//============================================================================================================
criterion "IsTerminalBenchSitter" "terminal_benchsitter" "1" required
criterion "IsTerminalPreCustoms" "pre_customs" "1" weight 2 required
//the above was given a weight of 2 to override the "TrainGuy" criteria, which is based on TargetName

criterion "IsTerminalWaitingLady" "waiting_lady" "1" required
criterion "IsTerminalCustomsQueue" "customs_queue" "1" required
criterion "IsTerminalPlatform" "terminal_platform" "1" required
criterion "IsTerminalFoodLine" "food_line" "1" required
criterion "IsPlazaCitizen" "plaza_citizen" "1" required
criterion "IsPlazaBench" "plaza_bench" "1" required
criterion "IsCourtyardCitizen" "courtyard_citizen" "1" required
criterion "IsTerminalPacer" "terminal_pacer" "1" required
criterion "IsTerminalWatchclock" "terminal_watchclock" "1" required
criterion "IsTerminalLuggageGuy" "terminal_LuggageGuy" "1" required
criterion "IsStandingTrainGuy" "name" "citizen_train_1" required
criterion "IsSittingTrainGuy" "name" "citizen_train_2" required

//============================================================================================================
// Terminal specific Citizen Hello speech
//============================================================================================================
response "CitizenHelloTerminal"
{

}

rule CitizenHelloTerminal
{
	criteria		IsCitizen ConceptTalkHello IsGordonPreCriminal NPCIdle  PlayerNear SeePlayer
	response		CitizenHelloTerminal
}

//============================================================================================================
// Terminal specific Citizen Idle speech
//============================================================================================================
response "CitizenTalkIdleTerminal"
{

}
 
rule CitizenTalkIdle
{
	criteria      		IsCitizen ConceptTalkIdle IsGordonPreCriminal NPCIdle
	response  		CitizenTalkIdleTerminal
}

//============================================================================================================
// Terminal specific Citizen Questions & Responses speech
//============================================================================================================
response "CitizenAnswerTerminal"
{

}

rule CitizenAnswerTerminal
{
	criteria		IsCitizen ConceptTalkAnswer IsGordonPreCriminal NPCIdle
	response		CitizenAnswerTerminal
}

//------------------------------------------------------------------------------------------------------------
response "CitizenQuestionTerminal"
{


}

rule CitizenQuestionTerminal
{
	criteria		IsCitizen ConceptTalkQuestion IsGordonPreCriminal NPCIdle
	response		CitizenQuestionTerminal
}

//------------------------------------------------------------------------------------------------------------
response "CitizenUseBenchSitter"
{
norepeat
scene "scenes/trainyard/cit_nerve.vcd"
}

rule CitizenUseBenchSitter
{
	criteria		IsCitizen ConceptTalkUse IsTerminalBenchSitter NPCIdle
	response		CitizenUseBenchSitter
}


//------------------------------------------------------------------------------------------------------------
response "CitizenUsePacer"
{
scene "scenes/trainyard/cit_pacing.vcd"
}

rule CitizenUsePacer
{
	criteria		IsCitizen ConceptTalkUse IsTerminalPacer
	response		CitizenUsePacer
}


//------------------------------------------------------------------------------------------------------------
response "CitizenUseWatchclock"
{
norepeat
scene "scenes/trainyard/cit_water.vcd"
}

rule CitizenUseWatchclock
{
	criteria		IsCitizen ConceptTalkUse IsTerminalWatchclock NPCidle
	response		CitizenUseWatchclock
}
//------------------------------------------------------------------------------------------------------------
response "CitizenPreCustoms"
{
norepeat
scene "scenes/trainyard/lookatplayer_02.vcd"
}

rule CitizenPreCustoms
{
	criteria		IsCitizen ConceptTalkUse IsTerminalPreCustoms NPCIdle
	response		CitizenPreCustoms
}

//------------------------------------------------------------------------------------------------------------
response "CitizenUseLuggageGuy"
{
norepeat
scene "scenes/trainyard/cit_tookcase.vcd"

}

rule CitizenUseLuggageGuy
{
	criteria		IsCitizen ConceptTalkUse IsTerminalLuggageGuy NPCIdle
	response		CitizenUseLuggageGuy
}


//------------------------------------------------------------------------------------------------------------
response "CitizenWaitingLady"
{
norepeat
scene "scenes/trainyard/cit_fence_woods.vcd"  

}

rule CitizenWaitingLady
{
	criteria		IsCitizen ConceptTalkUse IsTerminalWaitingLady NPCIdle
	response		CitizenWaitingLady
}

//------------------------------------------------------------------------------------------------------------
response "CitizenCustomsQueue"
{

}

rule CitizenCustomsQueue
{
	criteria		IsCitizen ConceptTalkUse IsTerminalCustomsQueue NPCIdle
	response		CitizenCustomsQueue
}

rule CitizenCustomsQueueIdle
{
	criteria		IsCitizen ConceptTalkQuestion IsTerminalCustomsQueue NPCIdle
	response		CitizenCustomsQueue
}	


//------------------------------------------------------------------------------------------------------------

response "StandingTrainGuy"
{
norepeat
scene "scenes/trainyard/cit_train_hookup.vcd"

}

rule StandingTrainGuy
{
	criteria		IsCitizen ConceptTalkUse IsStandingTrainGuy NPCIdle
	response		StandingTrainGuy
}

//------------------------------------------------------------------------------------------------------------

response "SittingTrainGuy" 
{
norepeat
scene "scenes/trainyard/cit_train_reloc.vcd" speakonce
}

rule SittingTrainGuy
{
	criteria		IsCitizen ConceptTalkUse IsSittingTrainGuy NPCIdle
	response		SittingTrainGuy
}

//------------------------------------------------------------------------------------------------------------
response "CitizenTerminalPlatform"
{

}

rule CitizenTerminalPlatform
{
	criteria		IsCitizen ConceptTalkUse IsTerminalPlatform NPCIdle
	response		CitizenTerminalPlatform
}


//------------------------------------------------------------------------------------------------------------
response "CitizenFoodLine"
{
scene "scenes/trainyard/$gender01/cit_foodline01.vcd"
scene "scenes/trainyard/$gender01/cit_foodline02.vcd"
scene "scenes/trainyard/$gender01/cit_foodline03.vcd"
scene "scenes/trainyard/$gender01/cit_foodline04.vcd"
}

rule CitizenFoodLine
{
	criteria		IsCitizen ConceptTalkUse IsTerminalFoodLine NPCIdle
	response		CitizenFoodLine
}

//------------------------------------------------------------------------------------------------------------
response "CitizenPlaza"
{
scene "scenes/trainyard/$gender01/cit_pedestrian01.vcd"
scene "scenes/trainyard/$gender01/cit_pedestrian02.vcd"
scene "scenes/trainyard/$gender01/cit_pedestrian03.vcd"
scene "scenes/trainyard/$gender01/cit_pedestrian04.vcd"
scene "scenes/trainyard/$gender01/cit_pedestrian05.vcd"

}

rule CitizenPlaza
{
	criteria		IsCitizen ConceptTalkUse IsPlazaCitizen NPCIdle
	response		CitizenPlaza
}

//------------------------------------------------------------------------------------------------------------
response "CitizenPlazaBench"
{
scene "scenes/trainyard/$gender01/cit_bench01.vcd"
scene "scenes/trainyard/$gender01/cit_bench02.vcd"
scene "scenes/trainyard/$gender01/cit_bench03.vcd"
scene "scenes/trainyard/$gender01/cit_bench04.vcd"

}

rule CitizenPlazaBench
{
	criteria		IsCitizen ConceptTalkUse IsPlazaBench NPCIdle
	response		CitizenPlazaBench
}


//------------------------------------------------------------------------------------------------------------
response "CitizenCourtyard"
{
//sequential
scene "scenes/trainyard/cit_raid_use01.vcd"
scene "scenes/trainyard/cit_raid_use02.vcd"


}

rule CitizenCourtyard
{
	criteria		IsCitizen ConceptTalkUse IsCourtyardCitizen NPCIdle
	response		CitizenCourtyard
}
//============================================================================================================
// Citizen responding to the player 'attacking' them with a physics object
//============================================================================================================
response "CitizenPlayerPhysAttackTerminal"
{
scene "scenes/trainyard/$gender01/cit_hit01.vcd"
scene "scenes/trainyard/$gender01/cit_hit02.vcd"
scene "scenes/trainyard/$gender01/cit_hit03.vcd"
scene "scenes/trainyard/$gender01/cit_hit04.vcd"
scene "scenes/trainyard/$gender01/cit_hit05.vcd"
}

rule CitizenPlayerPhysAttackTerminal
{
	criteria		IsCitizen ConceptTalkPlayerPhysAttack IsGordonPreCriminal 
	response		CitizenPlayerPhysAttackTerminal
}

//============================================================================================================