The decompiled versions of all \domino\ scripts found in Watch_Dogs.
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-- {\v/} Domino auto-generated LUA script file
--
-- Script document: domino/user/windycity/dlc/mission_07/dlc_m07.domino.xml
-- User graph: DLC_M07_detect
--
--
-- DO NOT EDIT MANUALLY THIS FILE OR YOUR CHANGES WILL BE LOST!
-- Please modify the original Domino script instead. You have been warned.
-- *** SCRIPT INPUT REFLECTION ***
--[[
<InputReflection>
<DataIn Name="ActiveWatchers" Type="Core|list" />
<DataIn Name="Bedbug" Type="Nomad|entity{}" />
</InputReflection>
]]--
-- *** END OF SCRIPT INPUT REFLECTION ***
export = {
};
function export:LuaDependencies()
return {
};
end;
function export:Create(cbox)
-- External box dependencies
cbox:RegisterBox("Domino/System/AgentStateMonitor_v2.lua");
cbox:RegisterBox("Domino/System/MultipleAND.lua");
cbox:RegisterBox("Domino/System/OnceOnly_v2.lua");
cbox:RegisterBox("Domino/System/SimpleNode.lua");
cbox:RegisterBox("Domino/System/TestIfNil.lua");
end;
function export:Init(cbox)
local l0;
self.Enabled = DummyFunction;
self.Disabled = DummyFunction;
self.Detected = DummyFunction;
self[3] = cbox:CreateBox("Domino/System/AgentStateMonitor_v2.lua");
l0 = self[3];
l0._graph = self;
l0.Enabled = self.f_3_Enabled;
l0.Disabled = self.f_3_Disabled;
l0.PauseState = DummyFunction;
l0.InterruptibleCinematicState = DummyFunction;
l0.UnawareState = DummyFunction;
l0.AwareState = DummyFunction;
l0.AlertSoftState = DummyFunction;
l0.AlertHardState = self.f_3_AlertHardState;
l0.FleeState = DummyFunction;
l0.CombatState = self.f_3_CombatState;
l0.ScriptedState = DummyFunction;
l0.InvestigateState = DummyFunction;
l0.PostCombatSearchState = DummyFunction;
l0.CinematicMode_Interrupted = DummyFunction;
l0.DetectionIntuitionStarted = DummyFunction;
l0.DetectionIntuitionStopped = DummyFunction;
l0.DetectionIntuitionFull = DummyFunction;
l0.DetectionAlertStarted = DummyFunction;
l0.DetectionAlertStopped = DummyFunction;
l0.DetectionAlertFull = DummyFunction;
l0.IsDistracted = DummyFunction;
self[1] = cbox:CreateBox("Domino/System/MultipleAND.lua");
l0 = self[1];
l0._graph = self;
l0._DynamicAnchors = {
Condition = 2,
};
l0.Out = self.f_1_Out;
self[4] = cbox:CreateBox("Domino/System/AgentStateMonitor_v2.lua");
l0 = self[4];
l0._graph = self;
l0.Enabled = self.f_4_Enabled;
l0.Disabled = self.f_4_Disabled;
l0.PauseState = DummyFunction;
l0.InterruptibleCinematicState = DummyFunction;
l0.UnawareState = DummyFunction;
l0.AwareState = DummyFunction;
l0.AlertSoftState = self.f_4_AlertSoftState;
l0.AlertHardState = self.f_4_AlertHardState;
l0.FleeState = DummyFunction;
l0.CombatState = self.f_4_CombatState;
l0.ScriptedState = DummyFunction;
l0.InvestigateState = DummyFunction;
l0.PostCombatSearchState = DummyFunction;
l0.CinematicMode_Interrupted = DummyFunction;
l0.DetectionIntuitionStarted = DummyFunction;
l0.DetectionIntuitionStopped = DummyFunction;
l0.DetectionIntuitionFull = DummyFunction;
l0.DetectionAlertStarted = DummyFunction;
l0.DetectionAlertStopped = DummyFunction;
l0.DetectionAlertFull = DummyFunction;
l0.IsDistracted = DummyFunction;
self[2] = cbox:CreateBox("Domino/System/OnceOnly_v2.lua");
l0 = self[2];
l0._graph = self;
l0._DynamicAnchors = {
In = 1,
Out = 1,
};
l0.Out[0] = self.f_2_Out_0;
l0.ResetOut = DummyFunction;
self[11] = cbox:CreateBox("Domino/System/MultipleAND.lua");
l0 = self[11];
l0._graph = self;
l0._DynamicAnchors = {
Condition = 2,
};
l0.Out = self.f_11_Out;
end;
function export:ShutDown()
for k,v in pairs(self) do if type(v) == "table" and v.ShutDown ~= self.ShutDown and v ~= self._graph and v.ShutDown ~= nil then v:ShutDown() end end;
end;
function export:Disable()
local l0;
l0 = Boxes[PathID("Domino/System/SimpleNode.lua")];
l0._graph = self;
l0.Out = self.f_10_Out;
l0:In();
end;
function export:Enable()
local l0;
l0 = Boxes[PathID("Domino/System/SimpleNode.lua")];
l0._graph = self;
l0.Out = self.f_5_Out;
l0:In();
end;
function export:f_6_Is_nil()
local l0;
self = self._graph;
self:en_1();
l0 = self[1];
l0:Condition(0);
end;
function export:f_6_Is_not_nil()
local l0;
self = self._graph;
self:en_4();
l0 = self[4];
l0:Enable();
end;
function export:f_10_Out()
local l0;
self = self._graph;
l0 = Boxes[PathID("Domino/System/TestIfNil.lua")];
l0.Integer = nil;
l0.Float = nil;
l0.Boolean = nil;
l0.String = nil;
l0.Entity = self.Bedbug;
l0.Animation = nil;
l0.Player = nil;
l0.Oasis = nil;
l0.List = nil;
l0.Sound = nil;
l0.DBObject = nil;
l0._graph = self;
l0.Is_nil = self.f_8_Is_nil;
l0.Is_not_nil = self.f_8_Is_not_nil;
l0:In();
l0 = Boxes[PathID("Domino/System/TestIfNil.lua")];
l0.Integer = nil;
l0.Float = nil;
l0.Boolean = nil;
l0.String = nil;
l0.Entity = nil;
l0.Animation = nil;
l0.Player = nil;
l0.Oasis = nil;
l0.List = self.ActiveWatchers;
l0.Sound = nil;
l0.DBObject = nil;
l0._graph = self;
l0.Is_nil = self.f_7_Is_nil;
l0.Is_not_nil = self.f_7_Is_not_nil;
l0:In();
end;
function export:f_8_Is_nil()
local l0;
self = self._graph;
self:en_11();
l0 = self[11];
l0:Condition(0);
end;
function export:f_8_Is_not_nil()
local l0;
self = self._graph;
self:en_4();
l0 = self[4];
l0:Disable();
end;
function export:f_3_AlertHardState()
local l0;
self = self._graph;
l0 = self[2];
l0:In(0);
end;
function export:f_3_CombatState()
local l0;
self = self._graph;
l0 = self[2];
l0:In(0);
end;
function export:f_3_Disabled()
local l0;
self = self._graph;
self:en_11();
l0 = self[11];
l0:Condition(1);
end;
function export:f_3_Enabled()
local l0;
self = self._graph;
self:en_1();
l0 = self[1];
l0:Condition(1);
end;
function export:f_1_Out()
self = self._graph;
self:Enabled();
end;
function export:f_4_AlertHardState()
local l0;
self = self._graph;
l0 = self[2];
l0:In(0);
end;
function export:f_4_AlertSoftState()
local l0;
self = self._graph;
l0 = self[2];
l0:In(0);
end;
function export:f_4_CombatState()
local l0;
self = self._graph;
l0 = self[2];
l0:In(0);
end;
function export:f_4_Disabled()
local l0;
self = self._graph;
self:en_11();
l0 = self[11];
l0:Condition(0);
end;
function export:f_4_Enabled()
local l0;
self = self._graph;
self:en_1();
l0 = self[1];
l0:Condition(0);
end;
function export:f_2_Out_0()
self = self._graph;
self:Detected();
end;
function export:f_11_Out()
self = self._graph;
self:Disabled();
end;
function export:f_5_Out()
local l0;
self = self._graph;
l0 = Boxes[PathID("Domino/System/TestIfNil.lua")];
l0.Integer = nil;
l0.Float = nil;
l0.Boolean = nil;
l0.String = nil;
l0.Entity = nil;
l0.Animation = nil;
l0.Player = nil;
l0.Oasis = nil;
l0.List = self.ActiveWatchers;
l0.Sound = nil;
l0.DBObject = nil;
l0._graph = self;
l0.Is_nil = self.f_9_Is_nil;
l0.Is_not_nil = self.f_9_Is_not_nil;
l0:In();
l0 = Boxes[PathID("Domino/System/TestIfNil.lua")];
l0.Integer = nil;
l0.Float = nil;
l0.Boolean = nil;
l0.String = nil;
l0.Entity = self.Bedbug;
l0.Animation = nil;
l0.Player = nil;
l0.Oasis = nil;
l0.List = nil;
l0.Sound = nil;
l0.DBObject = nil;
l0._graph = self;
l0.Is_nil = self.f_6_Is_nil;
l0.Is_not_nil = self.f_6_Is_not_nil;
l0:In();
end;
function export:f_9_Is_nil()
local l0;
self = self._graph;
self:en_1();
l0 = self[1];
l0:Condition(1);
end;
function export:f_9_Is_not_nil()
local l0;
self = self._graph;
self:en_3();
l0 = self[3];
l0:Enable();
end;
function export:f_7_Is_nil()
local l0;
self = self._graph;
self:en_11();
l0 = self[11];
l0:Condition(1);
end;
function export:f_7_Is_not_nil()
local l0;
self = self._graph;
self:en_3();
l0 = self[3];
l0:Disable();
end;
function export:en_3()
local l0;
l0 = self[3];
l0.NPCList = self.ActiveWatchers;
end;
function export:en_1()
local l0;
l0 = self[1];
l0.AutoReset = 1;
end;
function export:en_4()
local l0;
l0 = self[4];
l0.NPC = self.Bedbug;
end;
function export:en_11()
local l0;
l0 = self[11];
l0.AutoReset = 1;
end;
-- Empty out anchor definitions
function export:Enabled()
end;
function export:Disabled()
end;
function export:Detected()
end;
_compilerVersion = 4;