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zz_AIvsDS3_Gundyr_battle.lua
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zz_AIvsDS3_Gundyr_battle.lua
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-----------------------------------------------------------------
-- custom gundyr battle goal for testing
-----------------------------------------------------------------
GOAL_Gundyr3012Spam = 27484;
RegisterTableGoal( GOAL_Gundyr3012Spam, "GOAL_Gundyr3012Spam" );
REGISTER_GOAL_NO_SUB_GOAL( GOAL_Gundyr3012Spam, true );
function Goal:Activate( ai, goal )
-- Init_Pseudo_Global(ai, goal);
-- ai:SetStringIndexedNumber("Dist_SideStep", 4);
-- ai:SetStringIndexedNumber("Dist_BackStep", 3.8);
-- ai:SetStringIndexedNumber("Gunda_ADAdjustment", 0);
-- ai:SetStringIndexedNumber("Gunda_ForceRunDist", 999);
-- ai:SetStringIndexedNumber("Gunda_Odds_Run", 0);
-- GundaBattle_Act09( ai, goal );
goal:AddSubGoal( GOAL_Gunda_511000_Battle, goal:GetLife() );
return true;
end
function Goal:Update( ai, goal )
return Update_Default_NoSubGoal( self, ai, goal );
end
function Goal:Terminate( ai, goal ) end
function Goal:Interrupt( ai, goal ) return true; end
-----------------------------------------------------------------
-- gundyr boss fight goal
-----------------------------------------------------------------
-- 5035
GOAL_ShitbirdGundyr_27483 = 27483;
local dodgeForward = 0;
local dodgeLeft = -45; -- is actually diagonal left
local dodgeRight = 45; -- is actually diagonal right
local dodgeBack = 180;
-- REGIONS
local bossRoomMiddle = 5500007;
RegisterTableGoal( GOAL_ShitbirdGundyr_27483, "GOAL_ShitbirdGundyr_27483" );
REGISTER_GOAL_NO_SUB_GOAL( GOAL_ShitbirdGundyr_27483, true );
REGISTER_GOAL_UPDATE_TIME( GOAL_ShitbirdGundyr_27483, 0, 0 );
local lname = "logboss";
local Shitbird = Goal;
-- dodge direction is reversed compared to the attack cos the characters are facing each other
-- [ezStateId] = { dodge_dir, bCanCounter, bCanFollowUp, iCooldownTime, iMinDist };
Shitbird.attackTable = {
-- att 1500, phase 2 switch.
[ 10 ] = { nil, true, false, 0, 0 },
-- running smash
-- condition: distance >= 8
[3000] = { dodgeForward, true, true, 10, 8 },
-- swing right to left, mid combo
[3001] = { dodgeLeft, true, true, 0, 0 },
-- jump and plunge
-- condition: distance >= 8 and some interrupt based on sp effects that i dont understand
[3002] = { dodgeLeft, true, false, 8, 8 },
-- fist attack, should never counter as shoulder follow up is too quick
-- condition: distance < 1.5
[3003] = { dodgeRight, false, true, 8, 0 },
-- swing left to right
-- condition: enemy within arc
[3004] = { dodgeRight, true, true, 8, 0 },
-- shoulder attack
-- condition: part of 3004 combo
[3005] = { dodgeForward, true, true, 0, 0 },
-- heavy thrust, only used as finisher for many combos, best counter time
[3006] = { dodgeRight, true, false, 0, 0 },
-- 2handed swing right to left, only used in 1 combo, always followed up by 3008
-- condition: distance < 8 (10%) or target is to the either sides
[3007] = { dodgeRight, true, true, 8, 0 },
-- heavy smash with boulders, mostly a finisher
[3008] = { dodgeRight, true, true, 0, 0 },
-- grab attack
[3010] = { dodgeForward, true, false, 8, 0 },
-- running swing right to left
[3011] = { dodgeLeft, true, true, 0, 0 },
-- thrust quick, start
[3012] = { dodgeRight, true, true, 0, 0 },
-- thrust quick, combo
[3013] = { dodgeRight, true, true, 0, 0 },
-- smash, combo ender
[3014] = { dodgeRight, true, false, 0, 0 },
-- fist attack
[3026] = { dodgeRight, false, true, 0, 0 },
-- shoulder attack
[3027] = { dodgeForward, true, false, 0, 0 },
-- swing right to left, mid combo
[3028] = { dodgeLeft, true, true, 0, 0 },
-- swing left to right, start
[3029] = { dodgeRight, true, true, 0, 0 }
};
Shitbird.phase = 1;
-- reverse bool
function Shitbird:SetPunish( ai, val )
ai:SetStringIndexedNumber( "dontPunish", val );
end
-- reverse bool
function Shitbird:SetDodge( ai, val )
ai:SetStringIndexedNumber( "dontDodge", val );
end
function Shitbird:ShouldPunish( ai )
return ai:GetStringIndexedNumber( "dontPunish" ) == 0;
end
function Shitbird:ShouldDodge( ai )
return ai:GetStringIndexedNumber( "dontDodge" ) == 0;
end
function Shitbird:Initialize( ai, goal )
ai:SetStringIndexedNumber( "Dist_Rolling", 4.4 );
ai:SetStringIndexedNumber( "enableDodging", 1 );
ai:SetStringIndexedNumber( "bossState", 0 );
-- disable logging this
log:setState( lname, true );
-- log:setThinkId( ai:GetNpcThinkParamID() ); -- whichever is initialized first
log:clear( lname );
log( ai, lname, "Initializing GOAL_ShitbirdGundyr_27483..." );
AttackManager:RegisterAI( ai, self );
-- thrust combo
AttackManager:RegisterAttack( 3012, self.Att3012_OnStart, nil, self.Att3012_OnAttack, self.Att3012_OnEndAttack, self.Att3012_OnLockRotation );
AttackManager:RegisterAttack( 3013, self.Att3013_OnStart, nil, self.Att3013_OnAttack, self.Att3013_OnEndAttack, self.Att3013_OnLockRotation );
AttackManager:RegisterAttack( 3014, self.Att3014_OnStart, nil, self.Att3014_OnAttack, self.Att3014_OnEndAttack, self.Att3014_OnLockRotation );
-- end thrust combo
AttackManager:InjectInterrupt( ai, self );
log( ai, lname, "Reigstered..." );
end
function Shitbird:Activate( ai, goal )
-- if we killed it, we don't do anything
if ( ai:GetHpRate( TARGET_EVENT ) <= 0.0 ) then
log( ai, lname, "State 7 reached, entity dead" );
ai:SetStringIndexedNumber( "state", 7 );
goal:ClearSubGoal();
return true;
end
-- when gundyr is knocked back on his knees
ai:AddObserveSpecialEffectAttribute( TARGET_EVENT, 30 );
-- phase 2 switch
ai:AddObserveSpecialEffectAttribute( TARGET_EVENT, 12304 );
-- is phase 2
ai:AddObserveSpecialEffectAttribute( TARGET_EVENT, 5404 );
-- phase 2 is it attacking
ai:AddObserveSpecialEffectAttribute( TARGET_EVENT, 5035 );
-- idle watcher
ai:AddObserveSpecialEffectAttribute( TARGET_EVENT, 5032 );
-- init
if ( ai:GetStringIndexedNumber( "GundyrInitialize" ) == 0 ) then
self:Initialize( ai, goal );
ai:SetStringIndexedNumber( "GundyrInitialize", 1 );
end
ai:SetEventMoveTarget( bossRoomMiddle );
-- stay near middle of the arena
if ( ai:GetDist( POINT_EVENT ) >= 16 or ai:GetStringIndexedNumber( "bossState" ) == 1 ) then
ai:SetStringIndexedNumber( "bossState", 1 ); -- move to middle state
ai:SetStringIndexedNumber( "dontDodge", 0 ); -- make sure we reset our dodge state
-- stay point blank to boss
elseif ( ai:GetDist( TARGET_EVENT ) >= 1.2 ) then
ai:SetStringIndexedNumber( "bossState", 2 ); -- move to boss state
end
local state = ai:GetStringIndexedNumber( "bossState" );
-- gundyr is staggered
if ( ai:HasSpecialEffectId( TARGET_EVENT, 30 ) ) then
self:PunishStagger_Act06( ai, goal );
-- moving sideways around the boss
elseif ( state == 0 ) then
-- in phase 1 we merely circle waiting for it to attack
if ( self.phase == 1 ) then
self:SideWayMove_Act04( ai, goal );
-- in phase 2 we are aggressive
elseif ( self.phase == 2 ) then
if ( ai:HasSpecialEffectId( TARGET_EVENT, 5035 ) ) then
-- occupy ourselves till we dodge
goal:AddSubGoal( GOAL_COMMON_ApproachTarget, 2, TARGET_EVENT, 0.8, TARGET_SELF, false, -1 );
else
-- just attack if it is being passive
self:AttackPhase2_Act09( ai, goal );
end
end
-- moving towards middle
elseif ( state == 1 ) then
self:MoveToMid_Act02( ai, goal );
-- moving towards boss
elseif ( state == 2 ) then
self:MoveToBoss_Act03( ai, goal );
end
return true;
end
------------- 3012 -------------
function Shitbird:Att3012_OnStart( ai, goal )
log( ai, lname, "Att3012_OnStart" );
self:SetDodge( ai, 1 );
end
function Shitbird:Att3012_OnLockRotation( ai, goal )
local dist = ai:GetDist( TARGET_EVENT );
local right = ai:IsInsideTargetEx( TARGET_EVENT, TARGET_SELF, AI_DIR_TYPE_L, 140, 4 );
local extreme = ai:IsInsideTargetEx( TARGET_EVENT, TARGET_SELF, AI_DIR_TYPE_L, 100, 4 )
or ai:IsInsideTargetEx( TARGET_EVENT, TARGET_SELF, AI_DIR_TYPE_B, 100, 4 );
log( ai, lname, "Att3012_OnLockRotation, ", dist, " ", right, " ", extreme );
-- if we're not in a good position dodge
if ( dist > 1.2 or right == false or self:ShouldPunish( ai ) == false ) then
goal:ClearSubGoal();
self:Dodge_Act01( ai, goal, dodgeRight );
self:SetDodge( ai, 0 ); -- reset dodge
self:SetPunish( ai, 0 );-- reset punish
elseif ( extreme ) then
log( ai, lname, "3012 extreme, chose to punish" );
goal:ClearSubGoal();
self:PunishR1_Act05( ai, goal );
self:SetPunish( ai, 1 );
end
end
function Shitbird:Att3012_OnAttack( ai, goal )
log( ai, lname, "Att3012_OnAttack" );
ai:SetStringIndexedNumber( "dontDodge", 1 );
end
function Shitbird:Att3012_OnEndAttack( ai, goal )
log( ai, lname, "Att3012_OnEndAttack" );
-- if we decided all is good
if ( ai:GetStringIndexedNumber( "dontDodge" ) == 1 ) then
-- don't try to punish 3012, 3013 will come too quick
-- goal:ClearSubGoal();
-- self:PunishR1_Act05( ai, goal );
self:SetDodge( ai, 0 );
end
end
------------- 3013 -------------
function Shitbird:Att3013_OnStart( ai, goal )
log( ai, lname, "Att3013_OnStart" );
ai:SetStringIndexedNumber( "dontDodge", 1 );
end
function Shitbird:Att3013_OnLockRotation( ai, goal )
local dist = ai:GetDist( TARGET_EVENT );
local right = ai:IsInsideTargetEx( TARGET_EVENT, TARGET_SELF, AI_DIR_TYPE_L, 120, 4 );
log( ai, lname, "Att3013_OnLockRotation, ", dist, " ", right );
-- if we're not in a good position dodge, or if 3012 was punished
if ( dist > 1.2 or right == false or self:ShouldPunish( ai ) == false ) then
log( ai, lname, "3013 Panick! Must dodge!" );
goal:ClearSubGoal();
self:Dodge_Act01( ai, goal, dodgeRight );
-- self:PunishR1_Act05( ai, goal );
self:SetDodge( ai, 0 );
-- reset punish;
self:SetPunish( ai, 0 );
end
end
function Shitbird:Att3013_OnAttack( ai, goal )
log( ai, lname, "Att3013_OnAttack" );
end
function Shitbird:Att3013_OnEndAttack( ai, goal )
log( ai, lname, "Att3013_OnEndAttack" );
-- if we decided all is good
if ( not self:ShouldDodge( ai ) ) then
log( ai, lname, "3013 chose to punish" );
-- try punish
goal:ClearSubGoal();
self:PunishR1_Act05( ai, goal );
self:SetDodge( ai, 0 );
end
end
------------- 3014 -------------
function Shitbird:Att3014_OnStart( ai, goal )
log( ai, lname, "Att3014_OnStart" );
ai:SetStringIndexedNumber( "dontDodge", 1 );
end
function Shitbird:Att3014_OnLockRotation( ai, goal )
local dist = ai:GetDist( TARGET_EVENT );
local right = ai:IsInsideTargetEx( TARGET_EVENT, TARGET_SELF, AI_DIR_TYPE_L, 110, 4 );
log( ai, lname, "Att3014_OnLockRotation, ", dist, " ", right );
-- if we're not in a good position dodge
if ( dist > 1 or right == false ) then
goal:ClearSubGoal();
self:Dodge_Act01( ai, goal, dodgeForward );
self:PunishR1_Act05( ai, goal );
ai:SetStringIndexedNumber( "dontDodge", 0 );
end
end
function Shitbird:Att3014_OnAttack( ai, goal )
log( ai, lname, "Att3014_OnAttack" );
end
function Shitbird:Att3014_OnEndAttack( ai, goal )
log( ai, lname, "Att3014_OnEndAttack" );
if ( ai:GetStringIndexedNumber( "dontDodge" ) == 1 ) then
log( ai, lname, "3013 chose to punish" );
-- try punish
goal:ClearSubGoal();
self:PunishR1_Act05( ai, goal );
ai:SetStringIndexedNumber( "dontDodge", 0 );
end
end
function Shitbird:Dodge_Act01( ai, goal, dir )
-- determine direction
local action = NPC_ATK_Up_ButtonXmark;
if ( dir == dodgeLeft ) then
action = NPC_ATK_UpLeft_ButtonXmark;
elseif ( dir == dodgeRight ) then
action = NPC_ATK_UpRight_ButtonXmark;
elseif ( dir == dodgeBack ) then
action = NPC_ATK_Down_ButtonXmark;
end
-- dodge
goal:AddSubGoal(GOAL_COMMON_ComboTunable_SuccessAngle180, 2, action, TARGET_EVENT, 999, 0, 0);
return 0;
end
function Shitbird:MoveToMid_Act02( ai, goal )
ai:SetEventMoveTarget( bossRoomMiddle );
if ( ai:GetDist( POINT_EVENT ) >= 1.5 ) then
-- move
goal:AddSubGoal( GOAL_COMMON_ApproachTarget, 2, POINT_EVENT, 1, TARGET_SELF, false, -1, 1, true );
else
-- reset state if we close enough
ai:SetStringIndexedNumber( "bossState", 0 );
end
return 0;
end
function Shitbird:MoveToBoss_Act03( ai, goal )
if ( ai:GetDist( TARGET_EVENT ) >= 1.2 ) then
-- move
goal:AddSubGoal( GOAL_COMMON_ApproachTarget, 2, TARGET_EVENT, 0.8, TARGET_SELF, false, -1 );
else
-- reset state if we close enough
ai:SetStringIndexedNumber( "bossState", 0 );
end
return 0;
end
function Shitbird:SideWayMove_Act04( ai, goal )
goal:AddSubGoal( GOAL_COMMON_SidewayMove, 2, TARGET_EVENT, 1, 60, false, true, -1 );
return 0;
end
function Shitbird:PunishR1_Act05( ai, goal )
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_R1, TARGET_EVENT, 999, 0, 0 );
return 100;
end
function Shitbird:PunishStagger_Act06( ai, goal )
-- come over
NPC_Approach_Act_Flex(ai, goal, 1.2, 0, 999, 100, 0, 0, 1);
-- spam l1, inactivate interrupt should save us
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_L1, TARGET_EVENT, 1.5, 0, 0 );
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_L1, TARGET_EVENT, 1.5, 0, 0 );
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_L1, TARGET_EVENT, 1.5, 0, 0 );
return 100;
end
function Shitbird:PunishCommon_Act07( ai, goal, dontFill )
-- come over
NPC_Approach_Act_Flex(ai, goal, 1.5, 0, 999, 100, 0, 0, 1);
-- r1
if ( dontFill ~= true ) then
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 0.1, NPC_ATK_Up, TARGET_EVENT, 1.5, 0, 0 ):SetLifeEndSuccess( true );
end
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_R1, TARGET_EVENT, 1.5, 0, 0 );
return 100;
end
function Shitbird:PunishPhaseSwitch_Act08( ai, goal )
local dist = ai:GetDist( TARGET_EVENT );
local right = ai:IsInsideTargetEx( TARGET_EVENT, TARGET_SELF, AI_DIR_TYPE_B, 40, 4 );
if ( dist > 2 or right == false ) then
goal:AddSubGoal( GOAL_COMMON_MoveToSomewhere, 3, TARGET_EVENT, AI_DIR_TYPE_B, 0.1, TARGET_EVENT, false );
else
-- spam l1, inactivate interrupt should save us
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_L1, TARGET_EVENT, 1.5, 0, 0 );
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_L1, TARGET_EVENT, 1.5, 0, 0 );
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_L1, TARGET_EVENT, 1.5, 0, 0 );
-- goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_L1, TARGET_EVENT, 1.5, 0, 0 );
end
return 100;
end
function Shitbird:AttackPhase2_Act09( ai, goal )
NPC_Approach_Act_Flex(ai, goal, 1.2, 0, 999, 100, 0, 0, 1);
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_L1, TARGET_EVENT, 1.5, 0, 0 );
goal:AddSubGoal( GOAL_COMMON_ComboRepeat, 10, NPC_ATK_L1, TARGET_EVENT, 1.5, 0, 0 );
return 100;
end
function Shitbird:Update( ai, goal )
return Update_Default_NoSubGoal( self, ai, goal );
end
function Shitbird:Interrupt( ai, goal )
return false;
end
function Shitbird:Interrupt_EventRequest( ai, goal )
-- event request at slot 1 is where we expect it to be
local eventNo = ai:GetEventRequest(1);
-- log( ai, lname, eventNo );
-- dodge timing is in 50xx range, whereas attack ids are in 30xx range
-- dont dodge should only be used by attack listeners
if ( ai:GetStringIndexedNumber( "dontDodge" ) == 0 and self.attackTable[ eventNo - 2000 ] ~= nil ) then
goal:ClearSubGoal();
self:Dodge_Act01( ai, goal, self.attackTable[ eventNo - 2000 ][1] );
-- punishable things
-- 3010, Grab
if ( eventNo == 5010
-- 3008, heavy smash
or eventNo == 5008
-- 3011, running swing left to right
or eventNo == 5011
-- 3006, heavy thrust
or eventNo == 5006
-- 3002, jump and plunge
or eventNo == 5002
-- 3007, start of heavy thrust combo
or eventNo == 5007
-- 3027, shoulder finisher
or eventNo == 5027 )
then
self:PunishCommon_Act07( ai, goal );
end
return true;
end
return false;
end
function Shitbird:Interrupt_Damaged( ai, goal )
log( ai, lname, "----------DAMAGED!----------" );
return false;
end
function Shitbird:Interrupt_ActivateSpecialEffect( ai, goal, effect )
-- if gundyr got staggered
if ( effect == 30 ) then
log( ai, lname, "--------STAGGER!---------" );
goal:ClearSubGoal();
self:PunishStagger_Act06( ai, goal );
return true;
-- is gundyr being passive
elseif ( effect == 5032 ) then
if ( ai:GetDist( TARGET_EVENT ) <= 7 and ai:IsFinishTimer(3) and ai:IsInsideRangeEx( TARGET_EVENT, TARGET_SELF, AI_DIR_TYPE_F, 60 ) == false ) then
goal:ClearSubGoal();
self:PunishCommon_Act07( ai, goal, true );
ai:SetTimer( 3, 3 );
end
-- phase 2 switch
elseif ( effect == 12304 ) then
goal:ClearSubGoal();
self:PunishPhaseSwitch_Act08( ai, goal );
-- phase 2 flag
elseif ( effect == 5404 ) then
self.phase = 2;
-- phase 2 attack incoming
elseif ( effect == 5035 ) then
goal:ClearSubGoal();
end
return false;
end
function Shitbird:Interrupt_InactivateSpecialEffect( ai, goal, effect )
-- if gundyr stagger ends
if ( effect == 30 ) then
log( ai, lname, "--------STAGGER END!--------" );
goal:ClearSubGoal();
self:PunishR1_Act05( ai, goal );
return true;
-- phase switch is over
elseif ( effect == 12304 ) then
goal:ClearSubGoal();
return true;
end
return false;
end
-- function Shitbird:Interrupt_CANNOT_MOVE( ai, goal )
-- log( ai, lname, "CANTMOVE" );
-- goal:ClearSubGoal();
-- try moving to mid
-- ai:SetEventMoveTarget( bossRoomMiddle );
-- goal:AddSubGoal( GOAL_COMMON_ApproachTarget, 2, POINT_EVENT, 3, TARGET_SELF, false, -1, 1, true );
-- return true;
-- end
function Shitbird:Terminate( ai, goal ) end