2022-04-29 16:40:51 +02:00

306 lines
5.8 KiB
Lua

local L0_1, L1_1, L2_1, L3_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 = "FindCat"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L1_1.defaultAlias = "FindCat"
L1_1.PatrolPosNum = 0
L1_1.PatrolPos = nil
L1_1.PatrolDir = nil
L1_1.PatrolNext = 1
function L2_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = {}
L2_2 = 0
L3_2 = 1
L4_2 = 2
L1_2[1] = L2_2
L1_2[2] = L3_2
L1_2[3] = L4_2
return L1_2
end
L1_1.GetCustomFreeStyleList = L2_1
function L2_1(A0_2)
local L1_2, L2_2
L2_2 = A0_2
L1_2 = A0_2.DoFreeStateTrigger
L1_2(L2_2)
end
L1_1.Return = L2_1
function L2_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
L1_2 = print
L2_2 = "********************Aware"
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)
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 = 1
L4_2(L5_2, L6_2)
end
L1_1.Aware = L2_1
function L2_1(A0_2)
local L1_2, L2_2
L1_2 = print
L2_2 = "********************CheckLure"
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.Standby
L1_2(L2_2)
end
L1_1.CheckLure = L2_1
function L2_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
L3_2 = print
L4_2 = "********************OnLure"
L3_2(L4_2)
L3_2 = A2_2.hasSound
if L3_2 == true then
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 = {}
L6_2 = A2_2.soundPos
L6_2 = L6_2.x
L5_2.x = L6_2
L6_2 = A2_2.soundPos
L6_2 = L6_2.y
L6_2 = L6_2 + 1
L5_2.y = L6_2
L6_2 = A2_2.soundPos
L6_2 = L6_2.z
L5_2.z = L6_2
L6_2 = print
L7_2 = "SpawnItem"
L6_2(L7_2)
L6_2 = print
L7_2 = "TurnDir"
L6_2(L7_2)
L6_2 = print
L7_2 = L4_2.x
L6_2(L7_2)
L7_2 = A0_2
L6_2 = A0_2.TurnTo
L8_2 = L4_2
L6_2(L7_2, L8_2)
L7_2 = A0_2
L6_2 = A0_2.DoFreeStyle
L8_2 = 0
L6_2(L7_2, L8_2)
L7_2 = A0_2
L6_2 = A0_2.CallDelay
L8_2 = 1
function L9_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
L6_2(L7_2, L8_2, L9_2)
end
end
L1_1.OnLure = L2_1
function L2_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"
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.DoFreeStyle
L3_2 = 2
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.GetPos
L1_2 = L1_2(L2_2)
L2_2 = actorUtils
L2_2 = L2_2.GetAvatarPos
L2_2 = L2_2()
L3_2 = 6
L5_2 = A0_2
L4_2 = A0_2.VectorCal
L6_2 = L1_2
L7_2 = L2_2
L4_2 = L4_2(L5_2, L6_2, L7_2)
L5_2 = {}
L6_2 = L4_2.x
L6_2 = L6_2 * L3_2
L7_2 = L1_2.x
L6_2 = L6_2 + L7_2
L5_2.x = L6_2
L6_2 = L4_2.y
L6_2 = L6_2 * L3_2
L7_2 = L1_2.y
L6_2 = L6_2 + L7_2
L5_2.y = L6_2
L6_2 = L4_2.z
L6_2 = L6_2 * L3_2
L7_2 = L1_2.z
L6_2 = L6_2 + L7_2
L5_2.z = L6_2
L7_2 = A0_2
L6_2 = A0_2.CallDelay
L8_2 = 1
L9_2 = A0_2.DisAppear
L6_2(L7_2, L8_2, L9_2)
L7_2 = A0_2
L6_2 = A0_2.RunToTask
L8_2 = L5_2
L9_2 = nil
L6_2(L7_2, L8_2, L9_2)
end
L1_1.Discover = L2_1
function L2_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L2_2 = A0_2
L1_2 = A0_2.PerformDither
L3_2 = false
L4_2 = 0.3
L5_2 = A0_2.ChangePlace
L1_2(L2_2, L3_2, L4_2, L5_2)
end
L1_1.DisAppear = L2_1
function L2_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = actorMgr
L2_2 = L1_2
L1_2 = L1_2.GetActor
L3_2 = "487"
L1_2 = L1_2(L2_2, L3_2)
if L1_2 ~= nil then
L3_2 = L1_2
L2_2 = L1_2.CatRun
L2_2(L3_2)
end
L3_2 = A0_2
L2_2 = A0_2.Destroy
L4_2 = false
L2_2(L3_2, L4_2)
end
L1_1.ChangePlace = L2_1
function L2_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L3_2 = {}
L4_2 = A1_2.x
L5_2 = A2_2.x
L4_2 = L4_2 - L5_2
L3_2.x = L4_2
L4_2 = A1_2.y
L5_2 = A2_2.y
L4_2 = L4_2 - L5_2
L3_2.y = L4_2
L4_2 = A1_2.z
L5_2 = A2_2.z
L4_2 = L4_2 - L5_2
L3_2.z = L4_2
L5_2 = A0_2
L4_2 = A0_2.Normallize
L6_2 = L3_2
return L4_2(L5_2, L6_2)
end
L1_1.VectorCal = L2_1
function L2_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = A1_2.x
L3_2 = A1_2.y
L4_2 = A1_2.z
L5_2 = math
L5_2 = L5_2.sqrt
L6_2 = L2_2 * L2_2
L7_2 = L3_2 * L3_2
L6_2 = L6_2 + L7_2
L7_2 = L4_2 * L4_2
L6_2 = L6_2 + L7_2
L5_2 = L5_2(L6_2)
L6_2 = {}
L7_2 = L2_2 / L5_2
L6_2.x = L7_2
L7_2 = L3_2 / L5_2
L6_2.y = L7_2
L7_2 = L4_2 / L5_2
L6_2.z = L7_2
return L6_2
end
L1_1.Normallize = L2_1
function L2_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
L1_2 = print
L2_2 = "********************Start"
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.ThreatTask
L3_2 = A0_2.Discover
L4_2 = A0_2.Aware
L5_2 = A0_2.Return
L6_2 = A0_2.OnLure
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L1_1.Start = L2_1
return L1_1