
{
	scene "scenes/npc/Alyx/al_combat_nicepunt01.vcd" 
	scene "scenes/npc/Alyx/al_combat_nicepunt02.vcd" 
	
}
rule PlayerPuntedGrenade
{
	criteria 	IsAlyx ConceptPlayerKilledNPC ContextPlayerPuntedGrenade AlyxNotPraisedPuntedGrenade
        applycontext "AlyxPraisedPuntedGrenade:1:1200,AlyxPraised:1:10"
	response	PlayerPuntedGrenade
}


//////////////////////////////////////////////////////////////////
//Flashlighth Turned Off - Alyx Messing With Gordon
//////////////////////////////////////////////////////////////////

response "DarknessAlyxPrank"
{
	scene "scenes/episode_1/c17/al_dark_fakegroan.vcd" 
}
rule DarknessAlyxPrank
{
	criteria 	IsAlyx ConceptDarknessFlashlightOff ContextInDarkness NoRecentCombatShort PlayerNear NotSeenByPlayer AlyxNotPranked Isal_hint_c17_Zombies
        applycontext "AlyxPlayedDarknessPrank:1:10,AlyxPranked:1:120,AlyxPrankLive:1:120"
	response	DarknessAlyxPrank
}



response "DarknessAlyxPrankCaught"
{
	scene "scenes/episode_1/c17/al_dark_gotcha.vcd" 
}
rule DarknessAlyxPrankCaught
{
	criteria 	IsAlyx ConceptDarknessFlashlightOn ContextAlyxPlayedDarknessPrank PlayerNear SeenByPlayer ContextNotAlyxPlayedDarknessPrankDone NotInCombat
        applycontext "AlyxPlayedDarknessPrankDone:1:0,AlyxPranked:1:0,AlyxPrankLive:0:0"
	response	DarknessAlyxPrankCaught
}
rule DarknessAlyxPrankCaughtLate
{
	criteria 	IsAlyx ConceptTalkLook ContextAlyxPlayedDarknessPrank ContextNotAlyxPlayedDarknessPrankDone SeenByPlayer NotInCombat
        applycontext "AlyxPlayedDarknessPrankDone:1:0,AlyxPranked:1:0,AlyxPrankLive:0:0"
	response	DarknessAlyxPrankCaught
}



////////////////////////////////////////////////////////////////////

//Flashlighth Expired - kleiner speech
response "DarknessFlashlightExpired"
{
	scene "scenes/npc/Alyx/al_darkness_lostenemy_flashlightexpired05.vcd" speakonce
}
rule DarknessFlashlightExpired
{
	criteria 	IsAlyx ConceptDarknessFlashlightExpired NoRecentCombatShort
	response	DarknessFlashlightExpired
}

//Alyx Wounded by Grenade 
response "AlyxWoundedbyGrenade"
{
	norepeat
	scene "scenes/npc/Alyx/al_deaf_what.vcd"   respeakdelay 1200 odds 50
	scene "scenes/npc/Alyx/al_deaf_canthearyou.vcd" respeakdelay 1200 odds 50
	scene "scenes/npc/Alyx/al_deaf_canthearanything.vcd" respeakdelay 1200 odds 50
	scene "scenes/npc/Alyx/al_deaf_saysomething.vcd"  respeakdelay 1200 odds 50
	scene "scenes/npc/Alyx/al_deaf_earsringing.vcd" respeakdelay 1200 odds 50
}
rule AlyxWoundedbyGrenade
{
	criteria 	IsAlyx ConceptShot IsNPCGrenade PlayerNear EnemyIsFar
	response	AlyxWoundedbyGrenade
}



//Alyx sees zombine with grenade
response "DangerZombineGrenade"
{
	scene "scenes/npc/Alyx/al_zombine_grenadewarn01.vcd" respeakdelay 60 odds 20
	scene "scenes/npc/Alyx/al_zombine_grenadewarn02.vcd" respeakdelay 60 odds 20
	scene "scenes/npc/Alyx/al_zombine_grenadewarn03.vcd" respeakdelay 60 odds 20
}
rule DangerZombineGrenade
{
	criteria 	IsAlyx ConceptDangerZombineGrenade
	response	DangerZombineGrenade
}




////Player explodes numerous barrels
response "PlayerBarrelsKill"
{
	scene "scenes/npc/Alyx/al_laugh07.vcd" respeakdelay 600
	scene "scenes/npc/Alyx/al_laugh09.vcd" respeakdelay 600
}
rule PlayerBarrelsKill
{
	criteria 	IsAlyx ConceptPlayerKilledBarrel ConceptPlayerKillsBarrels PlayerNear
	response	PlayerBarrelsKill
}



//Player explodes numerous barrels and kills alyx's enemy
criterion "AlyxNotPraisedBarrelKilledEnemy" "AlyxPraisedBarrelKilledEnemy" "!=1" "required" weight 0
response "EnemyKillWithBarrel"
{
	scene "scenes/npc/Alyx/al_combat_boom01.vcd" 
	scene "scenes/npc/Alyx/al_combat_boom07.vcd" 
}
rule EnemyKillWithBarrel
{
	criteria 	ConceptPlayerKilledNPC ConceptPlayerKillsBarrels ContextPlayerKilledEnemy AlyxNotPraisedBarrelKilledEnemy  
        applycontext "AlyxPraisedBarrelKilledEnemy:1:1200"
	response	EnemyKillWithBarrel
}




//Player explodes barrels killing last known enemy
response "PlayerBarrelsKillLast"
{
	scene "scenes/npc/Alyx/al_positive01.vcd" 
	scene "scenes/npc/Alyx/al_positive02.vcd" 
	scene "scenes/npc/Alyx/al_positive03.vcd" 
}
rule PlayerBarrelsKillLast
{
	criteria 	ConceptPlayerKilledNPC ConceptPlayerKillsBarrels ContextPlayerKilledEnemy ConceptOneorLessEnemy AlyxNotPraisedBarrelKilledEnemy  EnemyIsNotClose  
        applycontext "AlyxPraisedBarrelKilledEnemy:1:1200"
	response	PlayerBarrelsKillLast
}



//Alyx sees a poison headcrab
criterion "AlyxDoesNotHatesPoisonHeadCrabs" "AlyxHatesPoisonHeadCrabs" "!=1" "required"

response "AlyxSeesPoisonHeadcrab"
{
	scene "scenes/npc/Alyx/al_pzcrabs_hatethings01.vcd" 
}
rule AlyxSeesPoisonHeadcrab
{
	criteria 	IsAlyx EnemyIsPoisonHeadcrab PlayerNear ConceptAlyxEnemyDead AlyxDoesNotHatesPoisonHeadCrabs
        applycontext "AlyxHatesPoisonHeadCrabs:1:1200"
	response	AlyxSeesPoisonHeadcrab
}


//Alyx sees a poison zombie
criterion "AlyxDoesNotHatesPoisonZombies" "AlyxHatesPoisonZombies" "!=1" "required"

response "AlyxSeesPoisonZombies"
{
	scene "scenes/npc/Alyx/al_pzombie_ohno.vcd" 
}
rule AlyxSeesPoisonZombies
{
	criteria 	IsAlyx EnemyIsPoisonZombie PlayerNear ConceptStartCombat AlyxDoesNotHatesPoisonZombies
        applycontext "AlyxHatesPoisonZombies:1:0"
	response	AlyxSeesPoisonZombies
}



//Alyx reacting to a kill while manning a gun
response "AlyxKillingWithFuncTank"
{
	scene "scenes/npc/Alyx/al_combat_ohsnap.vcd" respeakdelay 600
	scene "scenes/npc/Alyx/al_positive03.vcd" respeakdelay 600

	
}
rule AlyxKillingWithFuncTank
{
	criteria 	IsAlyx AlyxBehavoirisFuncTank PlayerNear ConceptAlyxEnemyDead AlyxNoWeapon
	response	AlyxKillingWithFuncTank
}




//==================================
// Custom level start combat
//==================================
//Possibly unused
response AlyxStartCombat_ep1_c17_01
{
   	scene "scenes/episode_1/al_c17_01_antlionsupheretoo.vcd" respeakdelay 60
}

rule AlyxStartCombat_ep1_c17_01
{
	criteria		IsAlyx ConceptAlyxStartCombat IsAlyxEp1c1701_AntlionReaction
	response		AlyxStartCombat_ep1_c17_01
}

//==================================
// Alyx Warning Gordon
//==================================
response AlyxBehindYou
{
   	scene "scenes/npc/Alyx/al_behindyou01.vcd"
   	scene "scenes/npc/Alyx/al_behindyou02.vcd"
   	scene "scenes/npc/Alyx/al_behindyou03.vcd"
   	scene "scenes/npc/Alyx/al_monsterbehindplayer01.vcd"
   	scene "scenes/npc/Alyx/al_monsterbehindplayer02.vcd"

	
}

rule AlyxBehindYou
{
	criteria		IsAlyx  ConceptTalkWatchout 
	"dangerloc" "behind" required
	response		AlyxBehindYou
}

response AlyxWatchOutUp
{
}

rule AlyxWatchOutUp
{
	criteria		IsAlyx ConceptTalkWatchout
	"dangerloc" "above" required
	response		AlyxWatchOutUp
}

//==================================
// Wounds
//==================================
response AlyxWoundedEpisodic
{
   	scene "scenes/npc/Alyx/al_wound01.vcd" respeakdelay 30 odds 50
   	scene "scenes/npc/Alyx/al_wound02.vcd" respeakdelay 30 odds 50
   	scene "scenes/npc/Alyx/al_wound03.vcd" respeakdelay 30 odds 50
   	scene "scenes/npc/Alyx/al_wound04.vcd" respeakdelay 30 odds 50
}
rule AlyxWoundedEpisodic
{
	criteria		IsAlyx ConceptTalkWound
	response		AlyxWoundedEpisodic
}

//==================================
// Combat detail
//==================================
response "AlyxAllyInBarnacle"
{
	scene "scenes\episode_1\al_playerdeath02.vcd" respeakdelay 30
	scene "scenes\episode_1\al_playerfalls03.vcd" respeakdelay 30
	
}
rule AlyxAllyInBarnacle
{
	criteria IsAlyx ConceptAllyInBarnacle
	response AlyxAllyInBarnacle
}

response AlyxAttacking
{
	scene "scenes/npc/Alyx/al_combat_angry01.vcd"
	scene "scenes/npc/Alyx/al_combat_angry02.vcd"
	scene "scenes/npc/Alyx/al_combat_angry03.vcd"
	scene "scenes/npc/Alyx/al_combat_angry04.vcd"
	//scene "scenes/npc/Alyx/al_concerned01.vcd"
	//scene "scenes/npc/Alyx/al_concerned02.vcd"
	//scene "scenes/npc/Alyx/al_concerned03.vcd"
	//scene "scenes/npc/Alyx/al_excited.vcd"
}
rule AlyxAttacking
{
 	criteria		IsAlyx ConceptTalkAttacking 
 	response		AlyxAttacking
}


//trying here to have alyx respond to more intense combat -- looking at combat_length and num_enemies as criteria

//(chet)you can play witht the combat length, it is one of the pieces of data passed back, so you can check the length each time she fires
//ConceptManyEnemies is more than 4, ConceptSomeEnemies is more than 2 - some may work here if the time of combat is long enough.

criterion "IsLongInCombat" "combat_length" ">10" required
response AlyxAttackingMany
{
 	//scene "scenes/npc/Alyx/al_concerned01.vcd"
 	//scene "scenes/npc/Alyx/al_concerned02.vcd"
 	//scene "scenes/npc/Alyx/al_concerned03.vcd"
 	//scene "scenes/npc/Alyx/al_excited.vcd"
	scene "scenes/npc/Alyx/al_combat_angry05.vcd"
 
}
rule AlyxAttackingMany
{
  criteria  IsAlyx ConceptTalkAttacking ConceptSomeEnemies IsLongInCombat
  response  AlyxAttackingMany
}










//Alyx suggesting you flip over antlion
criterion "AlyxNotSuggestedFlip" "AlyxSuggestsAntLionFlip" "!=1" "required"
//alyx telling player to flip over ant-lion, used to check to see if the player is just killing them on their own
criterion "ConceptNotInAntLionTraining" "AntlionTrainingHint" "!=1" required
criterion "IsMapNOT_ep1_c17_02" "map" "!=ep1_c17_02" "required"
response "AlyxAntLionDanger" 
{
	scene "scenes/episode_1/al_ant_flip.vcd"  respeakdelay 20
 }

rule AlyxAntLionDanger
{
	criteria		IsAlyx EnemyIsAntLion ConceptTalkAttacking PlayerNear AlyxNotSuggestedFlip PlayerUsingPhysCannon ConceptNotInAntLionTraining IsMapNOT_ep1_c17_02 EnemyIsNotFar
        applycontext "AlyxSuggestsAntLionFlip:1:0"
	response		AlyxAntLionDanger  
}

//==================================
// Reloading
//==================================
// Basic Reloading line
response AlyxEpisodicHideAndReload
{
   	scene "scenes/episode_1/al_reload01.vcd" respeakdelay 5		// al_reload01.wav
   	scene "scenes/episode_1/al_reload02.vcd" respeakdelay 5		// al_reload03.wav
   	scene "scenes/episode_1/al_reload03.vcd" respeakdelay 5		// al_reload04.wav
   	scene "scenes/episode_1/al_reload04.vcd" respeakdelay 5		// al_reload05.wav
  	scene "scenes/episode_1/al_reload05.vcd" respeakdelay 5		// al_reload06.wav
  	scene "scenes/episode_1/al_reload06.vcd" respeakdelay 5		// al_reloading_new06.wav
  	scene "scenes/episode_1/al_reload07.vcd" respeakdelay 5		// al_reloading_new07.wav
}

rule AlyxEpisodicHideAndReload
{
	criteria		IsAlyx ConceptHideAndReload PlayerNear RecentCombat
	response		AlyxEpisodicHideAndReload
}


//==================================
// Enemy On Fire
//==================================
response AlyxEnemyBurning
{
   	scene "scenes/npc/alyx/al_combat_lightem.vcd" respeakdelay 300
   	scene "scenes/npc/alyx/al_combat_burnem01.vcd" respeakdelay 300
   	scene "scenes/npc/alyx/al_combat_burnem02.vcd" respeakdelay 300

}

rule AlyxEnemyBurning
{
	criteria		IsAlyx ConceptEnemyBurning
	response		AlyxEnemyBurning
}

response AlyxEnemyBurningZombie
{
   	scene "scenes/npc/alyx/al_combat_zombq01.vcd" respeakdelay 300
   	scene "scenes/npc/alyx/al_combat_zombq02.vcd" respeakdelay 300
}

rule AlyxEnemyBurningZombie
{
	criteria		IsAlyx ConceptEnemyBurning EnemyIsZombie
	response		AlyxEnemyBurningZombie
}


///////////////////////////////////////////////////////////
//  Alyx Plus Use Hints
///////////////////////////////////////////////////////////
criterion "IsCitPreCore" "al_hint_citPreCore" "1" required weight 8

//Alyx plus use hint  pointing out you need to find the core
criterion "NotUsedAlyxCitCoreSoon" "UsedAlyxCitCoreSoon" "!=1" "required" weight 0

response AlyxCitCoreSoon
{
	scene "scenes/episode_1/citadel/al_gettocoresoon.vcd" 
	scene "scenes/episode_1/citadel/al_gottogettocore.vcd" 
	
}

rule AlyxCitCoreSoon
{
	criteria IsAlyx ConceptTalkUse IsCitPreCore NotUsedAlyxCitCoreSoon NotUsedAlyxResponse 
        applycontext "UsedAlyxCitCoreSoon:1:300,UsedAlyxResponse:1:30"
	response AlyxCitCoreSoon
}




//Alyx plus use hint glad we are doing this together
criterion "NotUsedAlyxCitDoingTogether" "UsedAlyxCitDoingTogether" "!=1" "required" weight 0

response AlyxCitDoingTogether
{
	scene "scenes/episode_1/citadel/al_citvista_glad.vcd" 
}

rule AlyxCitDoingTogether
{
	criteria IsAlyx ConceptTalkUse IsCitPreCore NotUsedAlyxCitDoingTogether NotUsedAlyxResponse
        applycontext "UsedAlyxCitDoingTogether:1:0"
	response AlyxCitDoingTogether
}


//====================================================
//////General Alyx Plus Use
//====================================================
//Keeping the vocal response to one every 30 seconds so the user can't get her to be a sampler.
//if player is below 50% health
response AlyxUsePlayerWounded
{
	scene "scenes/npc/alyx/al_player_healthlow02.vcd"  
	scene "scenes/npc/alyx/al_player_healthlow03.vcd"  
	scene "scenes/npc/alyx/al_player_healthlow05.vcd"  
}

rule AlyxUsePlayerWounded
{
	criteria IsAlyx ConceptTalkUse PlayerWounded NotUsedAlyxResponse
        applycontext "UsedAlyxResponse:1:30"
	response AlyxUsePlayerWounded
}

//General coverage
response AlyxUseEverywhere
{
	scene "scenes/npc/alyx/al_affirm01.vcd" 
	scene "scenes/npc/alyx/al_affirm03.vcd" 
	scene "scenes/npc/alyx/al_affirm05.vcd" 
	scene "scenes/npc/alyx/al_playerstare01-vocal.vcd" 
	scene "scenes/npc/alyx/al_playerstare02.vcd"
	scene "scenes/npc/alyx/al_lead_start05.vcd" 
	scene "scenes/npc/alyx/al_lead_start06.vcd" 
}


rule AlyxUseEverywhere
{
	criteria IsAlyx ConceptTalkUse NotUsedAlyxResponse NotInCombat
        applycontext "UsedAlyxResponse:1:30"
	response AlyxUseEverywhere
}



response AlyxUseEverywhereZombies
{
	scene "scenes/npc/alyx/al_affirm01.vcd" 
	scene "scenes/npc/alyx/al_affirm03.vcd" 
	scene "scenes/npc/alyx/al_affirm05.vcd" 
	scene "scenes/npc/alyx/al_playerstare01-vocal.vcd" 
	scene "scenes/npc/alyx/al_playerstare02.vcd"
	scene "scenes/npc/alyx/al_lead_start02.vcd" 
	scene "scenes/npc/alyx/al_lead_start03.vcd" 
	scene "scenes/npc/alyx/al_lead_start04.vcd" 
	scene "scenes/npc/alyx/al_lead_start05.vcd" 
	scene "scenes/npc/alyx/al_lead_start06.vcd" 
	scene "scenes/npc/alyx/al_follow01.vcd" 
	scene "scenes/npc/alyx/al_follow02.vcd" 
	scene "scenes/npc/alyx/al_follow03.vcd" 
	scene "scenes/npc/alyx/al_follow04.vcd" 
	scene "scenes/npc/alyx/al_follow05.vcd" 
	scene "scenes/npc/alyx/al_follow06.vcd" 
}

rule AlyxUseEverywhereZombies
{
	criteria IsAlyx ConceptTalkUse NotUsedAlyxResponse NotInCombat Isal_hint_c17_Zombies
        applycontext "UsedAlyxResponse:1:30"
	response AlyxUseEverywhereZombies
}



response AlyxUsedEverywhere
{
	scene "scenes/npc/alyx/al_nomore.vcd" Respeakdelay 5
	scene "scenes/npc/alyx/al_use_smile.vcd" Respeakdelay 5
	scene "scenes/npc/alyx/al_use_smile2.vcd" Respeakdelay 5
	scene "scenes/npc/alyx/al_use_what.vcd" Respeakdelay 5
	
}
rule AlyxUsedEverywhere
{
	criteria IsAlyx ConceptTalkUse IsUsedAlyxResponse NotInCombat
	response AlyxUsedEverywhere
}


//plus use hint while in darkness
criterion "IsMapEp1_C17_01" "map" "ep1_c17_01" "required" weight 10
response AlyxUseC1701
{
	scene "scenes/episode_1/c17/al_hiding03.vcd" // I wonder how things are outside the city
 	scene "scenes/episode_1/c17/al_evac_ontous02.vcd" //   better find barney and get moving	
 	scene "scenes/episode_1/c17/al_notellingtime.vcd" // there is no telling how much time we have, it can't be that much farther to the train station
 	scene "scenes/episode_1/c17/al_slugourway.vcd" //looks like we are going to have to slug our way through here... the longer we take to find the trainstation, the more dangerous it gets.

}

rule AlyxUseC1701
{
	criteria IsAlyx ConceptTalkUse NotUsedAlyxResponse  IsMapEp1_C17_01 NotInCombat
        applycontext "UsedAlyxResponse:1:30"
	response AlyxUseC1701
}


//Plus use hint for first light bridge
criterion "Isal_hint_citLightBridge" "al_hint_citLightBridge" "1" "required" weight 10
criterion "NotUsedIsal_hint_citLightBridge" "UsedIsal_hint_citLightBridge" "!=1" "required" weight 0
response AlyxUseLightBridge
{
    	scene "scenes/episode_1/citadel/al_ifonlybridgepower.vcd"  //   if there was only some way to power up this bridge
}

rule AlyxUseLightBridge
{
	criteria IsAlyx ConceptTalkUse NotUsedAlyxResponse  Isal_hint_citLightBridge NotInCombat  NotUsedIsal_hint_citLightBridge
        applycontext "UsedAlyxResponse:1:30,UsedIsal_hint_citLightBridge:1:0"
	response AlyxUseLightBridge
}

response AlyxUseDarkness
{
	scene "scenes/npc/alyx/al_dark_near01.vcd" // I'm right here
	scene "scenes/npc/alyx/al_dark_near02.vcd" // I'm with you
	scene "scenes/npc/alyx/al_dark_stayclose01.vcd" //	stay close okay
	scene "scenes/npc/alyx/al_dark_stayclose03.vcd" // lets stick together in here

}

rule AlyxUseDarkness
{
	criteria IsAlyx ConceptTalkUse NotUsedAlyxResponse ContextInDarkness NotInCombat Isal_hint_c17_Zombies
        applycontext "UsedAlyxResponse:1:30"
	response AlyxUseDarkness
}


criterion "NotIsal_hint_c17_Zombies" "al_hint_c17_Zombies" "!=1" "required" weight 8
criterion "IsMapEp1_c17_00" "map" "ep1_c17_00" "required"
response AlyxUseZombies
{
	norepeat
	scene "scenes/npc/alyx/al_alert_zombies06.vcd" // ugh, that smell can only mean zombies
	scene "scenes/npc/alyx/al_alert_zombies07.vcd" // whats with that smell
}

rule AlyxUseZombies
{
	criteria IsAlyx ConceptTalkUse NotUsedAlyxResponse NotInCombat NotIsal_hint_c17_Zombies IsMapEp1_c17_00
        applycontext "UsedAlyxResponse:1:30"
	response AlyxUseZombies
}


criterion "NotUsedAlyxUseExictedAboutData" "UsedAlyxUseExictedAboutData" "!=1" "required" weight 1
criterion "IsMapEp1_c17_02" "map" "ep1_c17_02" "required"
response AlyxUseExictedAboutData
{
	norepeat
  	scene "scenes/episode_1/c17/al_cantwait.vcd" 
}

rule AlyxUseExictedAboutData
{
	criteria IsAlyx ConceptTalkUse NotUsedAlyxResponse NotInCombat  IsMapEp1_c17_02 NotUsedAlyxUseExictedAboutData
        applycontext "UsedAlyxResponse:1:30,UsedAlyxUseExictedAboutData:1:0"
	response AlyxUseExictedAboutData
}



response AlyxUseRecentCombat
{
	scene "scenes/npc/alyx/al_post_combat02.vcd"
	scene "scenes/npc/alyx/al_post_combat03.vcd"
	scene "scenes/npc/alyx/al_post_combat04.vcd"
	scene "scenes/npc/alyx/al_post_combat05.vcd"
	scene "scenes/npc/alyx/al_post_combat06.vcd" 
}

rule AlyxUseRecentCombat
{
	criteria IsAlyx ConceptTalkUse NotUsedAlyxResponse AlyxWounded NotInCombat
        applycontext "UsedAlyxResponse:1:30"
	response AlyxUseRecentCombat
}


criterion "ConceptTalkPlayerUse" "Concept" "TLK_PLAYERUSE" required
 
//talk use commands
criterion "HintLedgePlayerFirst" "al_hint_citLedgePlayerFirst" "1" required
 
response "AlyxUseLedge"
{
	scene "scenes/npc/alyx/al_follow03.vcd" 
	scene "scenes/npc/alyx/al_follow05.vcd"
	scene "scenes/npc/alyx/al_follow06.vcd" 
}
rule AlyxUseLedge
{
	criteria IsAlyx ConceptTalkPlayerUse HintLedgePlayerFirst
	applycontext "UsedAlyxResponse:1:30"
	response AlyxUseLedge
}

criterion "IsMap_ep1_c17_06" "map" "ep1_c17_06" "required" weight 50
response AlyxUsedEp1_06
{
	scene "scenes/npc/alyx/al_nomore.vcd" Respeakdelay 5
	scene "scenes/npc/alyx/al_use_smile.vcd" Respeakdelay 5
	scene "scenes/npc/alyx/al_use_smile2.vcd" Respeakdelay 5
	scene "scenes/npc/alyx/al_use_what.vcd" Respeakdelay 5
	
}
rule AlyxUsedEp1_06
{
	criteria IsAlyx ConceptTalkUse NotInCombat IsMap_ep1_c17_06
	response AlyxUsedEp1_06
}