local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Npc/NpcActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "YunjinCoopSneakAI2" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = require L3_1 = "Quest/Client/Q19038ClientConfig" L2_1 = L2_1(L3_1) L1_1.CanMove = 1 L1_1.PatrolPosNum = 1 L3_1 = {} L4_1 = "Q1903801_N12320_Route1" L5_1 = "Q1903801_N12320_Route2" L6_1 = "Q1903801_N12320_Route3" L7_1 = "Q1903801_N12320_Route4_2" L8_1 = "Q1903801_N12320_Route5" L9_1 = "Q1903801_N12320_Route6" L3_1[1] = L4_1 L3_1[2] = L5_1 L3_1[3] = L6_1 L3_1[4] = L7_1 L3_1[5] = L8_1 L3_1[6] = L9_1 L1_1.Routlist = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L1_2 = print L2_2 = "PatrolPosNum \230\152\175 " L3_2 = A0_2.PatrolPosNum L2_2 = L2_2 .. L3_2 L1_2(L2_2) L1_2 = A0_2.uActor if L1_2 == nil then return end L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.GetNpcAlias L1_2 = L1_2(L2_2) L2_2 = A0_2.PatrolPosNum if L2_2 < 5 then L3_2 = A0_2 L2_2 = A0_2.WalkToTask L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = A0_2.Routlist L8_2 = A0_2.PatrolPosNum L7_2 = L7_2[L8_2] L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.pos L5_2 = A0_2.Behave L6_2 = nil L7_2 = nil function L8_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.SyncPos L2_3 = 1 L0_3(L1_3, L2_3) end L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2) else L2_2 = A0_2.PatrolPosNum if L2_2 == 5 then L3_2 = A0_2 L2_2 = A0_2.Standby L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.TurnTo L4_2 = M L4_2 = L4_2.Euler2DirXZ L5_2 = sceneData L6_2 = L5_2 L5_2 = L5_2.GetDummyPoint L7_2 = 3 L8_2 = A0_2.Routlist L9_2 = A0_2.PatrolPosNum L9_2 = L9_2 - 1 L8_2 = L8_2[L9_2] L5_2 = L5_2(L6_2, L7_2, L8_2) L5_2 = L5_2.rot L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 = L4_2(L5_2) L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2) L3_2 = A0_2 L2_2 = A0_2.DoFreeStyle L4_2 = 1170 L2_2(L3_2, L4_2) else L2_2 = A0_2.PatrolPosNum if 5 < L2_2 then L2_2 = A0_2.PatrolPosNum if L2_2 < 8 then L3_2 = A0_2 L2_2 = A0_2.WalkToTask L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = A0_2.Routlist L8_2 = A0_2.PatrolPosNum L8_2 = L8_2 - 1 L7_2 = L7_2[L8_2] L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.pos L5_2 = A0_2.Behave L6_2 = nil L7_2 = nil function L8_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.SyncPos L2_3 = 1 L0_3(L1_3, L2_3) end L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2) end end end end end L1_1.StartPatrol = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = print L2_2 = "Do Behave " L3_2 = A0_2.PatrolPosNum L2_2 = L2_2 .. L3_2 L1_2(L2_2) L1_2 = A0_2.uActor if L1_2 == nil then return end L1_2 = A0_2.PatrolPosNum L1_2 = L1_2 + 1 A0_2.PatrolPosNum = L1_2 L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end L1_1.Behave = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = print L2_2 = "\229\155\158\229\142\187\231\187\167\231\187\173\232\181\176\232\183\175 " L4_2 = A0_2 L3_2 = A0_2.GetNpcAlias L3_2 = L3_2(L4_2) L2_2 = L2_2 .. L3_2 L1_2(L2_2) L1_1.CanMove = 1 L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = "19038" L1_2 = L1_2(L2_2, L3_2) L3_2 = L1_2 L2_2 = L1_2.GetQuestNpcActor L4_2 = "Npc12412" L2_2 = L2_2(L3_2, L4_2) L3_2 = L1_1.CanMove if L3_2 == 1 then L3_2 = L2_2.CanMove if L3_2 == 1 then A0_2.NarratorTag = 0 L4_2 = A0_2 L3_2 = A0_2.Standby L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.DoFreeStateTrigger L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.StartPatrol L3_2(L4_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.GetActor L5_2 = "19038" L3_2 = L3_2(L4_2, L5_2) L5_2 = L3_2 L4_2 = L3_2.GetQuestNpcActor L6_2 = "Npc12412" L4_2 = L4_2(L5_2, L6_2) if L4_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.PartnerReturnToPatrol L5_2(L6_2) end end end end L1_1.ReturnToPatrol = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "\229\155\158\229\142\187\231\187\167\231\187\173\232\181\176\232\183\175 " L4_2 = A0_2 L3_2 = A0_2.GetNpcAlias L3_2 = L3_2(L4_2) L2_2 = L2_2 .. L3_2 L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end L1_1.PartnerReturnToPatrol = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L1_2 = print L2_2 = "********************Aware " L4_2 = A0_2 L3_2 = A0_2.GetNpcAlias L3_2 = L3_2(L4_2) L2_2 = L2_2 .. L3_2 L1_2(L2_2) L1_1.CanMove = 0 L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = "19038" L1_2 = L1_2(L2_2, L3_2) L3_2 = L1_2 L2_2 = L1_2.GetQuestNpcActor L4_2 = "Npc12412" L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L3_2 = print L4_2 = "\233\128\154\231\159\165\229\141\154\230\152\147\229\129\156\228\184\139" L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.PartnerAware L3_2(L4_2) end L4_2 = A0_2 L3_2 = A0_2.ClearFollowTask L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.Standby L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.DoFreeStateTrigger L3_2(L4_2) L3_2 = actorUtils L3_2 = L3_2.GetAvatarPos L3_2 = L3_2() L5_2 = A0_2 L4_2 = A0_2.GetPos L4_2 = L4_2(L5_2) L5_2 = {} L6_2 = L3_2.x L7_2 = L4_2.x L6_2 = L6_2 - L7_2 L5_2.x = L6_2 L6_2 = L3_2.y L7_2 = L4_2.y L6_2 = L6_2 - L7_2 L5_2.y = L6_2 L6_2 = L3_2.z L7_2 = L4_2.z L6_2 = L6_2 - L7_2 L5_2.z = L6_2 L7_2 = A0_2 L6_2 = A0_2.TurnTo L8_2 = L5_2 L6_2(L7_2, L8_2) L7_2 = A0_2 L6_2 = A0_2.DoFreeStyle L8_2 = 1190 L6_2(L7_2, L8_2) end L1_1.Aware = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = print L2_2 = "\229\141\154\230\152\147\229\143\171\230\136\145\229\129\156\228\184\139" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.ClearFollowTask L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) L1_2 = actorUtils L1_2 = L1_2.GetAvatarPos L1_2 = L1_2() L3_2 = A0_2 L2_2 = A0_2.GetPos L2_2 = L2_2(L3_2) L3_2 = {} L4_2 = L1_2.x L5_2 = L2_2.x L4_2 = L4_2 - L5_2 L3_2.x = L4_2 L4_2 = L1_2.y L5_2 = L2_2.y L4_2 = L4_2 - L5_2 L3_2.y = L4_2 L4_2 = L1_2.z L5_2 = L2_2.z L4_2 = L4_2 - L5_2 L3_2.z = L4_2 L5_2 = A0_2 L4_2 = A0_2.TurnTo L6_2 = L3_2 L4_2(L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.DoFreeStyle L6_2 = 1190 L4_2(L5_2, L6_2) end L1_1.PartnerAware = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L1_2 = print L2_2 = "********************Discover " L4_2 = A0_2 L3_2 = A0_2.GetNpcAlias L3_2 = L3_2(L4_2) L2_2 = L2_2 .. L3_2 L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.GetPos L1_2 = L1_2(L2_2) L3_2 = A0_2 L2_2 = A0_2.GetNpcAlias L2_2 = L2_2(L3_2) L3_2 = print L4_2 = L2_2 L3_2(L4_2) L3_2 = actorUtils L3_2 = L3_2.GetAvatarPos L3_2 = L3_2() L5_2 = A0_2 L4_2 = A0_2.GetPos L4_2 = L4_2(L5_2) L5_2 = {} L6_2 = L3_2.x L7_2 = L4_2.x L6_2 = L6_2 - L7_2 L5_2.x = L6_2 L6_2 = L3_2.y L7_2 = L4_2.y L6_2 = L6_2 - L7_2 L5_2.y = L6_2 L6_2 = L3_2.z L7_2 = L4_2.z L6_2 = L6_2 - L7_2 L5_2.z = L6_2 L7_2 = A0_2 L6_2 = A0_2.TurnTo L8_2 = L5_2 L6_2(L7_2, L8_2) L6_2 = actorMgr L7_2 = L6_2 L6_2 = L6_2.GetActor L8_2 = "19038" L6_2 = L6_2(L7_2, L8_2) if L6_2 ~= nil then L7_2 = print L8_2 = "\230\136\145\230\138\147\229\136\176\228\189\160\228\186\134\239\188\129" L7_2(L8_2) L8_2 = L6_2 L7_2 = L6_2.RequestInteraction L9_2 = L2_2 L7_2(L8_2, L9_2) end end L1_1.Discover = L3_1 function L3_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end L1_1.Start = L3_1 return L1_1