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 = "SneakAI" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = require L3_1 = "Quest/Client/Q12025ClientConfig" L2_1 = L2_1(L3_1) L3_1 = L2_1.Npc12315Data L4_1 = L2_1.Datas L5_1 = L2_1.Gadgets L6_1 = sceneData L7_1 = L6_1 L6_1 = L6_1.GetDummyPoint L8_1 = 3 L9_1 = "Q1202503_failtotrans" L6_1 = L6_1(L7_1, L8_1, L9_1) L6_1 = L6_1.pos L1_1.defaultAlias = "SneakAI" L1_1.PatrolPosNum = 1 L7_1 = L4_1.RoutePointsData L1_1.PatrolPos = L7_1 L7_1 = L4_1.RoutePointsDir L1_1.PatrolDir = L7_1 L1_1.PatrolNext = 1 L1_1.DiscoverFlag = 0 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2 L1_2 = {} L2_2 = 1170 L3_2 = 1120 L4_2 = 1190 L5_2 = 1280 L6_2 = 1060 L7_2 = 1230 L8_2 = 0 L9_2 = 1 L10_2 = 2 L11_2 = 3 L12_2 = 1070 L13_2 = 1090 L14_2 = 1141 L15_2 = 1110 L1_2[1] = L2_2 L1_2[2] = L3_2 L1_2[3] = L4_2 L1_2[4] = L5_2 L1_2[5] = L6_2 L1_2[6] = L7_2 L1_2[7] = L8_2 L1_2[8] = L9_2 L1_2[9] = L10_2 L1_2[10] = L11_2 L1_2[11] = L12_2 L1_2[12] = L13_2 L1_2[13] = L14_2 L1_2[14] = L15_2 return L1_2 end L1_1.GetCustomFreeStyleList = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = A0_2.uActor if L1_2 == nil then return end L1_2 = A0_2.DiscoverFlag if L1_2 == 1 then L1_2 = A0_2.PatrolPosNum if L1_2 == 2 then L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = A0_2.PatrolPos L4_2 = A0_2.PatrolPosNum L3_2 = L3_2[L4_2] L4_2 = A0_2.BehaveToSquat L1_2(L2_2, L3_2, L4_2) L1_2 = print L2_2 = "\232\183\145\229\136\176\229\144\142\232\185\178\228\184\139" L3_2 = A0_2.PatrolPosNum L1_2(L2_2, L3_2) else L1_2 = A0_2.PatrolPosNum if L1_2 ~= 1 then L1_2 = A0_2.PatrolPosNum if L1_2 ~= 3 then L1_2 = A0_2.PatrolPosNum if L1_2 ~= 4 then goto lbl_41 end end end L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = A0_2.PatrolPos L4_2 = A0_2.PatrolPosNum L3_2 = L3_2[L4_2] L4_2 = A0_2.BehaveToThink L1_2(L2_2, L3_2, L4_2) L1_2 = print L2_2 = "\232\183\145\229\136\176\229\144\142\232\167\130\229\175\159" L3_2 = A0_2.PatrolPosNum L1_2(L2_2, L3_2) end end ::lbl_41:: end L1_1.StartPatrol = L7_1 function L7_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end L1_1.Behave12026 = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 1 function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L2_3 = A0_3 L1_3 = A0_3.DoFreeStyle L3_3 = 1190 L1_3(L2_3, L3_3) L1_3 = print L2_3 = "\232\185\178\228\184\139" L3_3 = A0_3.PatrolPosNum L1_3(L2_3, L3_3) L2_3 = A0_3 L1_3 = A0_3.CallDelay L3_3 = 4 function L4_3(A0_4) local L1_4, L2_4, L3_4, L4_4 L1_4 = A0_4.DiscoverFlag if L1_4 == 1 then L1_4 = A0_4.PatrolPosNum L1_4 = L1_4 + 1 A0_4.PatrolPosNum = L1_4 L1_4 = A0_4.PatrolPosNum if L1_4 == 5 then A0_4.PatrolPosNum = 1 end L2_4 = A0_4 L1_4 = A0_4.DoFreeStateTrigger L1_4(L2_4) L1_4 = print L2_4 = "\231\171\153\232\181\183" L3_4 = A0_4.PatrolPosNum L1_4(L2_4, L3_4) L2_4 = A0_4 L1_4 = A0_4.CallDelay L3_4 = 1 function L4_4(A0_5) local L1_5, L2_5 L1_5 = A0_5.DiscoverFlag if L1_5 == 1 then L2_5 = A0_5 L1_5 = A0_5.Behave12026 L1_5(L2_5) end end L1_4(L2_4, L3_4, L4_4) end end L1_3(L2_3, L3_3, L4_3) end L1_2(L2_2, L3_2, L4_2) end L1_1.BehaveToThink = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 1 function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L2_3 = A0_3 L1_3 = A0_3.DoFreeStyle L3_3 = 1280 L1_3(L2_3, L3_3) L1_3 = print L2_3 = "\232\185\178\228\184\139" L3_3 = A0_3.PatrolPosNum L1_3(L2_3, L3_3) L2_3 = A0_3 L1_3 = A0_3.CallDelay L3_3 = 4 function L4_3(A0_4) local L1_4, L2_4, L3_4, L4_4 L1_4 = A0_4.DiscoverFlag if L1_4 == 1 then L1_4 = A0_4.PatrolPosNum L1_4 = L1_4 + 1 A0_4.PatrolPosNum = L1_4 L1_4 = A0_4.PatrolPosNum if L1_4 == 5 then A0_4.PatrolPosNum = 1 end L2_4 = A0_4 L1_4 = A0_4.DoFreeStateTrigger L1_4(L2_4) L1_4 = print L2_4 = "\231\171\153\232\181\183" L3_4 = A0_4.PatrolPosNum L1_4(L2_4, L3_4) L2_4 = A0_4 L1_4 = A0_4.CallDelay L3_4 = 1 function L4_4(A0_5) local L1_5, L2_5 L1_5 = A0_5.DiscoverFlag if L1_5 == 1 then L2_5 = A0_5 L1_5 = A0_5.Behave12026 L1_5(L2_5) end end L1_4(L2_4, L3_4, L4_4) end end L1_3(L2_3, L3_3, L4_3) end L1_2(L2_2, L3_2, L4_2) end L1_1.BehaveToSquat = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "Now DoFreeStyle \231\171\153\228\189\143" L3_2 = A0_2.PatrolPosNum L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 2 function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L2_3 = A0_3 L1_3 = A0_3.DoFreeStyle L3_3 = 1280 L1_3(L2_3, L3_3) L2_3 = A0_3 L1_3 = A0_3.CallDelay L3_3 = 4 function L4_3(A0_4) local L1_4, L2_4, L3_4, L4_4 L1_4 = A0_4.PatrolPosNum L1_4 = L1_4 + 1 A0_4.PatrolPosNum = L1_4 L1_4 = A0_4.PatrolPosNum if L1_4 == 5 then A0_4.PatrolPosNum = 1 end L1_4 = print L2_4 = "\231\130\185\230\149\176\229\162\158\233\135\143\239\188\140\228\184\139\228\184\128\228\184\170\231\130\185" L3_4 = A0_4.PatrolPosNum L1_4(L2_4, L3_4) L2_4 = A0_4 L1_4 = A0_4.DoFreeStateTrigger L1_4(L2_4) L1_4 = print L2_4 = "i am free \232\132\177\231\166\187\232\185\178\231\157\128\231\138\182\230\128\129" L3_4 = A0_4.PatrolPosNum L1_4(L2_4, L3_4) L2_4 = A0_4 L1_4 = A0_4.CallDelay L3_4 = 2 function L4_4(A0_5) local L1_5, L2_5, L3_5 L1_5 = print L2_5 = "why i am turning? \229\135\134\229\164\135\232\183\145\229\144\145\228\184\139\228\184\128\228\184\170\231\130\185" L3_5 = A0_5.PatrolPosNum L1_5(L2_5, L3_5) L2_5 = A0_5 L1_5 = A0_5.StartPatrol L1_5(L2_5) end L1_4(L2_4, L3_4, L4_4) end L1_3(L2_3, L3_3, L4_3) end L1_2(L2_2, L3_2, L4_2) end L1_1.Behave = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "***********teturn" L3_2 = A0_2.PatrolPosNum L1_2(L2_2, L3_2) L1_2 = print L2_2 = "***********teturn flag" L3_2 = A0_2.DiscoverFlag L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) L1_2 = A0_2.DiscoverFlag if L1_2 == 1 then L1_2 = print L2_2 = "***********teturn success" L3_2 = A0_2.PatrolPosNum L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = A0_2.PatrolPos L4_2 = A0_2.PatrolPosNum L3_2 = L3_2[L4_2] L4_2 = A0_2.StartPatrol L1_2(L2_2, L3_2, L4_2) end end L1_1.ReturnToPatrol = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L2_2 = A0_2 L1_2 = A0_2.UnCallFunc L3_2 = A0_2.BehaveToThink L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.UnCallFunc L3_2 = A0_2.BehaveToSquat L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.UnCallFunc L3_2 = A0_2.CallDelay L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.UnCallFunc L3_2 = A0_2.Behave12026 L1_2(L2_2, L3_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) L2_2 = A0_2 L1_2 = A0_2.GetPos L1_2 = L1_2(L2_2) L2_2 = L1_2.y L2_2 = L2_2 + 1 L1_2.y = L2_2 L2_2 = actorUtils L2_2 = L2_2.GetAvatarPos L2_2 = L2_2() L4_2 = A0_2 L3_2 = A0_2.GetPos L3_2 = L3_2(L4_2) L4_2 = M L4_2 = L4_2.Dist L5_2 = L3_2 L6_2 = L2_2 L4_2 = L4_2(L5_2, L6_2) L5_2 = {} L6_2 = L2_2.x L7_2 = L3_2.x L6_2 = L6_2 - L7_2 L5_2.x = L6_2 L6_2 = L2_2.y L7_2 = L3_2.y L6_2 = L6_2 - L7_2 L5_2.y = L6_2 L6_2 = L2_2.z L7_2 = L3_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 = print L7_2 = "now the len is" L8_2 = L4_2 L6_2(L7_2, L8_2) L7_2 = A0_2 L6_2 = A0_2.DoFreeStyle L8_2 = 1060 L6_2(L7_2, L8_2) L6_2 = print L7_2 = "start to go " L8_2 = L4_2 L6_2(L7_2, L8_2) L7_2 = A0_2 L6_2 = A0_2.CallDelay L8_2 = 1 function L9_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.ClearFollowTask L0_3(L1_3) L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.Standby L0_3(L1_3) L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.DoFreeStyle L2_3 = 1190 L0_3(L1_3, L2_3) end L6_2(L7_2, L8_2, L9_2) end L1_1.Aware = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "********************CheckLure" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.UnCallFunc L3_2 = A0_2.BehaveToThink L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.UnCallFunc L3_2 = A0_2.BehaveToSquat L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 1110 L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 3 L4_2 = A0_2.ReturnToPatrol L1_2(L2_2, L3_2, L4_2) end L1_1.CheckLure = L7_1 function L7_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L4_2 = A0_2 L3_2 = A0_2.UnCallFunc L5_2 = A0_2.BehaveToThink L3_2(L4_2, L5_2) L4_2 = A0_2 L3_2 = A0_2.UnCallFunc L5_2 = A0_2.BehaveToSquat L3_2(L4_2, L5_2) L3_2 = print L4_2 = "********************MoveToLure" L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.GetPos L3_2 = L3_2(L4_2) L4_2 = {} L5_2 = A2_2.soundPos L5_2 = L5_2.x L6_2 = L3_2.x L5_2 = L5_2 - L6_2 L4_2.x = L5_2 L5_2 = A2_2.soundPos L5_2 = L5_2.y L6_2 = L3_2.y L5_2 = L5_2 - L6_2 L4_2.y = L5_2 L5_2 = A2_2.soundPos L5_2 = L5_2.z L6_2 = L3_2.z L5_2 = L5_2 - L6_2 L4_2.z = L5_2 L5_2 = print L6_2 = "TurnDir" L5_2(L6_2) L5_2 = print L6_2 = L4_2.x L5_2(L6_2) L6_2 = A0_2 L5_2 = A0_2.TurnTo L7_2 = L4_2 L5_2(L6_2, L7_2) L6_2 = A0_2 L5_2 = A0_2.DoFreeStyle L7_2 = 1090 L5_2(L6_2, L7_2) L6_2 = A0_2 L5_2 = A0_2.CallDelay L7_2 = 2 function L8_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3 L3_3 = A0_3 L2_3 = A0_3.Standby L2_3(L3_3) L3_3 = A0_3 L2_3 = A0_3.DoFreeStateTrigger L2_3(L3_3) L3_3 = A0_3 L2_3 = A0_3.WalkToTask L4_3 = A2_2.soundPos L5_3 = A0_3.CheckLure L2_3(L3_3, L4_3, L5_3) end L5_2(L6_2, L7_2, L8_2) end L1_1.OnLure = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2 L1_2 = print L2_2 = "********************Discover" L1_2(L2_2) L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = L2_1.ActorAlias L1_2 = L1_2(L2_2, L3_2) L3_2 = L1_2 L2_2 = L1_2.UnSpawn L4_2 = L5_1.Gadget70290185Data L4_2 = L4_2.alias L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.Aware L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.ClearFollowTask L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.Standby L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DoFreeStateTrigger L2_2(L3_2) A0_2.DiscoverFlag = 2 L2_2 = print L3_2 = "FLAG CHANGE" L4_2 = A0_2.DiscoverFlag L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.ClearNarratorTask L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.StopNarrator L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.GetPos L2_2 = L2_2(L3_2) L3_2 = L2_2.y L3_2 = L3_2 + 1 L2_2.y = L3_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 = M L5_2 = L5_2.Dist L6_2 = L4_2 L7_2 = L3_2 L5_2 = L5_2(L6_2, L7_2) L6_2 = {} L7_2 = L3_2.x L8_2 = L4_2.x L7_2 = L7_2 - L8_2 L6_2.x = L7_2 L7_2 = L3_2.y L8_2 = L4_2.y L7_2 = L7_2 - L8_2 L6_2.y = L7_2 L7_2 = L3_2.z L8_2 = L4_2.z L7_2 = L7_2 - L8_2 L6_2.z = L7_2 L8_2 = A0_2 L7_2 = A0_2.TurnTo L9_2 = L6_2 L7_2(L8_2, L9_2) L8_2 = A0_2 L7_2 = A0_2.CallDelay L9_2 = 0.5 function L10_2() local L0_3, L1_3, L2_3, L3_3, L4_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.NarratorOnlyTaskByData L2_3 = L4_1.kaiche1202509 L3_3 = nil L4_3 = 12025 L0_3(L1_3, L2_3, L3_3, L4_3) end L7_2(L8_2, L9_2, L10_2) L8_2 = A0_2 L7_2 = A0_2.DoFreeStyle L9_2 = 1141 L7_2(L8_2, L9_2) L7_2 = print L8_2 = "angry body" L7_2(L8_2) L8_2 = A0_2 L7_2 = A0_2.GetPos L7_2 = L7_2(L8_2) L9_2 = A0_2 L8_2 = A0_2.EnterSceneLookCamera L10_2 = L7_2 L11_2 = 0 L12_2 = 5 L13_2 = true L14_2 = true L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2) L8_2 = globalActor L9_2 = L8_2 L8_2 = L8_2.EnablePlayerInput L10_2 = false L8_2(L9_2, L10_2) L9_2 = A0_2 L8_2 = A0_2.CallDelay L10_2 = 7 function L11_2() local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3 L0_3 = globalActor L1_3 = L0_3 L0_3 = L0_3.EnablePlayerInput L2_3 = true L0_3(L1_3, L2_3) L0_3 = actorMgr L1_3 = L0_3 L0_3 = L0_3.GetActor L2_3 = L2_1.ActorAlias L0_3 = L0_3(L1_3, L2_3) L2_3 = L0_3 L1_3 = L0_3.ActorDestroy L3_3 = "Q1202503TriggertoFail" L1_3(L2_3, L3_3) L2_3 = L0_3 L1_3 = L0_3.TransmitPlayerWithTextByQuestId L3_3 = 1202503 L4_3 = 1202503 L5_3 = {} L6_3 = "QUEST_Black_Q1202619" L5_3[1] = L6_3 L6_3 = 4 L1_3(L2_3, L3_3, L4_3, L5_3, L6_3) L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.CallDelay L3_3 = 1 function L4_3() local L0_4, L1_4, L2_4, L3_4 L0_4 = print L1_4 = "Sneak Failed OOOMG" L0_4(L1_4) L0_4 = L0_3 L1_4 = L0_4 L0_4 = L0_4.FinishQuestID L2_4 = true L3_4 = 1202503 L0_4(L1_4, L2_4, L3_4) A0_2.DiscoverFlag = 1 L0_4 = print L1_4 = "FLAG reset" L2_4 = A0_2.DiscoverFlag L0_4(L1_4, L2_4) end L1_3(L2_3, L3_3, L4_3) end L8_2(L9_2, L10_2, L11_2) end L1_1.Discover = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = A0_2 L1_2 = A0_2.ThreatTask L3_2 = A0_2.Discover L4_2 = A0_2.Aware L5_2 = A0_2.ReturnToPatrol L6_2 = A0_2.OnLure L1_2(L2_2, L3_2, L4_2, L5_2, L6_2) A0_2.DiscoverFlag = 1 L1_2 = print L2_2 = "FLAG start" L3_2 = A0_2.DiscoverFlag L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) L1_2 = print L2_2 = "SneakStart" L1_2(L2_2) end L1_1.Start = L7_1 return L1_1