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