REGISTER_GOAL(GOAL_ForestHunterCleric6805_Battle, "ForestHunterCleric6805Battle")
local NormalR_min = 0
local NormalR_max = 1.6
local LargeR_min = 0
local LargeR_max = 2.1
local Backstep_Atk_min = 0
local Backstep_Atk_max = 1
local PushR_min = 0
local PushR_max = 1
local Magic_min = 8
local Magic_max = 8
local Magic2_min = 0
local Magic2_max = 1.7
REGISTER_GOAL_NO_UPDATE(GOAL_ForestHunterCleric6805_Battle, 1)
function ForestHunterCleric6805Battle_Activate(ai, goal)
    local actPerArr = {}
    local actFuncArr = {}
    local defFuncParamTbl = {}
    Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
    local fate = ai:GetRandam_Int(1, 100)
    local fate2 = ai:GetRandam_Int(1, 100)
    local BothHandOff = ai:GetRandam_Int(1, 100)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local RYOUTE_odds = 1
    local KATATE_odds = 1
    local MagicValue1 = 1
    local Magic1Limit = ai:GetNumber(0)
    if 5 <= Magic1Limit then
        MagicValue1 = 0
    end
    local GuardTaiou = 0
    if ai:IsTargetGuard(TARGET_ENE_0) == true then
        GuardTaiou = 1
    end
    local hprate = ai:GetHpRate(TARGET_SELF)
    local Kaifuku = 0
    if hprate <= 0.7 or ai:ChkNearLowHpFriend(0.7, 2.9) then
        Kaifuku = 1
    end
    if 4 <= targetDist then
        actPerArr[1] = 35
        actPerArr[2] = 35
        actPerArr[18] = 1000 * MagicValue1 * Kaifuku
        actPerArr[19] = 50 * GuardTaiou
        actPerArr[20] = 30
    elseif 1 <= targetDist then
        actPerArr[1] = 30
        actPerArr[2] = 30
        actPerArr[17] = 20 * GuardTaiou
        actPerArr[18] = 1000 * MagicValue1 * Kaifuku
        actPerArr[19] = 50 * GuardTaiou
        actPerArr[20] = 40
    else
        actPerArr[1] = 20
        actPerArr[2] = 20
        actPerArr[5] = 20
        actPerArr[17] = 20 * GuardTaiou
        actPerArr[18] = 1000 * MagicValue1 * Kaifuku
        actPerArr[19] = 50 * GuardTaiou
        actPerArr[20] = 40
    end
    actFuncArr[1] = REGIST_FUNC(ai, goal, ForestHunterCleric6805_Act01)
    actFuncArr[2] = REGIST_FUNC(ai, goal, ForestHunterCleric6805_Act02)
    actFuncArr[5] = REGIST_FUNC(ai, goal, ForestHunterCleric6805_Act05)
    actFuncArr[17] = REGIST_FUNC(ai, goal, ForestHunterCleric6805_Act17)
    actFuncArr[18] = REGIST_FUNC(ai, goal, ForestHunterCleric6805_Act18)
    actFuncArr[19] = REGIST_FUNC(ai, goal, ForestHunterCleric6805_Act19)
    actFuncArr[20] = REGIST_FUNC(ai, goal, ForestHunterCleric6805_Act20)
    local atkAfterFunc = REGIST_FUNC(ai, goal, ForestHunterCleric6805_ActAfter_AdjustSpace, atkAfterOddsTbl)
    Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
    return 
end

NormalR_min = NormalR_max
function ForestHunterCleric6805_Act01(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    NPC_KATATE_Switch(ai, goal)
    CommonNPC_UseSecondaryLeftHand(ai, goal)
    local approachDist = NormalR_max
    local dashDist = NormalR_max + 5
    local Odds_Guard = 100
    NPC_Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    if fate <= 30 then
        goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
        goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
    elseif fate <= 60 then
        goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
        goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
        goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
    else
        goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
        goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
        goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
    end
    GetWellSpace_Odds = 100
    return GetWellSpace_Odds
end

NormalR_min = LargeR_max
function ForestHunterCleric6805_Act02(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    NPC_KATATE_Switch(ai, goal)
    CommonNPC_UseSecondaryLeftHand(ai, goal)
    local approachDist = LargeR_max
    local dashDist = LargeR_max + 5
    local Odds_Guard = 100
    NPC_Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    if fate <= 30 then
        goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
        GetWellSpace_Odds = 100
    else
        goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
        goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 0, -1)
        GetWellSpace_Odds = 100
    end
    GetWellSpace_Odds = 100
    return GetWellSpace_Odds
end

NormalR_min = Backstep_Atk_max
function ForestHunterCleric6805_Act05(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    NPC_KATATE_Switch(ai, goal)
    CommonNPC_UseSecondaryLeftHand(ai, goal)
    local approachDist = Backstep_Atk_max
    local dashDist = Backstep_Atk_max + 5
    local Odds_Guard = 100
    NPC_Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90)
    goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
    GetWellSpace_Odds = 100
    return GetWellSpace_Odds
end

NormalR_min = PushR_max
function ForestHunterCleric6805_Act17(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local approachDist = PushR_max
    local dashDist = PushR_max + 5
    local Odds_Guard = 100
    NPC_Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_PushR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
    GetWellSpace_Odds = 100
    return GetWellSpace_Odds
end

NormalR_min = Magic_min
function ForestHunterCleric6805_Act18(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local R_Wep = ai:GetWepCateRight(TARGET_SELF)
    local Magic1Limit = ai:GetNumber(0)
    local hprate = ai:GetHpRate(TARGET_SELF)
    CommonNPC_UseSecondaryRightHand(ai, goal)
    ai:ChangeEquipMagic(0)
    if ai:ChkNearLowHpFriend(0.7, 2.9) then
        goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0, -1)
    else
        goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 7, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, 4)
        goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0, -1)
    end
    ai:SetNumber(0, Magic1Limit + 1)
    GetWellSpace_Odds = 0
    return GetWellSpace_Odds
end

NormalR_min = LargeR_max
function ForestHunterCleric6805_Act19(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    CommonNPC_UseSecondaryLeftHand(ai, goal)
    local approachDist = LargeR_max
    local dashDist = LargeR_max + 5
    local Odds_Guard = 100
    NPC_Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    goal:AddSubGoal(GOAL_COMMON_TurnAround, 2, TARGET_ENE_0, AI_DIR_TYPE_B, 10, false, true, 4)
    goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
    GetWellSpace_Odds = 0
    return GetWellSpace_Odds
end

function ForestHunterCleric6805_Act20(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    if 3 <= targetDist then
        goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4)
    else
        goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, 4)
    end
    goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
    goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
    GetWellSpace_Odds = 0
    return GetWellSpace_Odds
end

function ForestHunterCleric6805_ActAfter_AdjustSpace(ai, goal, paramTbl)
    local fate = ai:GetRandam_Int(1, 100)
    local fate2 = ai:GetRandam_Int(1, 100)
    local MoveDist = 3
    if fate <= 80 then
        if fate2 <= 70 then
            goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, ai:GetRandam_Float(2.5, 3.5), TARGET_ENE_0, true, 4)
        else
            goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, ai:GetRandam_Float(1.5, 3), TARGET_ENE_0, true, 4)
            goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4)
        end
    end
    return 
end

function ForestHunterCleric6805Battle_Update(ai, goal)
    return GOAL_RESULT_Continue
end

function ForestHunterCleric6805Battle_Terminate(ai, goal)
    return 
end

NormalR_min = LargeR_max
function ForestHunterCleric6805Battle_Interupt(ai, goal)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local fate2 = ai:GetRandam_Int(1, 100)
    local fate3 = ai:GetRandam_Int(1, 100)
    if ai:IsInterupt(INTERUPT_FindAttack) then
        local FindATKDist = 3
        local FindATKPer = 40
        local MoveDist = 3
        if targetDist <= FindATKDist and fate <= FindATKPer then
            goal:ClearSubGoal()
            if fate <= 50 then
                goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
            else
                goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
            end
            return true
        end
    end
    if ai:IsInterupt(INTERUPT_SuccessGuard) then
        local Suc_GuardDist = 3
        local Suc_GuardPer = 80
        if targetDist <= Suc_GuardDist and fate <= Suc_GuardPer then
            goal:ClearSubGoal()
            goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0, -1)
            return true
        end
    end
    if ai:IsInterupt(INTERUPT_Damaged) then
        local combRunDist = 3
        local combRunPer = 50
        if targetDist < combRunDist and fate <= combRunPer then
            goal:ClearSubGoal()
            if fate <= 50 then
                goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
            else
                goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
            end
            return true
        end
    end
    if ai:IsInterupt(INTERUPT_GuardBreak) then
        local distGuardBreak_Act = 2
        local oddsGuardBreak_Act = 60
        if targetDist <= distGuardBreak_Act and fate <= oddsGuardBreak_Act then
            goal:ClearSubGoal()
            CommonNPC_UseSecondaryLeftHand(ai, goal)
            goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
            return true
        end
    end
    if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
        goal:ClearSubGoal()
        ai:Replaning()
        goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
        return true
    elseif ai:IsInterupt(INTERUPT_Shoot) then
        local shootIntPer = 75
        if fate <= shootIntPer then
            if fate <= 50 then
                goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
            else
                local approachDist = LargeR_max
                local dashDist = LargeR_max + 5
                local Odds_Guard = 100
                NPC_Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
                goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
            end
            return true
        else
            return true
        end
    else
        return false
    end
end

return 
