REGISTER_GOAL(GOAL_Husi_robber252000_Battle, "Husi_robber252000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 1.5
local Att3003_Dist_min = 0
local Att3003_Dist_max = 1.5
local Att3005_Dist_min = 3
local Att3005_Dist_max = 3.9
local Att3006_Dist_min = 5
local Att3006_Dist_max = 15
REGISTER_GOAL_NO_UPDATE(GOAL_Husi_robber252000_Battle, 1)
function OnIf_252000(ai, goal, codeNo)
    if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
        ai:SetTimer(0, 120)
    else
        ai:SetTimer(0, 30)
    end
    return 
end

Att3000_Dist_min = Att3003_Dist_max
function Husi_robber252000Battle_Activate(ai, goal)
    local ObserveNo = 0
    local BackstabDist = 5
    local BackstabAng = 30
    ObserveAreaForBackstab(ai, goal, ObserveNo, BackstabDist, BackstabAng)
    local actPerArr = {}
    local actFuncArr = {}
    local defFuncParamTbl = {}
    Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local hprate = ai:GetHpRate(TARGET_SELF)
    if ai:IsLadderAct(TARGET_SELF) then
        actPerArr[3] = 100
    elseif hprate <= 0.4 and ai:IsFinishTimer(0) == true then
        if 4.5 <= targetDist then
            actPerArr[7] = 300
        elseif 3 <= targetDist then
            actPerArr[7] = 100
        else
            actPerArr[7] = 50
        end
    end
    if ai:IsLadderAct(TARGET_SELF) then
        actPerArr[3] = 100
    elseif 8 <= targetDist then
        actPerArr[1] = 20
        actPerArr[2] = 5
        actPerArr[3] = 5
        actPerArr[5] = 65
        actPerArr[8] = 0
        actPerArr[9] = 5
    elseif 5 <= targetDist then
        actPerArr[1] = 50
        actPerArr[2] = 10
        actPerArr[3] = 10
        actPerArr[5] = 20
        actPerArr[8] = 0
        actPerArr[9] = 10
    elseif 3 <= targetDist then
        actPerArr[1] = 50
        actPerArr[2] = 20
        actPerArr[3] = 10
        actPerArr[5] = 0
        actPerArr[8] = 0
        actPerArr[9] = 20
    else
        actPerArr[1] = 0
        actPerArr[2] = 40
        actPerArr[3] = 0
        actPerArr[5] = 0
        actPerArr[8] = 30
        actPerArr[9] = 30
    end
    actFuncArr[1] = REGIST_FUNC(ai, goal, Husi_robber252000_Act01)
    actFuncArr[2] = REGIST_FUNC(ai, goal, Husi_robber252000_Act02)
    local local0 = {Att3003_Dist_max, 0, 3003, DIST_Middle}
    defFuncParamTbl[3] = local0
    actFuncArr[5] = REGIST_FUNC(ai, goal, Husi_robber252000_Act05)
    actFuncArr[7] = REGIST_FUNC(ai, goal, Husi_robber252000_Act07)
    actFuncArr[9] = REGIST_FUNC(ai, goal, Husi_robber252000_Act09)
    local0 = {0, 60, 10, 10, 20, 0}
    local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace, local0)
    Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
    return 
end

Att3000_Dist_min = Att3005_Dist_max
function Husi_robber252000_Act01(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local approachDist = Att3005_Dist_max
    local dashDist = Att3005_Dist_max + 2
    local Odds_Guard = 100
    local AttID = 3005
    local AttDist = DIST_Middle
    Approach_and_Attack_Act(ai, goal, approachDist, dashDist, Odds_Guard, AttID, AttDist)
    if fate <= 80 then
        goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
        GetWellSpace_Odds = 0
    else
        GetWellSpace_Odds = 100
    end
    return GetWellSpace_Odds
end

Att3000_Dist_min = Att3000_Dist_max
function Husi_robber252000_Act02(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local approachDist = Att3000_Dist_max
    local dashDist = Att3000_Dist_max + 2
    local Odds_Guard = 100
    Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    if fate <= 30 then
        goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
        goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
    elseif fate <= 40 then
        goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
        goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
    elseif fate <= 80 then
        goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
        goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
        goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
    else
        goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
        goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
        goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
    end
    GetWellSpace_Odds = 50
    return GetWellSpace_Odds
end

Att3000_Dist_min = Att3006_Dist_min
Att3000_Dist_min = Att3006_Dist_max
function Husi_robber252000_Act05(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local LeaveDist = Att3006_Dist_min
    local approachDist = Att3006_Dist_max
    local dashDist = Att3006_Dist_max + 2
    local Odds_Guard = 100
    Approach_or_Leave_Act(ai, goal, LeaveDist, approachDist, dashDist, Odds_Guard)
    goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3006, TARGET_ENE_0, DIST_None)
    GetWellSpace_Odds = 0
    return GetWellSpace_Odds
end

function Husi_robber252000_Act07(ai, goal, paramTbl)
    local fate = ai:GetRandam_Int(1, 100)
    if fate <= 40 then
        goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, 9910)
        goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
    else
        goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 3)
        goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
    end
    goal:AddSubGoal(GOAL_COMMON_If, 15, 0)
    GetWellSpace_Odds = 0
    return GetWellSpace_Odds
end

Att3000_Dist_min = Att3003_Dist_max
function Husi_robber252000_Act09(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local approachDist = Att3003_Dist_max
    local dashDist = Att3003_Dist_max + 2
    local Odds_Guard = 100
    Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
    goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
    GetWellSpace_Odds = 80
    return GetWellSpace_Odds
end

function Husi_robber252000Battle_Update(ai, goal)
    return GOAL_RESULT_Continue
end

function Husi_robber252000Battle_Terminate(ai, goal)
    return 
end

Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3003_Dist_max
function Husi_robber252000Battle_Interupt(ai, goal)
    if ai:IsLadderAct(TARGET_SELF) then
        return false
    else
        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 superStepDist = 3
        local superStepPer = 25
        local bkStepPer = 40
        local leftStepPer = 30
        local rightStepPer = 30
        if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
            return true
        else
            local distDamagedStep = 3
            local oddsDamagedStep = 35
            local bkStepPer = 40
            local leftStepPer = 30
            local rightStepPer = 30
            local safetyDist = 4
            if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
                return true
            else
                local distGuardBreak_Act = 3.9
                local oddsGuardBreak_Act = 70
                local fate = ai:GetRandam_Int(1, 100)
                local targetDist = ai:GetDist(TARGET_ENE_0)
                if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
                    if 3 <= targetDist then
                        goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
                    else
                        goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1)
                        goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
                    end
                    return true
                else
                    local distMissSwing_Int = 3.9
                    local oddsMissSwing_Int = 50
                    local targetDist = ai:GetDist(TARGET_ENE_0)
                    if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
                        if 3 <= targetDist then
                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
                        else
                            goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1)
                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
                        end
                        return true
                    else
                        local distUseItem_Act = 3.9
                        local oddsUseItem_Act = 30
                        local targetDist = ai:GetDist(TARGET_ENE_0)
                        if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
                            if 3 <= targetDist then
                                goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
                            else
                                goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1)
                                goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
                            end
                            return true
                        else
                            local oddsResponse = 35
                            local bkStepPer = 40
                            local leftStepPer = 30
                            local rightStepPer = 30
                            local safetyDist = 4
                            if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
                                return true
                            else
                                local distResNear = 5
                                local distResFar = 18
                                local oddsResNear = 0
                                local oddsResFar = 50
                                local fate = ai:GetRandam_Int(1, 100)
                                local fate2 = ai:GetRandam_Int(1, 100)
                                local targetDist = ai:GetDist(TARGET_ENE_0)
                                local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
                                if ResBehavID == 1 then
                                    goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
                                    return true
                                elseif ResBehavID == 2 then
                                    if fate <= 50 then
                                        goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
                                        return true
                                    elseif fate <= 75 then
                                        goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
                                    else
                                        goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
                                    end
                                    return true
                                else
                                    local distSuccessGuard_Act = 3
                                    local oddsSuccessGuard_Act = 60
                                    if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
                                        if targetDist <= 1.5 then
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
                                        else
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
                                        end
                                        return true
                                    else
                                        local ParryDist = 3
                                        local ParryAng = 60
                                        local ParryThrowDist = 4
                                        local ParryThrowAng = 60
                                        if Parry_Act(ai, goal, ParryDist, ParryAng, ParryThrowDist, ParryThrowAng) then
                                            return true
                                        else
                                            local ObserveNo = 0
                                            local ApproachDist = 1
                                            local TimerIndex = 0
                                            local Time = 20
                                            if Backstab_Act(ai, goal, ObserveNo, ApproachDist, TimerIndex, Time) then
                                                goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
                                                return true
                                            else
                                                return false
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
            end
        end
    end
end

return 
