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

578 lines
12 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_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/Q2012ClientConfig"
L2_1 = L2_1(L3_1)
L3_1 = require
L4_1 = "Quest/Client/Q1000ClientConfig"
L3_1 = L3_1(L4_1)
L4_1 = L2_1.FollowNPCData
L5_1 = L2_1.Datas
L1_1.defaultAlias = "SneakAI"
L6_1 = L4_1.PatrolPosNum
L1_1.PatrolPosNum = L6_1
L6_1 = L4_1.PatrolPos
L1_1.PatrolPos = L6_1
L6_1 = L4_1.PatrolDir
L1_1.PatrolDir = L6_1
L1_1.PatrolNext = 0
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L1_2 = {}
L2_2 = 1170
L3_2 = 1120
L4_2 = 1190
L5_2 = 0
L6_2 = 1
L7_2 = 2
L8_2 = 3
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
return L1_2
end
L1_1.GetCustomFreeStyleList = L6_1
function L6_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 = "Now StartPatrol"
L3_2 = A0_2.PatrolNext
L1_2(L2_2, L3_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
L2_2 = A0_2
L1_2 = A0_2.DoFreeStyle
L3_2 = 3
L1_2(L2_2, L3_2)
L1_2 = actorMgr
L2_2 = L1_2
L1_2 = L1_2.CreateActorWithPos
L3_2 = L5_1.Q201207Trigger_
L3_2 = L3_2.alias
L4_2 = L5_1.Q201207Trigger_
L4_2 = L4_2.script
L5_2 = L5_1.Q201207Trigger_
L5_2 = L5_2.id
L6_2 = 0
L7_2 = L5_1.Q201207Trigger_
L7_2 = L7_2.point
L7_2 = L7_2.pos
L8_2 = L5_1.Q201207Trigger_
L8_2 = L8_2.point
L8_2 = L8_2.rot
L9_2 = true
L10_2 = false
L11_2 = 3
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_2 = print
L2_2 = "Now Noraml Goto"
L3_2 = A0_2.PatrolNext
L1_2(L2_2, L3_2)
L1_2 = A0_2.PatrolNext
if L1_2 ~= 6 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 7 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 9 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 10 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 11 then
goto lbl_61
end
end
end
end
end
L2_2 = A0_2
L1_2 = A0_2.RunToTask
L3_2 = A0_2.PatrolPos
L4_2 = A0_2.PatrolNext
L3_2 = L3_2[L4_2]
L4_2 = A0_2.Behave
L1_2(L2_2, L3_2, L4_2)
goto lbl_72
::lbl_61::
L1_2 = A0_2.PatrolNext
L2_2 = A0_2.PatrolPosNum
if L1_2 > L2_2 then
else
L2_2 = A0_2
L1_2 = A0_2.WalkToTask
L3_2 = A0_2.PatrolPos
L4_2 = A0_2.PatrolNext
L3_2 = L3_2[L4_2]
L4_2 = A0_2.Behave
L1_2(L2_2, L3_2, L4_2)
end
::lbl_72::
end
L1_1.StartPatrol = L6_1
function L6_1(A0_2)
local 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.StartPatrol
L1_2(L2_2)
end
L1_1.Behave0508 = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L2_2 = A0_2
L1_2 = A0_2.DoFreeStateTrigger
L1_2(L2_2)
end
L1_1.Behave0401 = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
end
L1_1.Behave0402 = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L1_2 = print
L2_2 = "Now Arrive"
L3_2 = A0_2.PatrolNext
L1_2(L2_2, L3_2)
L1_2 = A0_2.uActor
if L1_2 == nil then
return
end
L1_2 = A0_2.PatrolNext
if L1_2 == 4 then
L2_2 = A0_2
L1_2 = A0_2.Standby
L1_2(L2_2)
L1_2 = A0_2.PatrolNext
L1_2 = L1_2 + 1
A0_2.PatrolNext = L1_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 = "Q2012NpcFollow04"
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 = 1170
L1_2(L2_2, L3_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)
if L1_2 ~= nil then
L3_2 = L1_2
L2_2 = L1_2.NarratorOnlyTaskByData
L4_2 = L5_1.NarratorChat01
L2_2(L3_2, L4_2)
end
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 12
L5_2 = A0_2.Behave0401
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 16
L5_2 = A0_2.Behave0402
L2_2(L3_2, L4_2, L5_2)
else
L1_2 = A0_2.PatrolNext
if L1_2 == 5 then
L2_2 = A0_2
L1_2 = A0_2.Standby
L1_2(L2_2)
L1_2 = A0_2.PatrolNext
L1_2 = L1_2 + 1
A0_2.PatrolNext = L1_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 = "Q2012NpcFollow04_1"
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 = 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 = L5_1.NarratorThink01
L2_2(L3_2, L4_2)
end
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 8.3
L5_2 = A0_2.Behave0508
L2_2(L3_2, L4_2, L5_2)
else
L1_2 = A0_2.PatrolNext
if L1_2 == 7 then
L1_2 = A0_2.PatrolNext
L1_2 = L1_2 + 1
A0_2.PatrolNext = L1_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)
if L1_2 ~= nil then
L3_2 = L1_2
L2_2 = L1_2.NarratorOnlyTaskByData
L4_2 = L5_1.NarratorThink02
L2_2(L3_2, L4_2)
end
L3_2 = A0_2
L2_2 = A0_2.StartPatrol
L2_2(L3_2)
else
L1_2 = A0_2.PatrolNext
if L1_2 == 8 then
L2_2 = A0_2
L1_2 = A0_2.Standby
L1_2(L2_2)
L1_2 = A0_2.PatrolNext
L1_2 = L1_2 + 1
A0_2.PatrolNext = L1_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 = "Q2012NpcFollow07"
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 = 1190
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.CallDelay
L3_2 = 3
L4_2 = A0_2.Behave0508
L1_2(L2_2, L3_2, L4_2)
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 = L6_1
function L6_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 = "********************ReturnToPatrol"
L1_2(L2_2)
L1_2 = print
L2_2 = "Return Now Goto "
L3_2 = A0_2.PatrolNext
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.DoFreeStateTrigger
L1_2(L2_2)
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.CreateActorWithPos
L3_2 = L5_1.Q201207Trigger_
L3_2 = L3_2.alias
L4_2 = L5_1.Q201207Trigger_
L4_2 = L4_2.script
L5_2 = L5_1.Q201207Trigger_
L5_2 = L5_2.id
L6_2 = 0
L7_2 = L5_1.Q201207Trigger_
L7_2 = L7_2.point
L7_2 = L7_2.pos
L8_2 = L5_1.Q201207Trigger_
L8_2 = L8_2.point
L8_2 = L8_2.rot
L9_2 = true
L10_2 = false
L11_2 = 3
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_2 = print
L2_2 = "Now Noraml Goto"
L3_2 = A0_2.PatrolNext
L1_2(L2_2, L3_2)
L1_2 = A0_2.PatrolNext
if L1_2 ~= 6 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 7 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 9 then
L1_2 = A0_2.PatrolNext
if L1_2 ~= 10 then
goto lbl_56
end
end
end
end
L2_2 = A0_2
L1_2 = A0_2.RunToTask
L3_2 = A0_2.PatrolPos
L4_2 = A0_2.PatrolNext
L3_2 = L3_2[L4_2]
L4_2 = A0_2.Behave
L1_2(L2_2, L3_2, L4_2)
goto lbl_67
::lbl_56::
L1_2 = A0_2.PatrolNext
L2_2 = A0_2.PatrolPosNum
if L1_2 > L2_2 then
else
L2_2 = A0_2
L1_2 = A0_2.WalkToTask
L3_2 = A0_2.PatrolPos
L4_2 = A0_2.PatrolNext
L3_2 = L3_2[L4_2]
L4_2 = A0_2.Behave
L1_2(L2_2, L3_2, L4_2)
end
::lbl_67::
end
L1_1.ReturnToPatrol = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L2_2 = A0_2
L1_2 = A0_2.UnCallFunc
L3_2 = A0_2.Behave0508
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.UnCallFunc
L3_2 = A0_2.Behave0401
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.UnCallFunc
L3_2 = A0_2.Behave0402
L1_2(L2_2, L3_2)
L1_2 = print
L2_2 = "Aware Now Next "
L3_2 = A0_2.PatrolNext
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)
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 = L5_1.NarratorWarnFound
L2_2(L3_2, L4_2)
end
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 = {}
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)
L7_2 = A0_2
L6_2 = A0_2.DoFreeStyle
L8_2 = 1190
L6_2(L7_2, L8_2)
end
L1_1.Aware = L6_1
function L6_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.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 = L6_1
function L6_1(A0_2, A1_2, A2_2)
end
L1_1.OnLure = L6_1
function L6_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 = "********************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.ClearNarratorTask
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.StopNarrator
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.CallDelay
L3_2 = 0.5
function L4_2()
local L0_3, L1_3, L2_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.NarratorOnlyTaskByData
L2_3 = L5_1.NarratorFailFound
L0_3(L1_3, L2_3)
end
L1_2(L2_2, L3_2, L4_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.EnterSceneLookCamera
L4_2 = L1_2
L5_2 = 0
L6_2 = 2
L7_2 = true
L8_2 = true
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
L2_2 = globalActor
L3_2 = L2_2
L2_2 = L2_2.EnablePlayerInput
L4_2 = false
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 11
function L5_2()
local L0_3, L1_3, L2_3, L3_3, L4_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)
if L0_3 ~= nil then
L1_3 = print
L2_3 = "Sneak Failed OOOMG"
L1_3(L2_3)
L2_3 = L0_3
L1_3 = L0_3.FinishQuestID
L3_3 = true
L4_3 = 201207
L1_3(L2_3, L3_3, L4_3)
end
end
L2_2(L3_2, L4_2, L5_2)
end
L1_1.Discover = L6_1
function L6_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)
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
end
L1_1.Start = L6_1
return L1_1