Files
temp/scripts_decompiled/409000_battle.lua
T

436 lines
18 KiB
Lua

REGISTER_GOAL(GOAL_SniperA409000_Battle, "SniperA409000Battle")
local Att3006_Dist_min = 0
local Att3006_Dist_max = 2
REGISTER_GOAL_NO_UPDATE(GOAL_SniperA409000_Battle, 1)
function OnIf_409000(ai, goal, codeNo)
if codeNo == 0 then
SniperA409000_ActAfter(ai, goal)
end
if codeNo == 1 then
SniperA409000_KickAfter(ai, goal)
end
return
end
function SniperA409000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local hprate = ai:GetHpRate(TARGET_SELF)
local targetDist = ai:GetDist(TARGET_ENE_0)
local targetDistY = ai:GetDistYSigned(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
ai:AddObserveChrDmySphere(0, TARGET_ENE_0, 6, 6)
ai:SetNumber(0, 0)
if ai:IsFinishTimer(0) == true then
ai:SetNumber(1, 0)
end
if 20 <= targetDist then
actPerArr[1] = 60
actPerArr[2] = 40
actPerArr[3] = 0
actPerArr[4] = 0
actPerArr[5] = 0
elseif 12 <= targetDist then
actPerArr[1] = 50
actPerArr[2] = 30
actPerArr[3] = 0
actPerArr[4] = 20
actPerArr[5] = 0
elseif 7 <= targetDist then
actPerArr[1] = 30
actPerArr[2] = 30
actPerArr[3] = 10
actPerArr[4] = 30
actPerArr[5] = 0
elseif 2.5 <= targetDist then
actPerArr[1] = 15
actPerArr[2] = 30
actPerArr[3] = 15
actPerArr[4] = 20
actPerArr[5] = 20
else
actPerArr[1] = 0
actPerArr[2] = 30
actPerArr[3] = 30
actPerArr[4] = 0
actPerArr[5] = 40
end
actFuncArr[1] = REGIST_FUNC(ai, goal, SniperA409000_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, SniperA409000_Act02)
actFuncArr[3] = REGIST_FUNC(ai, goal, SniperA409000_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, SniperA409000_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, SniperA409000_Act05)
local atkAfterFunc = REGIST_FUNC(ai, goal, SniperA409000_ActAfter_AdjustSpace)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
function SniperA409000_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local FirstAttID = 3000
local ComAttID = 3001
local ShootNum = ai:GetRandam_Int(1, 1)
local AppDist = 45
local DashDist = 45
local Odds_Guard = 0
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
end
if 15 <= targetDist then
ShootNum = ai:GetRandam_Int(1, 5)
elseif 10 <= targetDist then
ShootNum = ai:GetRandam_Int(1, 4)
elseif 7 <= targetDist then
ShootNum = ai:GetRandam_Int(1, 3)
elseif 4 <= targetDist then
ShootNum = ai:GetRandam_Int(1, 2)
else
ShootNum = ai:GetRandam_Int(1, 1)
end
ai:SetNumber(0, 1)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
GetWellSpace_Odds = 50
return GetWellSpace_Odds
end
function SniperA409000_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local FirstAttID = 3002
local ComAttID = 3003
local ShootNum = ai:GetRandam_Int(1, 1)
local AppDist = 45
local DashDist = 45
local Odds_Guard = 0
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
end
if 15 <= targetDist then
ShootNum = ai:GetRandam_Int(3, 5)
elseif 10 <= targetDist then
ShootNum = ai:GetRandam_Int(2, 4)
elseif 7 <= targetDist then
ShootNum = ai:GetRandam_Int(2, 3)
elseif 4 <= targetDist then
ShootNum = ai:GetRandam_Int(1, 2)
else
ShootNum = ai:GetRandam_Int(1, 1)
end
ai:SetNumber(0, 1)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
GetWellSpace_Odds = 50
return GetWellSpace_Odds
end
function SniperA409000_Act03(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
if 8 <= targetDist then
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif fate <= 65 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif 4 <= targetDist then
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
end
GetWellSpace_Odds = 50
return GetWellSpace_Odds
end
function SniperA409000_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = 8
local DashDist = 10
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_NONE, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_NONE, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_NONE, 0)
end
GetWellSpace_Odds = 50
return GetWellSpace_Odds
end
Att3006_Dist_min = Att3006_Dist_max
function SniperA409000_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = 2.5
local DashDist = 2
local Odds_Guard = 0
local AttDist = Att3006_Dist_max
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3006, TARGET_ENE_0, AttDist, 0, 50)
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
GetWellSpace_Odds = 50
return GetWellSpace_Odds
end
function SniperA409000_KickAfter(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if targetDist <= 2 then
if fate <= 20 then
goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3006, TARGET_ENE_0, DIST_None, 0)
elseif fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
end
elseif targetDist <= 5 then
if fate <= 20 then
goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3002, TARGET_ENE_0, DIST_None, 0)
elseif fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif fate <= 60 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 8, TARGET_ENE_0, true, -1)
end
elseif fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 8, TARGET_ENE_0, true, -1)
end
return
end
function SniperA409000_ActAfter(ai, goal)
local GW_fate = ai:GetRandam_Int(1, 100)
local fate = ai:GetRandam_Int(1, 100)
local bRight = ai:GetRandam_Int(0, 1)
local targetDist = ai:GetDist(TARGET_ENE_0)
if targetDist <= 3 then
if GW_fate <= 80 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif GW_fate <= 100 then
if fate <= 0 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 60), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 5, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, -1, 50)
end
elseif targetDist <= 7 then
if GW_fate <= 65 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif GW_fate <= 90 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 60), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 10, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, -1, 50)
end
elseif targetDist <= 10 then
if GW_fate <= 25 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif GW_fate <= 80 then
if fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 60), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 12, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, -1, 50)
end
elseif GW_fate <= 0 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif GW_fate <= 75 then
if fate <= 100 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 60), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 15, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, -1, 50)
end
return
end
function SniperA409000_ActAfter_AdjustSpace(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
return
end
function SniperA409000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function SniperA409000Battle_Terminate(ai, goal)
return
end
Att3006_Dist_min = Att3006_Dist_max
function SniperA409000Battle_Interupt(ai, goal)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local targetDistY = ai:GetDistYSigned(TARGET_ENE_0)
if ai:IsInterupt(INTERUPT_Damaged) and fate <= 100 and targetDist <= 5 then
goal:ClearSubGoal()
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_B, 5.5) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_L, 5) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 0)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_R, 5) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 2, 3006, TARGET_ENE_0, DIST_None, 0)
end
return false
elseif ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) and ai:GetNumber(0) == 1 then
ai:SetNumber(0, 0)
if fate <= 30 and 3 < targetDist then
goal:ClearSubGoal()
if fate2 <= 60 then
if fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif fate3 <= 75 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif fate3 <= 75 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
return true
elseif fate <= 40 and targetDist <= 3 then
goal:ClearSubGoal()
if fate2 <= 50 then
if fate3 <= 60 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
elseif fate3 <= 80 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 2, 3006, TARGET_ENE_0, DIST_None, 0)
end
return true
end
end
local distUseItem_Act = 20
local oddsUseItem_Act = 30
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
local AtkDist1 = Att3006_Dist_max
goal:ClearSubGoal()
if targetDist <= 2 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3006, TARGET_ENE_0, AtkDist1, -1, 50)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3002, TARGET_ENE_0, DIST_NONE, -1, 50)
end
return true
elseif ai:IsInterupt(INTERUPT_Shoot) then
ai:SetNumber(1, 1)
ai:SetTimer(0, 3)
end
if ai:GetNumber(1) == 1 and ai:IsInterupt(INTERUPT_Damaged) and 10 <= targetDist then
goal:ClearSubGoal()
ai:SetNumber(1, 0)
Approach_Act(ai, goal, targetDist - 5, 0, 0, 4)
return true
elseif ai:GetNumber(1) == 1 and ai:IsInterupt(INTERUPT_Damaged) and targetDistY <= -0.5 then
goal:ClearSubGoal()
ai:SetNumber(1, 0)
Approach_Act(ai, goal, targetDist - 4, 0, 0, 3)
return true
else
local distResNear = 10
local distResFar = 50
local oddsResNear = 50
local oddsResFar = 70
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:ClearSubGoal()
if fate <= 70 then
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
return true
elseif ResBehavID == 2 then
goal:ClearSubGoal()
if fate <= 30 then
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
return true
else
return false
end
end
end
return