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

705 lines
15 KiB
Lua

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