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

659 lines
16 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_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/Q12034ClientConfig"
L2_1 = L2_1(L3_1)
L1_1.defaultAlias = "SneakAI"
L1_1.PatrolPosNum = 9
L1_1.PatrolNext = 2
L1_1.NarratorTag1 = 0
L1_1.NarratorTag2 = 0
L1_1.NarratorTag3 = 0
L1_1.NarratorTag4 = 0
L3_1 = {}
L4_1 = "Q1203413_N12521_Route1"
L5_1 = "Q1203413_N12521_Route2"
L6_1 = "Q1203413_N12521_Route3"
L7_1 = "Q1203413_N12521_Route4"
L8_1 = "Q1203413_N12521_Route5"
L9_1 = "Q1203413_N12521_Route6"
L10_1 = "Q1203413_N12521_Route7"
L11_1 = "Q1203413_N12521_Route8"
L12_1 = "Q1203413_N12521_Route9"
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
L3_1[7] = L10_1
L3_1[8] = L11_1
L3_1[9] = L12_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, L10_2, L11_2
L1_2 = print
L2_2 = "PatrolNext="
L3_2 = A0_2.PatrolNext
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.PatrolNext
L2_2 = A0_2.PatrolPosNum
if L1_2 > L2_2 then
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)
if L1_2 ~= nil then
L3_2 = L1_2
L2_2 = L1_2.FinishQuestID
L4_2 = false
L5_2 = 1203413
L2_2(L3_2, L4_2, L5_2)
end
end
L1_2 = A0_2.PatrolNext
if L1_2 == 5 then
L2_2 = A0_2
L1_2 = A0_2.RunToTask
L3_2 = sceneData
L4_2 = L3_2
L3_2 = L3_2.GetDummyPoint
L5_2 = 3
L6_2 = A0_2.Routlist
L7_2 = A0_2.PatrolNext
L6_2 = L6_2[L7_2]
L3_2 = L3_2(L4_2, L5_2, L6_2)
L3_2 = L3_2.pos
L4_2 = A0_2.Behave
L5_2 = nil
L6_2 = nil
function L7_2()
local L0_3, L1_3, L2_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.SyncPos
L2_3 = 2
L0_3(L1_3, L2_3)
end
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
else
L1_2 = A0_2.PatrolNext
if L1_2 == 8 then
L1_2 = A0_2.NarratorTag1
L1_2 = L1_2 + 1
A0_2.NarratorTag1 = L1_2
L2_2 = A0_2
L1_2 = A0_2.WalkToTask
L3_2 = sceneData
L4_2 = L3_2
L3_2 = L3_2.GetDummyPoint
L5_2 = 3
L6_2 = A0_2.Routlist
L7_2 = A0_2.PatrolNext
L6_2 = L6_2[L7_2]
L3_2 = L3_2(L4_2, L5_2, L6_2)
L3_2 = L3_2.pos
L4_2 = A0_2.Behave
L5_2 = nil
L6_2 = nil
function L7_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
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
L1_2 = A0_2.NarratorTag1
if L1_2 == 1 then
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)
if L1_2 ~= nil then
L3_2 = L1_2
L2_2 = L1_2.NarratorOnlyTaskByData
L4_2 = L2_1.Datas
L4_2 = L4_2.Narrator4
L5_2 = 12034
L2_2(L3_2, L4_2, L5_2)
end
end
else
L1_2 = A0_2.PatrolNext
if L1_2 == 9 then
L1_2 = A0_2.NarratorTag2
L1_2 = L1_2 + 1
A0_2.NarratorTag2 = L1_2
L2_2 = A0_2
L1_2 = A0_2.RunToTask
L3_2 = sceneData
L4_2 = L3_2
L3_2 = L3_2.GetDummyPoint
L5_2 = 3
L6_2 = A0_2.Routlist
L7_2 = A0_2.PatrolNext
L6_2 = L6_2[L7_2]
L3_2 = L3_2(L4_2, L5_2, L6_2)
L3_2 = L3_2.pos
L4_2 = A0_2.Behave
L5_2 = nil
L6_2 = nil
function L7_2()
local L0_3, L1_3, L2_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.SyncPos
L2_3 = 2
L0_3(L1_3, L2_3)
end
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
L1_2 = A0_2.NarratorTag2
if L1_2 == 1 then
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)
if L1_2 ~= nil then
L3_2 = L1_2
L2_2 = L1_2.NarratorOnlyTaskByData
L4_2 = L2_1.Datas
L4_2 = L4_2.Narrator5
L5_2 = 12034
L2_2(L3_2, L4_2, L5_2)
end
end
else
L1_2 = A0_2.PatrolNext
if L1_2 ~= 2 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 3 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 4 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 6 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 7 then
goto lbl_182
end
end
end
end
end
L1_2 = print
L2_2 = "\231\130\185\231\154\132\229\186\143\229\136\151\229\143\183\230\152\175\239\188\154 "
L3_2 = A0_2.PatrolNext
L2_2 = L2_2 .. L3_2
L1_2(L2_2)
L1_2 = print
L2_2 = "\231\130\185\228\189\141\229\144\141\231\167\176\230\152\175\239\188\154 "
L3_2 = A0_2.Routlist
L4_2 = A0_2.PatrolNext
L3_2 = L3_2[L4_2]
L2_2 = L2_2 .. L3_2
L1_2(L2_2)
L1_2 = print
L2_2 = "\229\133\183\228\189\147\229\157\144\230\160\135\228\184\186\239\188\154X="
L3_2 = sceneData
L4_2 = L3_2
L3_2 = L3_2.GetDummyPoint
L5_2 = 3
L6_2 = A0_2.Routlist
L7_2 = A0_2.PatrolNext
L6_2 = L6_2[L7_2]
L3_2 = L3_2(L4_2, L5_2, L6_2)
L3_2 = L3_2.pos
L3_2 = L3_2.x
L4_2 = " Y="
L5_2 = sceneData
L6_2 = L5_2
L5_2 = L5_2.GetDummyPoint
L7_2 = 3
L8_2 = A0_2.Routlist
L9_2 = A0_2.PatrolNext
L8_2 = L8_2[L9_2]
L5_2 = L5_2(L6_2, L7_2, L8_2)
L5_2 = L5_2.pos
L5_2 = L5_2.y
L6_2 = " Z="
L7_2 = sceneData
L8_2 = L7_2
L7_2 = L7_2.GetDummyPoint
L9_2 = 3
L10_2 = A0_2.Routlist
L11_2 = A0_2.PatrolNext
L10_2 = L10_2[L11_2]
L7_2 = L7_2(L8_2, L9_2, L10_2)
L7_2 = L7_2.pos
L7_2 = L7_2.z
L2_2 = L2_2 .. L3_2 .. L4_2 .. L5_2 .. L6_2 .. L7_2
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.WalkToTask
L3_2 = sceneData
L4_2 = L3_2
L3_2 = L3_2.GetDummyPoint
L5_2 = 3
L6_2 = A0_2.Routlist
L7_2 = A0_2.PatrolNext
L6_2 = L6_2[L7_2]
L3_2 = L3_2(L4_2, L5_2, L6_2)
L3_2 = L3_2.pos
L4_2 = A0_2.Behave
L5_2 = nil
L6_2 = nil
function L7_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
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
end
end
end
::lbl_182::
end
L1_1.StartPatrol = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L1_2 = print
L2_2 = "\230\137\167\232\161\140behave"
L3_2 = A0_2.PatrolNext
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.PatrolNext
if L1_2 == 2 then
L2_2 = A0_2
L1_2 = A0_2.Standby
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.DoFreeStyle
L3_2 = 1190
L1_2(L2_2, L3_2)
L1_2 = A0_2.PatrolNext
L1_2 = L1_2 + 1
A0_2.PatrolNext = L1_2
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
else
L1_2 = A0_2.PatrolNext
if L1_2 == 3 then
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.TurnTo
L3_2 = M
L3_2 = L3_2.Euler2DirXZ
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = "Q1203413_N12521_Route3"
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.rot
L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2)
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
L2_2 = A0_2
L1_2 = A0_2.DoFreeStyle
L3_2 = 1120
L1_2(L2_2, L3_2)
L1_2 = A0_2.NarratorTag3
L1_2 = L1_2 + 1
A0_2.NarratorTag3 = L1_2
L1_2 = A0_2.NarratorTag3
if L1_2 == 1 then
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)
if L1_2 ~= nil then
L3_2 = L1_2
L2_2 = L1_2.NarratorOnlyTaskByData
L4_2 = L2_1.Datas
L4_2 = L4_2.Narrator2
function L5_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3
if A1_3 ~= nil then
L2_3 = print
L3_3 = "task isFinished="
L4_3 = tostring
L5_3 = A1_3.isFinished
L4_3 = L4_3(L5_3)
L3_3 = L3_3 .. L4_3
L2_3(L3_3)
L2_3 = A1_3.isFinished
if L2_3 then
L2_3 = L1_2
L3_3 = L2_3
L2_3 = L2_3.GetQuestNpcActor
L4_3 = "Npc12521"
L2_3 = L2_3(L3_3, L4_3)
L4_3 = L2_3
L3_3 = L2_3.DoFreeStateTrigger
L3_3(L4_3)
L3_3 = L2_3.PatrolNext
L3_3 = L3_3 + 1
L2_3.PatrolNext = L3_3
L4_3 = L2_3
L3_3 = L2_3.StartPatrol
L3_3(L4_3)
L3_3 = print
L4_3 = "task\230\173\163\229\184\184\229\174\140\230\136\144\229\155\158\232\176\131"
L3_3(L4_3)
else
L2_3 = print
L3_3 = "task\229\188\130\229\184\184\231\187\147\230\157\159\229\155\158\232\176\131"
L2_3(L3_3)
end
else
L2_3 = print
L3_3 = "task is nil"
L2_3(L3_3)
end
end
L6_2 = 12034
L2_2(L3_2, L4_2, L5_2, L6_2)
end
end
else
L1_2 = A0_2.PatrolNext
if L1_2 == 5 then
L2_2 = A0_2
L1_2 = A0_2.Standby
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.DoFreeStyle
L3_2 = 1190
L1_2(L2_2, L3_2)
L1_2 = A0_2.PatrolNext
L1_2 = L1_2 + 1
A0_2.PatrolNext = L1_2
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
else
L1_2 = A0_2.PatrolNext
if L1_2 == 6 then
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.TurnTo
L3_2 = M
L3_2 = L3_2.Euler2DirXZ
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = "Q1203413_N12521_Route6"
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.rot
L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2)
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
L2_2 = A0_2
L1_2 = A0_2.DoFreeStyle
L3_2 = 1280
L1_2(L2_2, L3_2)
L1_2 = A0_2.NarratorTag4
L1_2 = L1_2 + 1
A0_2.NarratorTag4 = L1_2
L1_2 = A0_2.NarratorTag4
if L1_2 == 1 then
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)
if L1_2 ~= nil then
L3_2 = L1_2
L2_2 = L1_2.NarratorOnlyTaskByData
L4_2 = L2_1.Datas
L4_2 = L4_2.Narrator3
function L5_2(A0_3, A1_3)
local L2_3, L3_3, L4_3
if A1_3 ~= nil then
L2_3 = A1_3.isFinished
if L2_3 then
L2_3 = L1_2
L3_3 = L2_3
L2_3 = L2_3.GetQuestNpcActor
L4_3 = "Npc12521"
L2_3 = L2_3(L3_3, L4_3)
L4_3 = L2_3
L3_3 = L2_3.DoFreeStateTrigger
L3_3(L4_3)
L3_3 = L2_3.PatrolNext
L3_3 = L3_3 + 1
L2_3.PatrolNext = L3_3
L4_3 = L2_3
L3_3 = L2_3.StartPatrol
L3_3(L4_3)
L3_3 = print
L4_3 = "task\230\173\163\229\184\184\229\174\140\230\136\144\229\155\158\232\176\131"
L3_3(L4_3)
else
L2_3 = print
L3_3 = "task\229\188\130\229\184\184\231\187\147\230\157\159\229\155\158\232\176\131"
L2_3(L3_3)
end
else
L2_3 = print
L3_3 = "task is nil"
L2_3(L3_3)
end
end
L6_2 = 12034
L2_2(L3_2, L4_2, L5_2, L6_2)
end
end
else
L1_2 = A0_2.PatrolNext
L1_2 = L1_2 + 1
A0_2.PatrolNext = L1_2
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
end
end
end
end
end
L1_1.Behave = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = print
L2_2 = "\230\186\156\228\186\134\230\186\156\228\186\134"
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
end
L1_1.ReturnToPatrol = 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\143\145\231\142\176\228\189\160\228\186\134\239\188\129"
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 = 1050
L4_2(L5_2, L6_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, L7_2, L8_2, L9_2, L10_2
L1_2 = print
L2_2 = "\230\138\147\229\136\176\228\189\160\228\186\134\239\188\129"
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.ClearNarratorTask
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.StopNarrator
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.EnterSceneLookCamera
L6_2 = L2_2
L7_2 = 0
L8_2 = 4
L9_2 = true
L10_2 = true
L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_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 = 1141
L4_2(L5_2, L6_2)
L4_2 = actorMgr
L5_2 = L4_2
L4_2 = L4_2.GetActor
L6_2 = L2_1.ActorAlias
L4_2 = L4_2(L5_2, L6_2)
if L4_2 ~= nil then
L6_2 = L4_2
L5_2 = L4_2.NarratorOnlyTaskByData
L7_2 = L2_1.Datas
L7_2 = L7_2.NarratorFailAware
function L8_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3
L0_3 = L4_2
L1_3 = L0_3
L0_3 = L0_3.FinishQuestID
L2_3 = true
L3_3 = 1203413
L0_3(L1_3, L2_3, L3_3)
L0_3 = L4_2
L1_3 = L0_3
L0_3 = L0_3.ShowBlackScreen
L2_3 = 0.5
L3_3 = 0.5
L4_3 = 0.5
function L5_3()
local L0_4, L1_4, L2_4
L0_4 = L4_2
L1_4 = L0_4
L0_4 = L0_4.DestroyQuestNpcActor
L2_4 = "Npc12521"
L0_4(L1_4, L2_4)
end
L6_3 = nil
L7_3 = nil
L8_3 = ""
L9_3 = false
L10_3 = true
L0_3(L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3)
end
L9_2 = 12034
L5_2(L6_2, L7_2, L8_2, L9_2)
end
end
L1_1.Discover = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_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
L1_2(L2_2, L3_2, L4_2, L5_2)
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
end
L1_1.Start = L3_1
return L1_1