REGISTER_GOAL(GOAL_Assassin_shot240001_Battle, "Assassin_shot240001Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 1.7
local Att3002_Dist_min = 0
local Att3002_Dist_max = 2.5
local Att3004_Dist_min = 0
local Att3004_Dist_max = 0.8
local Att3005_Dist_min = 2
local Att3005_Dist_max = 4.1
local Att3006_Dist_min = 1
local Att3006_Dist_max = 2.1
local Att3007_Dist_min = 4
local Att3007_Dist_max = 5.1
local Att3008_Dist_min = 0
local Att3008_Dist_max = 1.7
local Att3011_Dist_min = 5
local Att3011_Dist_max = 15
REGISTER_GOAL_NO_UPDATE(GOAL_Assassin_shot240001_Battle, 1)
function OnIf_240001(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 = Att3004_Dist_max
function Assassin_shot240001Battle_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 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:HasSpecialEffectId(TARGET_SELF, 5401) and hprate <= 0.5 and ai:IsFinishTimer(1) == true then
        actPerArr[11] = 100
    elseif ai:HasSpecialEffectId(TARGET_SELF, 5400) and 0.5 <= hprate and ai:IsFinishTimer(1) == true then
        actPerArr[12] = 100
    elseif 2.5 <= targetDist then
        actPerArr[1] = 0
        actPerArr[2] = 0
        actPerArr[3] = 0
        actPerArr[4] = 0
        actPerArr[5] = 0
        actPerArr[6] = 100
        actPerArr[8] = 0
        actPerArr[9] = 0
        actPerArr[10] = 0
    else
        if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
            actPerArr[4] = 15
        end
        actPerArr[1] = 0
        actPerArr[2] = 40
        actPerArr[3] = 20
        actPerArr[5] = 20
        actPerArr[6] = 0
        actPerArr[8] = 0
        actPerArr[9] = 20
        actPerArr[10] = 0
    end
    actFuncArr[1] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act01)
    actFuncArr[2] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act02)
    local local0 = {Att3004_Dist_max, 0, 3004, DIST_Middle}
    defFuncParamTbl[3] = local0
    actFuncArr[4] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act04)
    actFuncArr[5] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act05)
    local0 = {3011, DIST_Far, nil}
    defFuncParamTbl[6] = local0
    actFuncArr[7] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act07)
    actFuncArr[9] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act09)
    actFuncArr[10] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act10)
    actFuncArr[11] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act11)
    actFuncArr[12] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act12)
    local atkAfterFunc = REGIST_FUNC(ai, goal, Assassin_shot240001_ActAfter_AdjustSpace, atkAfterOddsTbl)
    Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
    return 
end

Att3000_Dist_min = Att3005_Dist_max
function Assassin_shot240001_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
    if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
        Odds_Guard = 100
    else
        Odds_Guard = 0
    end
    Approach_and_Attack_Act(ai, goal, approachDist, dashDist, Odds_Guard, AttID, AttDist)
    GetWellSpace_Odds = 100
    return GetWellSpace_Odds
end

Att3000_Dist_min = Att3000_Dist_max
function Assassin_shot240001_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
    if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
        Odds_Guard = 100
    else
        Odds_Guard = 0
    end
    Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    if fate <= 30 then
        goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3000, TARGET_ENE_0, DIST_Middle)
    else
        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)
    end
    GetWellSpace_Odds = 100
    return GetWellSpace_Odds
end

Att3000_Dist_min = Att3008_Dist_max
function Assassin_shot240001_Act04(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local approachDist = Att3008_Dist_max
    local dashDist = Att3008_Dist_max + 2
    local Odds_Guard = 0
    local AttID = 3008
    local AttDist = DIST_Middle
    Approach_and_Attack_Act(ai, goal, approachDist, dashDist, Odds_Guard, AttID, AttDist)
    GetWellSpace_Odds = 100
    return GetWellSpace_Odds
end

Att3000_Dist_min = Att3006_Dist_max
function Assassin_shot240001_Act05(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local approachDist = Att3006_Dist_max
    local dashDist = Att3006_Dist_max + 2
    local Odds_Guard = 100
    if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
        Odds_Guard = 100
    else
        Odds_Guard = 0
    end
    Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
    goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3006, TARGET_ENE_0, DIST_Middle)
    GetWellSpace_Odds = 0
    return GetWellSpace_Odds
end

function Assassin_shot240001_Act07(ai, goal, paramTbl)
    local fate = ai:GetRandam_Int(1, 100)
    if fate <= 40 then
        if ai:HasSpecialEffectId(TARGET_SELF, 5400) 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_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, -1)
            goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
        end
    elseif fate <= 80 then
        goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 711, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 2.5)
        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, 4)
        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 = Att3002_Dist_max
function Assassin_shot240001_Act09(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local approachDist = Att3002_Dist_max
    local dashDist = Att3002_Dist_max + 2
    local Odds_Guard = 100
    if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
        Odds_Guard = 100
    else
        Odds_Guard = 0
    end
    Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    if fate <= 30 then
        goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3002, TARGET_ENE_0, DIST_Middle)
    else
        goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
        goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
    end
    GetWellSpace_Odds = 100
    return GetWellSpace_Odds
end

Att3000_Dist_min = Att3007_Dist_max
function Assassin_shot240001_Act10(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local approachDist = Att3007_Dist_max
    local dashDist = Att3007_Dist_max + 2
    local Odds_Guard = 100
    if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
        Odds_Guard = 100
    else
        Odds_Guard = 0
    end
    Approach_Act(ai, goal, approachDist, dashDist, Odds_Guard)
    goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 4)
    goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3007, TARGET_ENE_0, DIST_Middle)
    GetWellSpace_Odds = 0
    return GetWellSpace_Odds
end

function Assassin_shot240001_Act11(ai, goal, paramTbl)
    goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
    ai:SetTimer(1, 30)
    GetWellSpace_Odds = 0
    return GetWellSpace_Odds
end

function Assassin_shot240001_Act12(ai, goal, paramTbl)
    goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3013, TARGET_SELF, DIST_None)
    ai:SetTimer(1, 30)
    GetWellSpace_Odds = 0
    return GetWellSpace_Odds
end

function Assassin_shot240001_ActAfter_AdjustSpace(ai, goal, paramTbl)
    local targetDist = ai:GetDist(TARGET_ENE_0)
    local fate = ai:GetRandam_Int(1, 100)
    local fate2 = ai:GetRandam_Int(1, 100)
    if fate > 40 then
        if fate <= 55 then
            goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 4)
        else
            if fate <= 70 then
                goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, -1, AI_DIR_TYPE_L, 4)
                return true
            elseif fate <= 85 then
                goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, -1, AI_DIR_TYPE_R, 4)
                return true
            elseif ai:HasSpecialEffectId(TARGET_SELF, 5400) then
                goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, 5, TARGET_ENE_0, true, 9910)
                goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
            end
            return true
        end
    end
    return false
end

function Assassin_shot240001Battle_Update(ai, goal)
    return GOAL_RESULT_Continue
end

function Assassin_shot240001Battle_Terminate(ai, goal)
    return 
end

Att3000_Dist_min = Att3002_Dist_max
function Assassin_shot240001Battle_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 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 guardBreakConutDist = 1.7
            local guardBreakConutPer = 25
            if FindGuardBreak_Act(ai, goal, guardBreakConutDist, guardBreakConutPer) then
                local approachDist = Att3002_Dist_max
                local dashDist = Att3002_Dist_max + 2
                local Odds_Guard = 0
                local AttID = 3002
                local AttDist = DIST_Middle
                Approach_and_Attack_Act(ai, goal, approachDist, dashDist, Odds_Guard, AttID, AttDist)
                return true
            else
                local distMissSwing_Int = 4.1
                local oddsMissSwing_Int = 50
                local targetDist = ai:GetDist(TARGET_ENE_0)
                if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
                    if 2 <= targetDist then
                        goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
                    else
                        goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, 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
                        goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
                        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
                            local distResNear = 3
                            local distResFar = 30
                            local oddsResNear = 60
                            local oddsResFar = 70
                            if ai:IsFinishTimer(1) then
                                if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
                                    local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
                                    if ResBehavID == 1 then
                                        if fate <= 10 then
                                            goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
                                            ai:SetTimer(1, 30)
                                        elseif fate <= 55 then
                                            goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
                                            ai:SetTimer(1, 30)
                                        else
                                            goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
                                            ai:SetTimer(1, 30)
                                        end
                                        return true
                                    elseif ResBehavID == 2 then
                                        if fate <= 10 then
                                            goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
                                            ai:SetTimer(1, 30)
                                        elseif fate <= 55 then
                                            goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
                                            ai:SetTimer(1, 30)
                                        else
                                            goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
                                            ai:SetTimer(1, 30)
                                        end
                                        return true
                                    else
                                        return true
                                    end
                                else
                                    return true
                                end
                            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 distSuccessGuard_Act = 4.1
                                    local oddsSuccessGuard_Act = 60
                                    if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
                                        if 2 <= targetDist then
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
                                        else
                                            goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
                                        end
                                        return true
                                    else
                                        return false
                                    end
                                end
                            end
                        end
                    end
                end
            end
        end
    end
end

return 
