-- 基础信息
local base_info = {
	group_id = 133003079
}

--================================================================
-- 
-- 配置
-- 
--================================================================

-- 怪物
monsters = {
}

-- NPC
npcs = {
}

-- 装置
gadgets = {
}

-- 区域
regions = {
	{ config_id = 44, shape = RegionShape.SPHERE, radius = 10, pos = { x = 2503.883, y = 215.541, z = -1385.584 }, area_id = 1 },
	{ config_id = 45, shape = RegionShape.SPHERE, radius = 10, pos = { x = 2359.976, y = 269.000, z = -1371.346 }, area_id = 1 },
	{ config_id = 46, shape = RegionShape.SPHERE, radius = 42.3, pos = { x = 2411.482, y = 267.834, z = -1205.892 }, area_id = 1 },
	{ config_id = 47, shape = RegionShape.SPHERE, radius = 10, pos = { x = 2531.768, y = 212.378, z = -1137.516 }, area_id = 1 },
	{ config_id = 48, shape = RegionShape.SPHERE, radius = 10, pos = { x = 2659.947, y = 265.497, z = -1338.474 }, area_id = 1 },
	{ config_id = 49, shape = RegionShape.SPHERE, radius = 10, pos = { x = 2132.549, y = 234.487, z = -1270.156 }, area_id = 1 },
	{ config_id = 50, shape = RegionShape.SPHERE, radius = 10, pos = { x = 2866.075, y = 257.797, z = -1878.499 }, area_id = 1 },
	{ config_id = 51, shape = RegionShape.SPHERE, radius = 10, pos = { x = 2639.152, y = 392.459, z = -1713.660 }, area_id = 1 }
}

-- 触发器
triggers = {
	{ config_id = 1000044, name = "ENTER_REGION_44", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_44", action = "action_EVENT_ENTER_REGION_44" },
	{ config_id = 1000045, name = "ENTER_REGION_45", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_45", action = "action_EVENT_ENTER_REGION_45" },
	{ config_id = 1000046, name = "ENTER_REGION_46", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_46", action = "action_EVENT_ENTER_REGION_46" },
	{ config_id = 1000047, name = "ENTER_REGION_47", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_47", action = "action_EVENT_ENTER_REGION_47" },
	{ config_id = 1000048, name = "ENTER_REGION_48", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_48", action = "action_EVENT_ENTER_REGION_48" },
	{ config_id = 1000049, name = "ENTER_REGION_49", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_49", action = "action_EVENT_ENTER_REGION_49" },
	{ config_id = 1000050, name = "ENTER_REGION_50", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_50", action = "action_EVENT_ENTER_REGION_50" },
	{ config_id = 1000051, name = "ENTER_REGION_51", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_51", action = "action_EVENT_ENTER_REGION_51" }
}

-- 变量
variables = {
	{ config_id = 1, name = "TriggerState_44", value = 1, no_refresh = false },
	{ config_id = 2, name = "TriggerState_45", value = 1, no_refresh = false },
	{ config_id = 3, name = "TriggerState_46", value = 1, no_refresh = false },
	{ config_id = 4, name = "TriggerState_47", value = 1, no_refresh = false }
}

--================================================================
-- 
-- 初始化配置
-- 
--================================================================

-- 初始化时创建
init_config = {
	suite = 1,
	end_suite = 0,
	rand_suite = true
}

--================================================================
-- 
-- 小组配置
-- 
--================================================================

suites = {
	{
		-- suite_id = 1,
		-- description = ,
		monsters = { },
		gadgets = { },
		regions = { },
		triggers = { },
		rand_weight = 100
	}
}

--================================================================
-- 
-- 触发器
-- 
--================================================================

-- 触发条件
function condition_EVENT_ENTER_REGION_44(context, evt)
	if evt.param1 ~= 44 then return false end
	
	-- 判断角色数量不少于1
	if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 1 then
		return false
	end
	
	return true
end

-- 触发操作
function action_EVENT_ENTER_REGION_44(context, evt)
	-- 触发镜头注目，注目位置为坐标（2502，219，-5480），持续时间为2秒，并且为强制注目形式，不广播其他玩家
		local pos = {x=2502, y=219, z=-5480}
	  local pos_follow = {x=0, y=0, z=0}
	    if 0 ~= ScriptLib.BeginCameraSceneLook(context, { look_pos = pos, is_allow_input = false, duration = 2, is_force = true, is_broadcast = false, is_recover_keep_current = true, delay = 0,
	                                                      is_set_follow_pos = false, follow_pos = pos_follow, is_force_walk = false, is_change_play_mode = false,
	                                                      is_set_screen_XY = false, screen_x = 0, screen_y = 0 }) then
					ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_cameraLook_Begin")
	        return -1
				end 
	
	return 0
end

-- 触发条件
function condition_EVENT_ENTER_REGION_45(context, evt)
	if evt.param1 ~= 45 then return false end
	
	-- 判断角色数量不少于1
	if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 1 then
		return false
	end
	
	return true
end

-- 触发操作
function action_EVENT_ENTER_REGION_45(context, evt)
	-- 触发镜头注目，注目位置为坐标（2363，269，-5453），持续时间为2秒，并且为强制注目形式，不广播其他玩家
		local pos = {x=2363, y=269, z=-5453}
	  local pos_follow = {x=0, y=0, z=0}
	    if 0 ~= ScriptLib.BeginCameraSceneLook(context, { look_pos = pos, is_allow_input = false, duration = 2, is_force = true, is_broadcast = false, is_recover_keep_current = true, delay = 0,
	                                                      is_set_follow_pos = false, follow_pos = pos_follow, is_force_walk = false, is_change_play_mode = false,
	                                                      is_set_screen_XY = false, screen_x = 0, screen_y = 0 }) then
					ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_cameraLook_Begin")
	        return -1
				end 
	
	return 0
end

-- 触发条件
function condition_EVENT_ENTER_REGION_46(context, evt)
	if evt.param1 ~= 46 then return false end
	
	-- 判断角色数量不少于1
	if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 1 then
		return false
	end
	
	return true
end

-- 触发操作
function action_EVENT_ENTER_REGION_46(context, evt)
	-- 触发镜头注目，注目位置为坐标（2411，267，-5301），持续时间为2秒，并且为强制注目形式，不广播其他玩家
		local pos = {x=2411, y=267, z=-5301}
	  local pos_follow = {x=0, y=0, z=0}
	    if 0 ~= ScriptLib.BeginCameraSceneLook(context, { look_pos = pos, is_allow_input = false, duration = 2, is_force = true, is_broadcast = false, is_recover_keep_current = true, delay = 0,
	                                                      is_set_follow_pos = false, follow_pos = pos_follow, is_force_walk = false, is_change_play_mode = false,
	                                                      is_set_screen_XY = false, screen_x = 0, screen_y = 0 }) then
					ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_cameraLook_Begin")
	        return -1
				end 
	
	return 0
end

-- 触发条件
function condition_EVENT_ENTER_REGION_47(context, evt)
	if evt.param1 ~= 47 then return false end
	
	-- 判断角色数量不少于1
	if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 1 then
		return false
	end
	
	return true
end

-- 触发操作
function action_EVENT_ENTER_REGION_47(context, evt)
	-- 触发镜头注目，注目位置为坐标（2536，226，-5218），持续时间为2秒，并且为强制注目形式，不广播其他玩家
		local pos = {x=2536, y=226, z=-5218}
	  local pos_follow = {x=0, y=0, z=0}
	    if 0 ~= ScriptLib.BeginCameraSceneLook(context, { look_pos = pos, is_allow_input = false, duration = 2, is_force = true, is_broadcast = false, is_recover_keep_current = true, delay = 0,
	                                                      is_set_follow_pos = false, follow_pos = pos_follow, is_force_walk = false, is_change_play_mode = false,
	                                                      is_set_screen_XY = false, screen_x = 0, screen_y = 0 }) then
					ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_cameraLook_Begin")
	        return -1
				end 
	
	return 0
end

-- 触发条件
function condition_EVENT_ENTER_REGION_48(context, evt)
	if evt.param1 ~= 48 then return false end
	
	-- 判断角色数量不少于1
	if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 1 then
		return false
	end
	
	return true
end

-- 触发操作
function action_EVENT_ENTER_REGION_48(context, evt)
	-- 触发镜头注目，注目位置为坐标（2658，264，-5421），持续时间为2秒，并且为强制注目形式，不广播其他玩家
		local pos = {x=2658, y=264, z=-5421}
	  local pos_follow = {x=0, y=0, z=0}
	    if 0 ~= ScriptLib.BeginCameraSceneLook(context, { look_pos = pos, is_allow_input = false, duration = 2, is_force = true, is_broadcast = false, is_recover_keep_current = true, delay = 0,
	                                                      is_set_follow_pos = false, follow_pos = pos_follow, is_force_walk = false, is_change_play_mode = false,
	                                                      is_set_screen_XY = false, screen_x = 0, screen_y = 0 }) then
					ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_cameraLook_Begin")
	        return -1
				end 
	
	return 0
end

-- 触发条件
function condition_EVENT_ENTER_REGION_49(context, evt)
	if evt.param1 ~= 49 then return false end
	
	-- 判断角色数量不少于1
	if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 1 then
		return false
	end
	
	return true
end

-- 触发操作
function action_EVENT_ENTER_REGION_49(context, evt)
	-- 触发镜头注目，注目位置为坐标（2149，234，-5360），持续时间为2秒，并且为强制注目形式，不广播其他玩家
		local pos = {x=2149, y=234, z=-5360}
	  local pos_follow = {x=0, y=0, z=0}
	    if 0 ~= ScriptLib.BeginCameraSceneLook(context, { look_pos = pos, is_allow_input = false, duration = 2, is_force = true, is_broadcast = false, is_recover_keep_current = true, delay = 0,
	                                                      is_set_follow_pos = false, follow_pos = pos_follow, is_force_walk = false, is_change_play_mode = false,
	                                                      is_set_screen_XY = false, screen_x = 0, screen_y = 0 }) then
					ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_cameraLook_Begin")
	        return -1
				end 
	
	return 0
end

-- 触发条件
function condition_EVENT_ENTER_REGION_50(context, evt)
	if evt.param1 ~= 50 then return false end
	
	-- 判断角色数量不少于1
	if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 1 then
		return false
	end
	
	return true
end

-- 触发操作
function action_EVENT_ENTER_REGION_50(context, evt)
	-- 触发镜头注目，注目位置为坐标（2866，257，-5974），持续时间为2秒，并且为强制注目形式，不广播其他玩家
		local pos = {x=2866, y=257, z=-5974}
	  local pos_follow = {x=0, y=0, z=0}
	    if 0 ~= ScriptLib.BeginCameraSceneLook(context, { look_pos = pos, is_allow_input = false, duration = 2, is_force = true, is_broadcast = false, is_recover_keep_current = true, delay = 0,
	                                                      is_set_follow_pos = false, follow_pos = pos_follow, is_force_walk = false, is_change_play_mode = false,
	                                                      is_set_screen_XY = false, screen_x = 0, screen_y = 0 }) then
					ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_cameraLook_Begin")
	        return -1
				end 
	
	return 0
end

-- 触发条件
function condition_EVENT_ENTER_REGION_51(context, evt)
	if evt.param1 ~= 51 then return false end
	
	-- 判断角色数量不少于1
	if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 1 then
		return false
	end
	
	return true
end

-- 触发操作
function action_EVENT_ENTER_REGION_51(context, evt)
	-- 触发镜头注目，注目位置为坐标（2657，397，-5795），持续时间为2秒，并且为强制注目形式，不广播其他玩家
		local pos = {x=2657, y=397, z=-5795}
	  local pos_follow = {x=0, y=0, z=0}
	    if 0 ~= ScriptLib.BeginCameraSceneLook(context, { look_pos = pos, is_allow_input = false, duration = 2, is_force = true, is_broadcast = false, is_recover_keep_current = true, delay = 0,
	                                                      is_set_follow_pos = false, follow_pos = pos_follow, is_force_walk = false, is_change_play_mode = false,
	                                                      is_set_screen_XY = false, screen_x = 0, screen_y = 0 }) then
					ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_cameraLook_Begin")
	        return -1
				end 
	
	return 0
end