mirror of
https://github.com/Koko-boya/Grasscutter_Resources
synced 2024-01-31 23:23:19 +08:00
403 lines
8.4 KiB
Lua
403 lines
8.4 KiB
Lua
local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1
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L0_1 = require
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L1_1 = "Actor/ActorCommon"
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L0_1(L1_1)
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L0_1 = require
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L1_1 = "Actor/Npc/NpcActorProxy"
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L0_1 = L0_1(L1_1)
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L1_1 = class
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L2_1 = "YunjinCoopSneakAI2"
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L3_1 = L0_1
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L1_1 = L1_1(L2_1, L3_1)
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L2_1 = require
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L3_1 = "Quest/Client/Q19038ClientConfig"
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L2_1 = L2_1(L3_1)
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L1_1.CanMove = 1
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L1_1.PatrolPosNum = 1
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L3_1 = {}
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L4_1 = "Q1903801_N12320_Route1"
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L5_1 = "Q1903801_N12320_Route2"
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L6_1 = "Q1903801_N12320_Route3"
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L7_1 = "Q1903801_N12320_Route4_2"
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L8_1 = "Q1903801_N12320_Route5"
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L9_1 = "Q1903801_N12320_Route6"
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L3_1[1] = L4_1
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L3_1[2] = L5_1
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L3_1[3] = L6_1
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L3_1[4] = L7_1
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L3_1[5] = L8_1
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L3_1[6] = L9_1
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L1_1.Routlist = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
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L1_2 = print
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L2_2 = "PatrolPosNum \230\152\175 "
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L3_2 = A0_2.PatrolPosNum
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L2_2 = L2_2 .. L3_2
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L1_2(L2_2)
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L1_2 = A0_2.uActor
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if L1_2 == nil then
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return
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end
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStateTrigger
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.GetNpcAlias
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L1_2 = L1_2(L2_2)
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L2_2 = A0_2.PatrolPosNum
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if L2_2 < 5 then
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L3_2 = A0_2
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L2_2 = A0_2.WalkToTask
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L4_2 = sceneData
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L5_2 = L4_2
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L4_2 = L4_2.GetDummyPoint
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L6_2 = 3
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L7_2 = A0_2.Routlist
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L8_2 = A0_2.PatrolPosNum
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L7_2 = L7_2[L8_2]
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L4_2 = L4_2(L5_2, L6_2, L7_2)
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L4_2 = L4_2.pos
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L5_2 = A0_2.Behave
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L6_2 = nil
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L7_2 = nil
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function L8_2()
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local L0_3, L1_3, L2_3
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L0_3 = A0_2
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L1_3 = L0_3
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L0_3 = L0_3.SyncPos
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L2_3 = 1
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L0_3(L1_3, L2_3)
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end
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L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
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else
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L2_2 = A0_2.PatrolPosNum
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if L2_2 == 5 then
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L3_2 = A0_2
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L2_2 = A0_2.Standby
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L2_2(L3_2)
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L3_2 = A0_2
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L2_2 = A0_2.TurnTo
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L4_2 = M
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L4_2 = L4_2.Euler2DirXZ
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L5_2 = sceneData
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L6_2 = L5_2
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L5_2 = L5_2.GetDummyPoint
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L7_2 = 3
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L8_2 = A0_2.Routlist
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L9_2 = A0_2.PatrolPosNum
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L9_2 = L9_2 - 1
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L8_2 = L8_2[L9_2]
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L5_2 = L5_2(L6_2, L7_2, L8_2)
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L5_2 = L5_2.rot
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L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 = L4_2(L5_2)
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L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2)
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L3_2 = A0_2
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L2_2 = A0_2.DoFreeStyle
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L4_2 = 1170
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L2_2(L3_2, L4_2)
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else
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L2_2 = A0_2.PatrolPosNum
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if 5 < L2_2 then
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L2_2 = A0_2.PatrolPosNum
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if L2_2 < 8 then
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L3_2 = A0_2
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L2_2 = A0_2.WalkToTask
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L4_2 = sceneData
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L5_2 = L4_2
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L4_2 = L4_2.GetDummyPoint
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L6_2 = 3
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L7_2 = A0_2.Routlist
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L8_2 = A0_2.PatrolPosNum
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L8_2 = L8_2 - 1
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L7_2 = L7_2[L8_2]
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L4_2 = L4_2(L5_2, L6_2, L7_2)
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L4_2 = L4_2.pos
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L5_2 = A0_2.Behave
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L6_2 = nil
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L7_2 = nil
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function L8_2()
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local L0_3, L1_3, L2_3
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L0_3 = A0_2
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L1_3 = L0_3
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L0_3 = L0_3.SyncPos
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L2_3 = 1
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L0_3(L1_3, L2_3)
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end
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L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
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end
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end
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end
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end
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end
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L1_1.StartPatrol = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2, L3_2
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L1_2 = print
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L2_2 = "Do Behave "
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L3_2 = A0_2.PatrolPosNum
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L2_2 = L2_2 .. L3_2
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L1_2(L2_2)
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L1_2 = A0_2.uActor
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if L1_2 == nil then
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return
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end
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L1_2 = A0_2.PatrolPosNum
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L1_2 = L1_2 + 1
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A0_2.PatrolPosNum = L1_2
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L2_2 = A0_2
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L1_2 = A0_2.StartPatrol
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L1_2(L2_2)
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end
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L1_1.Behave = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
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L1_2 = print
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L2_2 = "\229\155\158\229\142\187\231\187\167\231\187\173\232\181\176\232\183\175 "
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L4_2 = A0_2
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L3_2 = A0_2.GetNpcAlias
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L3_2 = L3_2(L4_2)
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L2_2 = L2_2 .. L3_2
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L1_2(L2_2)
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L1_1.CanMove = 1
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L1_2 = actorMgr
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L2_2 = L1_2
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L1_2 = L1_2.GetActor
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L3_2 = "19038"
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L1_2 = L1_2(L2_2, L3_2)
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L3_2 = L1_2
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L2_2 = L1_2.GetQuestNpcActor
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L4_2 = "Npc12412"
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L2_2 = L2_2(L3_2, L4_2)
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L3_2 = L1_1.CanMove
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if L3_2 == 1 then
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L3_2 = L2_2.CanMove
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if L3_2 == 1 then
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A0_2.NarratorTag = 0
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L4_2 = A0_2
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L3_2 = A0_2.Standby
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L3_2(L4_2)
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L4_2 = A0_2
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L3_2 = A0_2.DoFreeStateTrigger
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L3_2(L4_2)
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L4_2 = A0_2
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L3_2 = A0_2.StartPatrol
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L3_2(L4_2)
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L3_2 = actorMgr
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L4_2 = L3_2
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L3_2 = L3_2.GetActor
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L5_2 = "19038"
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L3_2 = L3_2(L4_2, L5_2)
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L5_2 = L3_2
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L4_2 = L3_2.GetQuestNpcActor
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L6_2 = "Npc12412"
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L4_2 = L4_2(L5_2, L6_2)
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if L4_2 ~= nil then
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L6_2 = L4_2
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L5_2 = L4_2.PartnerReturnToPatrol
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L5_2(L6_2)
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end
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end
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end
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end
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L1_1.ReturnToPatrol = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L1_2 = print
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L2_2 = "\229\155\158\229\142\187\231\187\167\231\187\173\232\181\176\232\183\175 "
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L4_2 = A0_2
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L3_2 = A0_2.GetNpcAlias
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L3_2 = L3_2(L4_2)
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L2_2 = L2_2 .. L3_2
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStateTrigger
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.StartPatrol
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L1_2(L2_2)
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end
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L1_1.PartnerReturnToPatrol = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
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L1_2 = print
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L2_2 = "********************Aware "
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L4_2 = A0_2
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L3_2 = A0_2.GetNpcAlias
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L3_2 = L3_2(L4_2)
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L2_2 = L2_2 .. L3_2
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L1_2(L2_2)
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L1_1.CanMove = 0
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L1_2 = actorMgr
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L2_2 = L1_2
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L1_2 = L1_2.GetActor
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L3_2 = "19038"
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L1_2 = L1_2(L2_2, L3_2)
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L3_2 = L1_2
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L2_2 = L1_2.GetQuestNpcActor
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L4_2 = "Npc12412"
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L2_2 = L2_2(L3_2, L4_2)
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if L2_2 ~= nil then
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L3_2 = print
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L4_2 = "\233\128\154\231\159\165\229\141\154\230\152\147\229\129\156\228\184\139"
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L3_2(L4_2)
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L4_2 = L2_2
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L3_2 = L2_2.PartnerAware
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L3_2(L4_2)
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end
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L4_2 = A0_2
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L3_2 = A0_2.ClearFollowTask
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L3_2(L4_2)
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L4_2 = A0_2
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L3_2 = A0_2.Standby
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L3_2(L4_2)
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L4_2 = A0_2
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L3_2 = A0_2.DoFreeStateTrigger
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L3_2(L4_2)
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L3_2 = actorUtils
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L3_2 = L3_2.GetAvatarPos
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L3_2 = L3_2()
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L5_2 = A0_2
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L4_2 = A0_2.GetPos
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L4_2 = L4_2(L5_2)
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L5_2 = {}
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L6_2 = L3_2.x
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L7_2 = L4_2.x
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L6_2 = L6_2 - L7_2
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L5_2.x = L6_2
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L6_2 = L3_2.y
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L7_2 = L4_2.y
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L6_2 = L6_2 - L7_2
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L5_2.y = L6_2
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L6_2 = L3_2.z
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L7_2 = L4_2.z
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L6_2 = L6_2 - L7_2
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L5_2.z = L6_2
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L7_2 = A0_2
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L6_2 = A0_2.TurnTo
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L8_2 = L5_2
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L6_2(L7_2, L8_2)
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L7_2 = A0_2
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L6_2 = A0_2.DoFreeStyle
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L8_2 = 1190
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L6_2(L7_2, L8_2)
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end
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L1_1.Aware = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
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L1_2 = print
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L2_2 = "\229\141\154\230\152\147\229\143\171\230\136\145\229\129\156\228\184\139"
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.ClearFollowTask
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStateTrigger
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L1_2(L2_2)
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L1_2 = actorUtils
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L1_2 = L1_2.GetAvatarPos
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L1_2 = L1_2()
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L3_2 = A0_2
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L2_2 = A0_2.GetPos
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L2_2 = L2_2(L3_2)
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L3_2 = {}
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L4_2 = L1_2.x
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L5_2 = L2_2.x
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L4_2 = L4_2 - L5_2
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L3_2.x = L4_2
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L4_2 = L1_2.y
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L5_2 = L2_2.y
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L4_2 = L4_2 - L5_2
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L3_2.y = L4_2
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L4_2 = L1_2.z
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L5_2 = L2_2.z
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L4_2 = L4_2 - L5_2
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L3_2.z = L4_2
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L5_2 = A0_2
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L4_2 = A0_2.TurnTo
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L6_2 = L3_2
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L4_2(L5_2, L6_2)
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L5_2 = A0_2
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L4_2 = A0_2.DoFreeStyle
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L6_2 = 1190
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L4_2(L5_2, L6_2)
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end
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L1_1.PartnerAware = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
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L1_2 = print
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L2_2 = "********************Discover "
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L4_2 = A0_2
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L3_2 = A0_2.GetNpcAlias
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L3_2 = L3_2(L4_2)
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L2_2 = L2_2 .. L3_2
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStateTrigger
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.GetPos
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L1_2 = L1_2(L2_2)
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L3_2 = A0_2
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L2_2 = A0_2.GetNpcAlias
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L2_2 = L2_2(L3_2)
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L3_2 = print
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L4_2 = L2_2
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L3_2(L4_2)
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L3_2 = actorUtils
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L3_2 = L3_2.GetAvatarPos
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L3_2 = L3_2()
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L5_2 = A0_2
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L4_2 = A0_2.GetPos
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L4_2 = L4_2(L5_2)
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L5_2 = {}
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L6_2 = L3_2.x
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L7_2 = L4_2.x
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L6_2 = L6_2 - L7_2
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L5_2.x = L6_2
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L6_2 = L3_2.y
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L7_2 = L4_2.y
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L6_2 = L6_2 - L7_2
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L5_2.y = L6_2
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L6_2 = L3_2.z
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L7_2 = L4_2.z
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L6_2 = L6_2 - L7_2
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L5_2.z = L6_2
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L7_2 = A0_2
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L6_2 = A0_2.TurnTo
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L8_2 = L5_2
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L6_2(L7_2, L8_2)
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L6_2 = actorMgr
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L7_2 = L6_2
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L6_2 = L6_2.GetActor
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L8_2 = "19038"
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L6_2 = L6_2(L7_2, L8_2)
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if L6_2 ~= nil then
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L7_2 = print
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L8_2 = "\230\136\145\230\138\147\229\136\176\228\189\160\228\186\134\239\188\129"
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L7_2(L8_2)
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L8_2 = L6_2
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L7_2 = L6_2.RequestInteraction
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L9_2 = L2_2
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L7_2(L8_2, L9_2)
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end
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end
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L1_1.Discover = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2
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L2_2 = A0_2
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L1_2 = A0_2.StartPatrol
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L1_2(L2_2)
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end
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L1_1.Start = L3_1
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return L1_1
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