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

450 lines
8.5 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, L13_1, L14_1, L15_1, L16_1, L17_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)
L1_1.defaultAlias = "SneakAI"
L1_1.PatrolPosNum = 0
L1_1.PatrolPos = nil
L1_1.PatrolDir = nil
L1_1.PatrolNext = 1
L1_1.AIDict = 1
L2_1 = {}
L3_1 = {}
L4_1 = 10061
L5_1 = 10001001
L3_1[1] = L4_1
L3_1[2] = L5_1
L4_1 = {}
L5_1 = 10062
L6_1 = 10001002
L4_1[1] = L5_1
L4_1[2] = L6_1
L5_1 = {}
L6_1 = 10063
L7_1 = 10001003
L5_1[1] = L6_1
L5_1[2] = L7_1
L6_1 = {}
L7_1 = 10064
L8_1 = 10001004
L6_1[1] = L7_1
L6_1[2] = L8_1
L7_1 = {}
L8_1 = 10067
L9_1 = 10001007
L7_1[1] = L8_1
L7_1[2] = L9_1
L8_1 = {}
L9_1 = 10068
L10_1 = 10001008
L8_1[1] = L9_1
L8_1[2] = L10_1
L9_1 = {}
L10_1 = 10070
L11_1 = 10001010
L9_1[1] = L10_1
L9_1[2] = L11_1
L10_1 = {}
L11_1 = 10071
L12_1 = 10001011
L10_1[1] = L11_1
L10_1[2] = L12_1
L11_1 = {}
L12_1 = 10072
L13_1 = 10001012
L11_1[1] = L12_1
L11_1[2] = L13_1
L12_1 = {}
L13_1 = 10073
L14_1 = 10001013
L12_1[1] = L13_1
L12_1[2] = L14_1
L13_1 = {}
L14_1 = 10074
L15_1 = 10001014
L13_1[1] = L14_1
L13_1[2] = L15_1
L14_1 = {}
L15_1 = 10076
L16_1 = 10001016
L14_1[1] = L15_1
L14_1[2] = L16_1
L15_1 = {}
L16_1 = 10077
L17_1 = 10001017
L15_1[1] = L16_1
L15_1[2] = L17_1
L2_1[1] = L3_1
L2_1[2] = L4_1
L2_1[3] = L5_1
L2_1[4] = L6_1
L2_1[5] = L7_1
L2_1[6] = L8_1
L2_1[7] = L9_1
L2_1[8] = L10_1
L2_1[9] = L11_1
L2_1[10] = L12_1
L2_1[11] = L13_1
L2_1[12] = L14_1
L2_1[13] = L15_1
L3_1 = require
L4_1 = "Quest/Client/Q1000ClientConfig"
L3_1 = L3_1(L4_1)
L4_1 = require
L5_1 = "Quest/Client/Q375ClientConfig"
L4_1 = L4_1(L5_1)
function L5_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 = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L2_2 = A0_2
L1_2 = A0_2.TriggerNpcSpeechBubble
L3_2 = L1_1.AIDict
L3_2 = L2_1[L3_2]
L3_2 = L3_2[1]
L4_2 = L1_1.AIDict
L4_2 = L2_1[L4_2]
L4_2 = L4_2[2]
L1_2(L2_2, L3_2, L4_2)
L2_2 = A0_2
L1_2 = A0_2.BubbleTime
L1_2(L2_2)
end
L1_1.ShowBubble = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L2_2 = A0_2
L1_2 = A0_2.CallDelay
L3_2 = 5
L4_2 = A0_2.CloseBubble
L1_2(L2_2, L3_2, L4_2)
end
L1_1.BubbleTime = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.ClearNpcSpeechBubble
L3_2 = L1_1.AIDict
L3_2 = L2_1[L3_2]
L3_2 = L3_2[1]
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.BubbleGap
L1_2(L2_2)
end
L1_1.CloseBubble = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L2_2 = A0_2
L1_2 = A0_2.CallDelay
L3_2 = 5
L4_2 = A0_2.ShowBubble
L1_2(L2_2, L3_2, L4_2)
end
L1_1.BubbleGap = L5_1
function L5_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.PatrolPosNum
if L1_2 == 1 then
L2_2 = A0_2
L1_2 = A0_2.Standby
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.TurnTo
L3_2 = M
L3_2 = L3_2.Euler2DirXZ
L4_2 = A0_2.PatrolDir
L4_2 = L4_2[1]
L3_2, L4_2 = L3_2(L4_2)
L1_2(L2_2, L3_2, L4_2)
else
L1_2 = A0_2.PatrolPosNum
if 1 < L1_2 then
L1_2 = A0_2.PatrolNext
L1_2 = L1_2 + 1
A0_2.PatrolNext = L1_2
L1_2 = A0_2.PatrolNext
L2_2 = A0_2.PatrolPosNum
if L1_2 > L2_2 then
A0_2.PatrolNext = 1
end
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
end
end
L1_1.StartPatrol = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = A0_2.uActor
if L1_2 == nil then
return
end
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)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 3
L5_2 = A0_2.StartPatrol
L2_2(L3_2, L4_2, L5_2)
end
L1_1.Behave = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_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
L3_2 = A0_2
L2_2 = A0_2.DoFreeStateTrigger
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.WalkToTask
L4_2 = A0_2.PatrolPos
L5_2 = A0_2.PatrolNext
L4_2 = L4_2[L5_2]
L5_2 = A0_2.StartPatrol
L2_2(L3_2, L4_2, L5_2)
end
L1_1.ReturnToPatrol = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_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
L3_2 = A0_2
L2_2 = A0_2.NarratorOnlyTaskLegacy
L4_2 = L3_1.AwareReminder
L2_2(L3_2, L4_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 = 1
L5_2(L6_2, L7_2)
end
L1_1.Aware = L5_1
function L5_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 = L5_1
function L5_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"
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 = 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.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
end
L1_1.OnLure = L5_1
function L5_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.NarratorOnlyTaskLegacy
L3_2 = L3_1.DiscoverReminder
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.DoFreeStyle
L3_2 = 2
L1_2(L2_2, L3_2)
L1_2 = actorMgr
L2_2 = L1_2
L1_2 = L1_2.GetActor
L3_2 = L3_1.ActorAlias
L1_2 = L1_2(L2_2, L3_2)
if L1_2 ~= nil then
L2_2 = print
L3_2 = "Sneak Failed OOOMG"
L2_2(L3_2)
L3_2 = L1_2
L2_2 = L1_2.FinishQuestID
L4_2 = true
L5_2 = 100010
L2_2(L3_2, L4_2, L5_2)
end
L3_2 = A0_2
L2_2 = A0_2.GetPos
L2_2 = L2_2(L3_2)
L4_2 = A0_2
L3_2 = A0_2.EnterSceneLookCamera
L5_2 = L2_2
L6_2 = 0
L7_2 = 2
L8_2 = true
L9_2 = true
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2)
L3_2 = globalActor
L4_2 = L3_2
L3_2 = L3_2.EnablePlayerInput
L5_2 = false
L3_2(L4_2, L5_2)
L4_2 = A0_2
L3_2 = A0_2.CallDelay
L5_2 = 2
function L6_2()
local L0_3, L1_3, L2_3
L0_3 = globalActor
L1_3 = L0_3
L0_3 = L0_3.EnablePlayerInput
L2_3 = true
L0_3(L1_3, L2_3)
end
L3_2(L4_2, L5_2, L6_2)
end
L1_1.Discover = L5_1
function L5_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 = L5_1
return L1_1