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

502 lines
10 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 = "SneakAIRun"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L2_1 = {}
L2_1.Invalid = -1
L2_1.Aware = 0
L2_1.Patrol = 1
L2_1.ReturnToPatrol = 2
L2_1.OnLure = 3
L2_1.OnLureRunToTask = 4
L2_1.CheckLure = 5
L2_1.Discover = 6
L1_1.SneakAIRunState = L2_1
L1_1.defaultAlias = "SneakAIRun"
L1_1.PatrolPosNum = 0
L1_1.PatrolPos = nil
L1_1.PatrolDir = nil
L1_1.PatrolNext = 1
L2_1 = L1_1.SneakAIRunState
L2_1 = L2_1.Invalid
L1_1.CurState = L2_1
L1_1.SoundPos = nil
L2_1 = require
L3_1 = "Quest/Client/Q2017ClientConfig"
L2_1 = L2_1(L3_1)
function L3_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = {}
L2_2 = 0
L3_2 = 1
L4_2 = 2
L5_2 = 3
L1_2[1] = L2_2
L1_2[2] = L3_2
L1_2[3] = L4_2
L1_2[4] = L5_2
return L1_2
end
L1_1.GetCustomFreeStyleList = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L1_2 = A0_2.uActor
if L1_2 == nil then
return
end
L2_2 = A0_2
L1_2 = A0_2.GetNpcAlias
L1_2 = L1_2(L2_2)
L2_2 = print
L3_2 = L1_2
L4_2 = "\231\154\132PatrolPosNum \230\152\175"
L5_2 = A0_2.PatrolPosNum
L3_2 = L3_2 .. L4_2 .. L5_2
L2_2(L3_2)
L2_2 = A0_2.PatrolPosNum
if L2_2 == 1 then
L3_2 = A0_2
L2_2 = A0_2.Standby
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.TurnTo
L4_2 = M
L4_2 = L4_2.Euler2DirXZ
L5_2 = A0_2.PatrolDir
L5_2 = L5_2[1]
L4_2, L5_2, L6_2, L7_2, L8_2 = L4_2(L5_2)
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
else
L2_2 = A0_2.PatrolPosNum
if 1 < L2_2 then
L2_2 = A0_2.PatrolNext
L2_2 = L2_2 + 1
A0_2.PatrolNext = L2_2
L2_2 = A0_2.PatrolNext
L3_2 = A0_2.PatrolPosNum
if L2_2 > L3_2 then
L3_2 = A0_2
L2_2 = A0_2.Standby
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.TurnTo
L4_2 = M
L4_2 = L4_2.Euler2DirXZ
L5_2 = A0_2.PatrolDir
L6_2 = A0_2.PatrolPosNum
L5_2 = L5_2[L6_2]
L4_2, L5_2, L6_2, L7_2, L8_2 = L4_2(L5_2)
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
else
L3_2 = A0_2
L2_2 = A0_2.RunToTask
L4_2 = A0_2.PatrolPos
L5_2 = A0_2.PatrolNext
L4_2 = L4_2[L5_2]
L5_2 = A0_2.Behave
L6_2 = nil
L7_2 = nil
function L8_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
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
L2_2 = L1_1.SneakAIRunState
L2_2 = L2_2.Patrol
A0_2.CurState = L2_2
end
end
end
end
L1_1.StartPatrol = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = A0_2.uActor
if L1_2 == nil then
return
end
L2_2 = A0_2
L1_2 = A0_2.GetPos
L1_2 = L1_2(L2_2)
L3_2 = A0_2
L2_2 = A0_2.StartPatrol
L2_2(L3_2)
end
L1_1.Behave = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L1_2 = print
L2_2 = "ReturnToPatrol "
L4_2 = A0_2
L3_2 = A0_2.GetNpcAlias
L3_2 = L3_2(L4_2)
L2_2 = L2_2 .. L3_2
L1_2(L2_2)
L1_2 = L1_1.SneakAIRunState
L1_2 = L1_2.ReturnToPatrol
A0_2.CurState = L1_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 = A0_2.PatrolPos
if L2_2 ~= nil then
L3_2 = A0_2
L2_2 = A0_2.DoFreeStateTrigger
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.RunToTask
L4_2 = A0_2.PatrolPos
L5_2 = A0_2.PatrolNext
L4_2 = L4_2[L5_2]
L5_2 = A0_2.StartPatrol
L6_2 = nil
L7_2 = nil
function L8_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
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
L2_2 = L1_1.SneakAIRunState
L2_2 = L2_2.Patrol
A0_2.CurState = L2_2
else
L3_2 = A0_2
L2_2 = A0_2.GetNpcAlias
L2_2 = L2_2(L3_2)
L3_2 = print
L4_2 = L2_2
L5_2 = ":\230\137\190\228\184\141\229\136\176\229\175\187\232\183\175\228\186\134\239\188\129"
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
end
end
L1_1.ReturnToPatrol = 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 = "********************Aware "
L4_2 = A0_2
L3_2 = A0_2.GetNpcAlias
L3_2 = L3_2(L4_2)
L2_2 = L2_2 .. L3_2
L1_2(L2_2)
L1_2 = L1_1.SneakAIRunState
L1_2 = L1_2.Aware
A0_2.CurState = L1_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.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 = {}
L5_2 = L2_2.x
L6_2 = L3_2.x
L5_2 = L5_2 - L6_2
L4_2.x = L5_2
L5_2 = L2_2.y
L6_2 = L3_2.y
L5_2 = L5_2 - L6_2
L4_2.y = L5_2
L5_2 = L2_2.z
L6_2 = L3_2.z
L5_2 = L5_2 - L6_2
L4_2.z = L5_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 = 0
L5_2(L6_2, L7_2)
end
L1_1.Aware = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = print
L2_2 = "********************CheckLure "
L4_2 = A0_2
L3_2 = A0_2.GetNpcAlias
L3_2 = L3_2(L4_2)
L2_2 = L2_2 .. L3_2
L1_2(L2_2)
L1_2 = L1_1.SneakAIRunState
L1_2 = L1_2.CheckLure
A0_2.CurState = L1_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 = 3
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.CallDelay
L3_2 = 6
L4_2 = A0_2.ReturnToPatrol
L1_2(L2_2, L3_2, L4_2)
end
L1_1.CheckLure = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L3_2 = A2_2.hasSound
if L3_2 == true then
L3_2 = print
L4_2 = "********************MoveToLure "
L6_2 = A0_2
L5_2 = A0_2.GetNpcAlias
L5_2 = L5_2(L6_2)
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
L3_2 = L1_1.SneakAIRunState
L3_2 = L3_2.OnLure
A0_2.CurState = L3_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 = 0
L5_2(L6_2, L7_2)
L6_2 = A0_2
L5_2 = A0_2.CallDelay
L7_2 = 3
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.RunToTask
L4_3 = A2_2.soundPos
L5_3 = A0_3.CheckLure
L2_3(L3_3, L4_3, L5_3)
L2_3 = A2_2.soundPos
L1_1.SoundPos = L2_3
L2_3 = L1_1.SneakAIRunState
L2_3 = L2_3.OnLureRunToTask
A0_3.CurState = L2_3
end
L5_2(L6_2, L7_2, L8_2)
end
end
L1_1.OnLure = 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
L1_2 = print
L2_2 = "********************Discover "
L4_2 = A0_2
L3_2 = A0_2.GetNpcAlias
L3_2 = L3_2(L4_2)
L2_2 = L2_2 .. L3_2
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)
L3_2 = A0_2
L2_2 = A0_2.GetNpcAlias
L2_2 = L2_2(L3_2)
L3_2 = print
L4_2 = L2_2
L3_2(L4_2)
L3_2 = L1_1.SneakAIRunState
L3_2 = L3_2.Discover
A0_2.CurState = 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 = {}
L6_2 = L3_2.x
L7_2 = L4_2.x
L6_2 = L6_2 - L7_2
L5_2.x = L6_2
L6_2 = L3_2.y
L7_2 = L4_2.y
L6_2 = L6_2 - L7_2
L5_2.y = L6_2
L6_2 = L3_2.z
L7_2 = L4_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 = actorMgr
L7_2 = L6_2
L6_2 = L6_2.GetActor
L8_2 = "2017"
L6_2 = L6_2(L7_2, L8_2)
if L6_2 ~= nil then
L7_2 = print
L8_2 = "\230\136\145\230\138\147\229\136\176\228\189\160\228\186\134\239\188\129"
L7_2(L8_2)
L8_2 = L6_2
L7_2 = L6_2.RequestInteraction
L9_2 = L2_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, L6_2
L1_2 = L1_1.SneakAIRunState
L1_2 = L1_2.Invalid
A0_2.CurState = L1_2
L2_2 = A0_2
L1_2 = A0_2.ThreatTaskInBackGround
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)
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
end
L1_1.Start = 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 = "********************OnAppear "
L4_2 = A0_2
L3_2 = A0_2.GetNpcAlias
L3_2 = L3_2(L4_2)
L4_2 = "now state="
L5_2 = tostring
L6_2 = A0_2.CurState
L5_2 = L5_2(L6_2)
L2_2 = L2_2 .. L3_2 .. L4_2 .. L5_2
L1_2(L2_2)
L1_2 = A0_2.CurState
L2_2 = L1_1.SneakAIRunState
L2_2 = L2_2.ReturnToPatrol
if L1_2 == L2_2 then
L2_2 = A0_2
L1_2 = A0_2.ReturnToPatrol
L1_2(L2_2)
return
else
L1_2 = A0_2.CurState
L2_2 = L1_1.SneakAIRunState
L2_2 = L2_2.Patrol
if L1_2 == L2_2 then
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
return
else
L1_2 = A0_2.CurState
L2_2 = L1_1.SneakAIRunState
L2_2 = L2_2.OnLureRunToTask
if L1_2 == L2_2 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.RunToTask
L3_2 = L1_1.SoundPos
L4_2 = A0_2.CheckLure
L1_2(L2_2, L3_2, L4_2)
L1_2 = L1_1.SneakAIRunState
L1_2 = L1_2.OnLureRunToTask
A0_2.CurState = L1_2
return
end
end
end
end
L1_1.OnAppear = 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 = "********************OnDisappear "
L4_2 = A0_2
L3_2 = A0_2.GetNpcAlias
L3_2 = L3_2(L4_2)
L4_2 = "now state="
L5_2 = tostring
L6_2 = A0_2.CurState
L5_2 = L5_2(L6_2)
L2_2 = L2_2 .. L3_2 .. L4_2 .. L5_2
L1_2(L2_2)
end
L1_1.OnDisappear = L3_1
return L1_1