Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_COMMON_ApproachSettingDirection, "ApproachSettingDirection")
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ApproachSettingDirection, 0, "移動対象", 0)
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ApproachSettingDirection, 1, "到達判定距離", 0)
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ApproachSettingDirection, 2, "旋回対象", 0)
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ApproachSettingDirection, 3, "歩く?", 0)
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ApproachSettingDirection, 4, "ガードEzState番号", 0)
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ApproachSettingDirection, 5, "移動方向", 0)
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ApproachSettingDirection, 6, "指定方向への距離", 0)
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REGISTER_GOAL_NO_UPDATE(GOAL_COMMON_ApproachSettingDirection, true)
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REGISTER_GOAL_NO_INTERUPT(GOAL_COMMON_ApproachSettingDirection, true)
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function ApproachSettingDirection_Activate(ai, goal)
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local life_time = goal:GetLife()
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local targetType = goal:GetParam(0)
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local range = goal:GetParam(1)
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local turnTarget = goal:GetParam(2)
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local bWalk = goal:GetParam(3)
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local guardActionId = goal:GetParam(4)
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local moveTargetType = goal:GetParam(5)
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local distDir = goal:GetParam(6)
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goal:AddSubGoal(GOAL_COMMON_MoveToSomewhere, life_time, targetType, moveTargetType, range, turnTarget, bWalk, moveTargetType, distDir)
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if 0 < guardActionId then
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local targetDist = ai:GetDist(targetType)
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if range < targetDist then
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ai:DoEzAction(life_time, guardActionId)
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end
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end
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return
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end
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function ApproachSettingDirection_Update(ai, goal, dT)
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return
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end
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function ApproachSettingDirection_Terminate(ai, goal)
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return
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end
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function ApproachSettingDirection_Interupt(ai, goal)
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return false
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end
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return
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