Generate actions

This commit is contained in:
Léo Lam
2020-12-26 22:42:23 +01:00
parent dff91d6b4c
commit 02c583ca4d
3864 changed files with 138282 additions and 6792 deletions
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#include "Game/AI/Action/actionASPlaySimpleAnmDriven.h"
namespace uking::action {
ASPlaySimpleAnmDriven::ASPlaySimpleAnmDriven(const InitArg& arg) : ksys::act::ai::Action(arg) {}
ASPlaySimpleAnmDriven::~ASPlaySimpleAnmDriven() = default;
bool ASPlaySimpleAnmDriven::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void ASPlaySimpleAnmDriven::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void ASPlaySimpleAnmDriven::leave_() {
ksys::act::ai::Action::leave_();
}
void ASPlaySimpleAnmDriven::loadParams_() {
getStaticParam(&mIsIgnoreSame_s, "IsIgnoreSame");
getStaticParam(&mIsChangeable_s, "IsChangeable");
getStaticParam(&mResetTransBoneOnLeave_s, "ResetTransBoneOnLeave");
getStaticParam(&mASName_s, "ASName");
}
void ASPlaySimpleAnmDriven::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,31 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ASPlaySimpleAnmDriven : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ASPlaySimpleAnmDriven, ksys::act::ai::Action)
public:
explicit ASPlaySimpleAnmDriven(const InitArg& arg);
~ASPlaySimpleAnmDriven() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const bool* mIsIgnoreSame_s{};
// static_param at offset 0x28
const bool* mIsChangeable_s{};
// static_param at offset 0x30
const bool* mResetTransBoneOnLeave_s{};
// static_param at offset 0x38
sead::SafeString mASName_s{};
};
} // namespace uking::action
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#include "Game/AI/Action/actionActionEx.h"
namespace uking::action {
ActionEx::ActionEx(const InitArg& arg) : ksys::act::ai::Action(arg) {}
ActionEx::~ActionEx() = default;
bool ActionEx::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void ActionEx::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void ActionEx::leave_() {
ksys::act::ai::Action::leave_();
}
void ActionEx::loadParams_() {}
void ActionEx::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
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#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ActionEx : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ActionEx, ksys::act::ai::Action)
public:
explicit ActionEx(const InitArg& arg);
~ActionEx() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
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#include "Game/AI/Action/actionActionWithAS.h"
namespace uking::action {
ActionWithAS::ActionWithAS(const InitArg& arg) : ActionWithPosAngReduce(arg) {}
ActionWithAS::~ActionWithAS() = default;
bool ActionWithAS::init_(sead::Heap* heap) {
return ActionWithPosAngReduce::init_(heap);
}
void ActionWithAS::enter_(ksys::act::ai::InlineParamPack* params) {
ActionWithPosAngReduce::enter_(params);
}
void ActionWithAS::leave_() {
ActionWithPosAngReduce::leave_();
}
void ActionWithAS::loadParams_() {
getStaticParam(&mPosReduceRatio_s, "PosReduceRatio");
getStaticParam(&mAngReduceRatio_s, "AngReduceRatio");
}
void ActionWithAS::calc_() {
ActionWithPosAngReduce::calc_();
}
} // namespace uking::action
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#pragma once
#include "Game/AI/Action/actionActionWithPosAngReduce.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ActionWithAS : public ActionWithPosAngReduce {
SEAD_RTTI_OVERRIDE(ActionWithAS, ActionWithPosAngReduce)
public:
explicit ActionWithAS(const InitArg& arg);
~ActionWithAS() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const float* mPosReduceRatio_s{};
// static_param at offset 0x28
const float* mAngReduceRatio_s{};
};
} // namespace uking::action
@@ -0,0 +1,30 @@
#include "Game/AI/Action/actionActionWithPosAngReduce.h"
namespace uking::action {
ActionWithPosAngReduce::ActionWithPosAngReduce(const InitArg& arg) : ActionEx(arg) {}
ActionWithPosAngReduce::~ActionWithPosAngReduce() = default;
bool ActionWithPosAngReduce::init_(sead::Heap* heap) {
return ActionEx::init_(heap);
}
void ActionWithPosAngReduce::enter_(ksys::act::ai::InlineParamPack* params) {
ActionEx::enter_(params);
}
void ActionWithPosAngReduce::leave_() {
ActionEx::leave_();
}
void ActionWithPosAngReduce::loadParams_() {
getStaticParam(&mPosReduceRatio_s, "PosReduceRatio");
getStaticParam(&mAngReduceRatio_s, "AngReduceRatio");
}
void ActionWithPosAngReduce::calc_() {
ActionEx::calc_();
}
} // namespace uking::action
@@ -0,0 +1,28 @@
#pragma once
#include "Game/AI/Action/actionActionEx.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ActionWithPosAngReduce : public ActionEx {
SEAD_RTTI_OVERRIDE(ActionWithPosAngReduce, ActionEx)
public:
explicit ActionWithPosAngReduce(const InitArg& arg);
~ActionWithPosAngReduce() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const float* mPosReduceRatio_s{};
// static_param at offset 0x28
const float* mAngReduceRatio_s{};
};
} // namespace uking::action
@@ -0,0 +1,42 @@
#include "Game/AI/Action/actionActivateAttackSensor.h"
namespace uking::action {
ActivateAttackSensor::ActivateAttackSensor(const InitArg& arg) : ksys::act::ai::Action(arg) {}
ActivateAttackSensor::~ActivateAttackSensor() = default;
bool ActivateAttackSensor::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void ActivateAttackSensor::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void ActivateAttackSensor::leave_() {
ksys::act::ai::Action::leave_();
}
void ActivateAttackSensor::loadParams_() {
getStaticParam(&mAtDamage_s, "AtDamage");
getStaticParam(&mAtPower_s, "AtPower");
getStaticParam(&mAtPowerReduce_s, "AtPowerReduce");
getStaticParam(&mAtImpact_s, "AtImpact");
getStaticParam(&mAtShieldBreakPower_s, "AtShieldBreakPower");
getStaticParam(&mAtType_s, "AtType");
getStaticParam(&mAtAttr_s, "AtAttr");
getStaticParam(&mAtDirType_s, "AtDirType");
getStaticParam(&mFramesActive_s, "FramesActive");
getStaticParam(&mIsSuccessFinishCounterEnd_s, "IsSuccessFinishCounterEnd");
getStaticParam(&mIsChangeable_s, "IsChangeable");
getStaticParam(&mUseMapUnitParamForDamage_s, "UseMapUnitParamForDamage");
getStaticParam(&mAtkSensorName_s, "AtkSensorName");
getMapUnitParam(&mAttackPower_m, "AttackPower");
}
void ActivateAttackSensor::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,51 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ActivateAttackSensor : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ActivateAttackSensor, ksys::act::ai::Action)
public:
explicit ActivateAttackSensor(const InitArg& arg);
~ActivateAttackSensor() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const int* mAtDamage_s{};
// static_param at offset 0x28
const int* mAtPower_s{};
// static_param at offset 0x30
const int* mAtPowerReduce_s{};
// static_param at offset 0x38
const int* mAtImpact_s{};
// static_param at offset 0x40
const int* mAtShieldBreakPower_s{};
// static_param at offset 0x48
const int* mAtType_s{};
// static_param at offset 0x50
const int* mAtAttr_s{};
// static_param at offset 0x58
const int* mAtDirType_s{};
// static_param at offset 0x60
const float* mFramesActive_s{};
// static_param at offset 0x68
const bool* mIsSuccessFinishCounterEnd_s{};
// static_param at offset 0x70
const bool* mIsChangeable_s{};
// static_param at offset 0x78
const bool* mUseMapUnitParamForDamage_s{};
// static_param at offset 0x80
sead::SafeString mAtkSensorName_s{};
// map_unit_param at offset 0x90
const int* mAttackPower_m{};
};
} // namespace uking::action
@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionActorAreaInOutSendMessage.h"
namespace uking::action {
ActorAreaInOutSendMessage::ActorAreaInOutSendMessage(const InitArg& arg) : AreaTagAction(arg) {}
ActorAreaInOutSendMessage::~ActorAreaInOutSendMessage() = default;
bool ActorAreaInOutSendMessage::init_(sead::Heap* heap) {
return AreaTagAction::init_(heap);
}
void ActorAreaInOutSendMessage::enter_(ksys::act::ai::InlineParamPack* params) {
AreaTagAction::enter_(params);
}
void ActorAreaInOutSendMessage::leave_() {
AreaTagAction::leave_();
}
void ActorAreaInOutSendMessage::loadParams_() {
getStaticParam(&mBufferNum_s, "BufferNum");
}
void ActorAreaInOutSendMessage::calc_() {
AreaTagAction::calc_();
}
} // namespace uking::action
@@ -0,0 +1,26 @@
#pragma once
#include "Game/AI/Action/actionAreaTagAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ActorAreaInOutSendMessage : public AreaTagAction {
SEAD_RTTI_OVERRIDE(ActorAreaInOutSendMessage, AreaTagAction)
public:
explicit ActorAreaInOutSendMessage(const InitArg& arg);
~ActorAreaInOutSendMessage() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x38
const int* mBufferNum_s{};
};
} // namespace uking::action
@@ -0,0 +1,32 @@
#include "Game/AI/Action/actionActorInfoToGameDataFloat.h"
namespace uking::action {
ActorInfoToGameDataFloat::ActorInfoToGameDataFloat(const InitArg& arg)
: ksys::act::ai::Action(arg) {}
ActorInfoToGameDataFloat::~ActorInfoToGameDataFloat() = default;
bool ActorInfoToGameDataFloat::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void ActorInfoToGameDataFloat::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void ActorInfoToGameDataFloat::leave_() {
ksys::act::ai::Action::leave_();
}
void ActorInfoToGameDataFloat::loadParams_() {
getDynamicParam(&mActorName_d, "ActorName");
getDynamicParam(&mGameDataFloatToName_d, "GameDataFloatToName");
getDynamicParam(&mParameterName_d, "ParameterName");
}
void ActorInfoToGameDataFloat::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,29 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ActorInfoToGameDataFloat : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ActorInfoToGameDataFloat, ksys::act::ai::Action)
public:
explicit ActorInfoToGameDataFloat(const InitArg& arg);
~ActorInfoToGameDataFloat() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// dynamic_param at offset 0x20
sead::SafeString* mActorName_d{};
// dynamic_param at offset 0x30
sead::SafeString* mGameDataFloatToName_d{};
// dynamic_param at offset 0x40
sead::SafeString* mParameterName_d{};
};
} // namespace uking::action
@@ -0,0 +1,31 @@
#include "Game/AI/Action/actionActorInfoToGameDataInt.h"
namespace uking::action {
ActorInfoToGameDataInt::ActorInfoToGameDataInt(const InitArg& arg) : ksys::act::ai::Action(arg) {}
ActorInfoToGameDataInt::~ActorInfoToGameDataInt() = default;
bool ActorInfoToGameDataInt::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void ActorInfoToGameDataInt::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void ActorInfoToGameDataInt::leave_() {
ksys::act::ai::Action::leave_();
}
void ActorInfoToGameDataInt::loadParams_() {
getDynamicParam(&mActorName_d, "ActorName");
getDynamicParam(&mGameDataIntToName_d, "GameDataIntToName");
getDynamicParam(&mParameterName_d, "ParameterName");
}
void ActorInfoToGameDataInt::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,29 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ActorInfoToGameDataInt : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ActorInfoToGameDataInt, ksys::act::ai::Action)
public:
explicit ActorInfoToGameDataInt(const InitArg& arg);
~ActorInfoToGameDataInt() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// dynamic_param at offset 0x20
sead::SafeString* mActorName_d{};
// dynamic_param at offset 0x30
sead::SafeString* mGameDataIntToName_d{};
// dynamic_param at offset 0x40
sead::SafeString* mParameterName_d{};
};
} // namespace uking::action
@@ -0,0 +1,32 @@
#include "Game/AI/Action/actionActorInfoToGameDataVec3.h"
namespace uking::action {
ActorInfoToGameDataVec3::ActorInfoToGameDataVec3(const InitArg& arg) : ksys::act::ai::Action(arg) {}
ActorInfoToGameDataVec3::~ActorInfoToGameDataVec3() = default;
bool ActorInfoToGameDataVec3::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void ActorInfoToGameDataVec3::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void ActorInfoToGameDataVec3::leave_() {
ksys::act::ai::Action::leave_();
}
void ActorInfoToGameDataVec3::loadParams_() {
getDynamicParam(&mActorName_d, "ActorName");
getDynamicParam(&mUniqueName_d, "UniqueName");
getDynamicParam(&mGameDataVec3fToName_d, "GameDataVec3fToName");
getDynamicParam(&mParameterName_d, "ParameterName");
}
void ActorInfoToGameDataVec3::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,31 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ActorInfoToGameDataVec3 : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ActorInfoToGameDataVec3, ksys::act::ai::Action)
public:
explicit ActorInfoToGameDataVec3(const InitArg& arg);
~ActorInfoToGameDataVec3() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// dynamic_param at offset 0x20
sead::SafeString* mActorName_d{};
// dynamic_param at offset 0x30
sead::SafeString* mUniqueName_d{};
// dynamic_param at offset 0x40
sead::SafeString* mGameDataVec3fToName_d{};
// dynamic_param at offset 0x50
sead::SafeString* mParameterName_d{};
};
} // namespace uking::action
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#include "Game/AI/Action/actionAddAutoPlacementCreator.h"
namespace uking::action {
AddAutoPlacementCreator::AddAutoPlacementCreator(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AddAutoPlacementCreator::~AddAutoPlacementCreator() = default;
bool AddAutoPlacementCreator::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AddAutoPlacementCreator::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AddAutoPlacementCreator::leave_() {
ksys::act::ai::Action::leave_();
}
void AddAutoPlacementCreator::loadParams_() {
getMapUnitParam(&mCount_m, "Count");
getMapUnitParam(&mActorName_m, "ActorName");
getMapUnitParam(&mShape_m, "Shape");
}
void AddAutoPlacementCreator::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,29 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AddAutoPlacementCreator : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AddAutoPlacementCreator, ksys::act::ai::Action)
public:
explicit AddAutoPlacementCreator(const InitArg& arg);
~AddAutoPlacementCreator() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// map_unit_param at offset 0x20
const int* mCount_m{};
// map_unit_param at offset 0x28
sead::SafeString mActorName_m{};
// map_unit_param at offset 0x38
sead::SafeString mShape_m{};
};
} // namespace uking::action
@@ -0,0 +1,33 @@
#include "Game/AI/Action/actionAddNoUseTerritoryCounter.h"
namespace uking::action {
AddNoUseTerritoryCounter::AddNoUseTerritoryCounter(const InitArg& arg)
: ksys::act::ai::Action(arg) {}
AddNoUseTerritoryCounter::~AddNoUseTerritoryCounter() = default;
bool AddNoUseTerritoryCounter::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AddNoUseTerritoryCounter::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AddNoUseTerritoryCounter::leave_() {
ksys::act::ai::Action::leave_();
}
void AddNoUseTerritoryCounter::loadParams_() {
getStaticParam(&mCounter_s, "Counter");
getStaticParam(&mCamDist_s, "CamDist");
getMapUnitParam(&mTerritoryArea_m, "TerritoryArea");
getAITreeVariable(&mIsUseTerritory_a, "IsUseTerritory");
}
void AddNoUseTerritoryCounter::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,31 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AddNoUseTerritoryCounter : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AddNoUseTerritoryCounter, ksys::act::ai::Action)
public:
explicit AddNoUseTerritoryCounter(const InitArg& arg);
~AddNoUseTerritoryCounter() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const int* mCounter_s{};
// static_param at offset 0x28
const float* mCamDist_s{};
// map_unit_param at offset 0x30
const float* mTerritoryArea_m{};
// aitree_variable at offset 0x38
bool* mIsUseTerritory_a{};
};
} // namespace uking::action
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#include "Game/AI/Action/actionAddRigidBody.h"
namespace uking::action {
AddRigidBody::AddRigidBody(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AddRigidBody::~AddRigidBody() = default;
bool AddRigidBody::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AddRigidBody::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AddRigidBody::leave_() {
ksys::act::ai::Action::leave_();
}
void AddRigidBody::loadParams_() {
getStaticParam(&mResetLayer_s, "ResetLayer");
}
void AddRigidBody::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
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#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AddRigidBody : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AddRigidBody, ksys::act::ai::Action)
public:
explicit AddRigidBody(const InitArg& arg);
~AddRigidBody() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const bool* mResetLayer_s{};
};
} // namespace uking::action
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#include "Game/AI/Action/actionAdvanceTime.h"
namespace uking::action {
AdvanceTime::AdvanceTime(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AdvanceTime::~AdvanceTime() = default;
bool AdvanceTime::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AdvanceTime::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AdvanceTime::leave_() {
ksys::act::ai::Action::leave_();
}
void AdvanceTime::loadParams_() {
getDynamicParam(&mDestTime_d, "DestTime");
getDynamicParam(&mDirectTime_d, "DirectTime");
getDynamicParam(&mPassTime_d, "PassTime");
getDynamicParam(&mActReset_d, "ActReset");
}
void AdvanceTime::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
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#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AdvanceTime : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AdvanceTime, ksys::act::ai::Action)
public:
explicit AdvanceTime(const InitArg& arg);
~AdvanceTime() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// dynamic_param at offset 0x20
int* mDestTime_d{};
// dynamic_param at offset 0x28
int* mDirectTime_d{};
// dynamic_param at offset 0x30
int* mPassTime_d{};
// dynamic_param at offset 0x38
bool* mActReset_d{};
};
} // namespace uking::action
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#include "Game/AI/Action/actionAirOctaFloat.h"
namespace uking::action {
AirOctaFloat::AirOctaFloat(const InitArg& arg) : AirOctaFloatBase(arg) {}
AirOctaFloat::~AirOctaFloat() = default;
bool AirOctaFloat::init_(sead::Heap* heap) {
return AirOctaFloatBase::init_(heap);
}
void AirOctaFloat::enter_(ksys::act::ai::InlineParamPack* params) {
AirOctaFloatBase::enter_(params);
}
void AirOctaFloat::leave_() {
AirOctaFloatBase::leave_();
}
void AirOctaFloat::loadParams_() {
AirOctaFloatBase::loadParams_();
}
void AirOctaFloat::calc_() {
AirOctaFloatBase::calc_();
}
} // namespace uking::action
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#pragma once
#include "Game/AI/Action/actionAirOctaFloatBase.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AirOctaFloat : public AirOctaFloatBase {
SEAD_RTTI_OVERRIDE(AirOctaFloat, AirOctaFloatBase)
public:
explicit AirOctaFloat(const InitArg& arg);
~AirOctaFloat() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,32 @@
#include "Game/AI/Action/actionAirOctaFloatBase.h"
namespace uking::action {
AirOctaFloatBase::AirOctaFloatBase(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AirOctaFloatBase::~AirOctaFloatBase() = default;
bool AirOctaFloatBase::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AirOctaFloatBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AirOctaFloatBase::leave_() {
ksys::act::ai::Action::leave_();
}
void AirOctaFloatBase::loadParams_() {
getStaticParam(&mAmplitude_s, "Amplitude");
getStaticParam(&mGoalDistance_s, "GoalDistance");
getStaticParam(&mGoalInSuccessEnd_s, "GoalInSuccessEnd");
getAITreeVariable(&mAirOctaDataMgr_a, "AirOctaDataMgr");
}
void AirOctaFloatBase::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,31 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AirOctaFloatBase : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AirOctaFloatBase, ksys::act::ai::Action)
public:
explicit AirOctaFloatBase(const InitArg& arg);
~AirOctaFloatBase() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const float* mAmplitude_s{};
// static_param at offset 0x28
const float* mGoalDistance_s{};
// static_param at offset 0x30
const bool* mGoalInSuccessEnd_s{};
// aitree_variable at offset 0x38
void* mAirOctaDataMgr_a{};
};
} // namespace uking::action
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#include "Game/AI/Action/actionAirOctaMgr.h"
namespace uking::action {
AirOctaMgr::AirOctaMgr(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AirOctaMgr::~AirOctaMgr() = default;
bool AirOctaMgr::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AirOctaMgr::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AirOctaMgr::leave_() {
ksys::act::ai::Action::leave_();
}
void AirOctaMgr::loadParams_() {
getStaticParam(&mLeaveDistance_s, "LeaveDistance");
getStaticParam(&mLeaveDownY_s, "LeaveDownY");
getStaticParam(&monGraundEscapeDist_s, "onGraundEscapeDist");
getStaticParam(&mPlayerLostTime_s, "PlayerLostTime");
getMapUnitParam(&mMoveDis_m, "MoveDis");
getMapUnitParam(&mReactHorn_m, "ReactHorn");
}
void AirOctaMgr::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
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#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AirOctaMgr : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AirOctaMgr, ksys::act::ai::Action)
public:
explicit AirOctaMgr(const InitArg& arg);
~AirOctaMgr() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const float* mLeaveDistance_s{};
// static_param at offset 0x28
const float* mLeaveDownY_s{};
// static_param at offset 0x30
const float* monGraundEscapeDist_s{};
// static_param at offset 0x38
const float* mPlayerLostTime_s{};
// map_unit_param at offset 0x40
const float* mMoveDis_m{};
// map_unit_param at offset 0x48
const bool* mReactHorn_m{};
};
} // namespace uking::action
@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAirOctaNoticeTurn.h"
namespace uking::action {
AirOctaNoticeTurn::AirOctaNoticeTurn(const InitArg& arg) : NoticeTurn(arg) {}
AirOctaNoticeTurn::~AirOctaNoticeTurn() = default;
bool AirOctaNoticeTurn::init_(sead::Heap* heap) {
return NoticeTurn::init_(heap);
}
void AirOctaNoticeTurn::enter_(ksys::act::ai::InlineParamPack* params) {
NoticeTurn::enter_(params);
}
void AirOctaNoticeTurn::leave_() {
NoticeTurn::leave_();
}
void AirOctaNoticeTurn::loadParams_() {
NoticeTurn::loadParams_();
}
void AirOctaNoticeTurn::calc_() {
NoticeTurn::calc_();
}
} // namespace uking::action
@@ -0,0 +1,23 @@
#pragma once
#include "Game/AI/Action/actionNoticeTurn.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AirOctaNoticeTurn : public NoticeTurn {
SEAD_RTTI_OVERRIDE(AirOctaNoticeTurn, NoticeTurn)
public:
explicit AirOctaNoticeTurn(const InitArg& arg);
~AirOctaNoticeTurn() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,31 @@
#include "Game/AI/Action/actionAirOctaReactionKorog.h"
namespace uking::action {
AirOctaReactionKorog::AirOctaReactionKorog(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AirOctaReactionKorog::~AirOctaReactionKorog() = default;
bool AirOctaReactionKorog::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AirOctaReactionKorog::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AirOctaReactionKorog::leave_() {
ksys::act::ai::Action::leave_();
}
void AirOctaReactionKorog::loadParams_() {
getStaticParam(&mEndState_s, "EndState");
getStaticParam(&mSpeed_s, "Speed");
getStaticParam(&mAS_s, "AS");
}
void AirOctaReactionKorog::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,29 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AirOctaReactionKorog : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AirOctaReactionKorog, ksys::act::ai::Action)
public:
explicit AirOctaReactionKorog(const InitArg& arg);
~AirOctaReactionKorog() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const int* mEndState_s{};
// static_param at offset 0x28
const float* mSpeed_s{};
// static_param at offset 0x30
sead::SafeString mAS_s{};
};
} // namespace uking::action
@@ -0,0 +1,27 @@
#include "Game/AI/Action/actionAirOctaWoodBridge.h"
namespace uking::action {
AirOctaWoodBridge::AirOctaWoodBridge(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AirOctaWoodBridge::~AirOctaWoodBridge() = default;
bool AirOctaWoodBridge::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AirOctaWoodBridge::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AirOctaWoodBridge::leave_() {
ksys::act::ai::Action::leave_();
}
void AirOctaWoodBridge::loadParams_() {}
void AirOctaWoodBridge::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,22 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AirOctaWoodBridge : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AirOctaWoodBridge, ksys::act::ai::Action)
public:
explicit AirOctaWoodBridge(const InitArg& arg);
~AirOctaWoodBridge() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,27 @@
#include "Game/AI/Action/actionAirWallAction.h"
namespace uking::action {
AirWallAction::AirWallAction(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AirWallAction::~AirWallAction() = default;
bool AirWallAction::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AirWallAction::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AirWallAction::leave_() {
ksys::act::ai::Action::leave_();
}
void AirWallAction::loadParams_() {}
void AirWallAction::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
+22
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#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AirWallAction : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AirWallAction, ksys::act::ai::Action)
public:
explicit AirWallAction(const InitArg& arg);
~AirWallAction() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAirWallCurseGanon.h"
namespace uking::action {
AirWallCurseGanon::AirWallCurseGanon(const InitArg& arg) : AirWallHorse(arg) {}
AirWallCurseGanon::~AirWallCurseGanon() = default;
bool AirWallCurseGanon::init_(sead::Heap* heap) {
return AirWallHorse::init_(heap);
}
void AirWallCurseGanon::enter_(ksys::act::ai::InlineParamPack* params) {
AirWallHorse::enter_(params);
}
void AirWallCurseGanon::leave_() {
AirWallHorse::leave_();
}
void AirWallCurseGanon::loadParams_() {
AirWallHorse::loadParams_();
}
void AirWallCurseGanon::calc_() {
AirWallHorse::calc_();
}
} // namespace uking::action
@@ -0,0 +1,23 @@
#pragma once
#include "Game/AI/Action/actionAirWallHorse.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AirWallCurseGanon : public AirWallHorse {
SEAD_RTTI_OVERRIDE(AirWallCurseGanon, AirWallHorse)
public:
explicit AirWallCurseGanon(const InitArg& arg);
~AirWallCurseGanon() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
+27
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#include "Game/AI/Action/actionAirWallHorse.h"
namespace uking::action {
AirWallHorse::AirWallHorse(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AirWallHorse::~AirWallHorse() = default;
bool AirWallHorse::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AirWallHorse::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AirWallHorse::leave_() {
ksys::act::ai::Action::leave_();
}
void AirWallHorse::loadParams_() {}
void AirWallHorse::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
+22
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#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AirWallHorse : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AirWallHorse, ksys::act::ai::Action)
public:
explicit AirWallHorse(const InitArg& arg);
~AirWallHorse() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAlarmLynelTag.h"
namespace uking::action {
AlarmLynelTag::AlarmLynelTag(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AlarmLynelTag::~AlarmLynelTag() = default;
bool AlarmLynelTag::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AlarmLynelTag::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AlarmLynelTag::leave_() {
ksys::act::ai::Action::leave_();
}
void AlarmLynelTag::loadParams_() {
getMapUnitParam(&mAlarmPoint_m, "AlarmPoint");
}
void AlarmLynelTag::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
+25
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@@ -0,0 +1,25 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AlarmLynelTag : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AlarmLynelTag, ksys::act::ai::Action)
public:
explicit AlarmLynelTag(const InitArg& arg);
~AlarmLynelTag() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// map_unit_param at offset 0x20
const int* mAlarmPoint_m{};
};
} // namespace uking::action
@@ -0,0 +1,33 @@
#include "Game/AI/Action/actionAlertNearbyEnemies.h"
namespace uking::action {
AlertNearbyEnemies::AlertNearbyEnemies(const InitArg& arg) : PlayASForAnimalUnit(arg) {}
AlertNearbyEnemies::~AlertNearbyEnemies() = default;
bool AlertNearbyEnemies::init_(sead::Heap* heap) {
return PlayASForAnimalUnit::init_(heap);
}
void AlertNearbyEnemies::enter_(ksys::act::ai::InlineParamPack* params) {
PlayASForAnimalUnit::enter_(params);
}
void AlertNearbyEnemies::leave_() {
PlayASForAnimalUnit::leave_();
}
void AlertNearbyEnemies::loadParams_() {
PlayASForAnimalUnit::loadParams_();
getStaticParam(&mAlertRange_s, "AlertRange");
getStaticParam(&mAlertTime_s, "AlertTime");
getStaticParam(&mNoiseLevel_s, "NoiseLevel");
getStaticParam(&mUseNoise_s, "UseNoise");
}
void AlertNearbyEnemies::calc_() {
PlayASForAnimalUnit::calc_();
}
} // namespace uking::action
@@ -0,0 +1,32 @@
#pragma once
#include "Game/AI/Action/actionPlayASForAnimalUnit.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AlertNearbyEnemies : public PlayASForAnimalUnit {
SEAD_RTTI_OVERRIDE(AlertNearbyEnemies, PlayASForAnimalUnit)
public:
explicit AlertNearbyEnemies(const InitArg& arg);
~AlertNearbyEnemies() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x60
const float* mAlertRange_s{};
// static_param at offset 0x68
const float* mAlertTime_s{};
// static_param at offset 0x70
const float* mNoiseLevel_s{};
// static_param at offset 0x78
const bool* mUseNoise_s{};
};
} // namespace uking::action
+29
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@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAmbushThrown.h"
namespace uking::action {
AmbushThrown::AmbushThrown(const InitArg& arg) : ReflectThrown(arg) {}
AmbushThrown::~AmbushThrown() = default;
bool AmbushThrown::init_(sead::Heap* heap) {
return ReflectThrown::init_(heap);
}
void AmbushThrown::enter_(ksys::act::ai::InlineParamPack* params) {
ReflectThrown::enter_(params);
}
void AmbushThrown::leave_() {
ReflectThrown::leave_();
}
void AmbushThrown::loadParams_() {
ReflectThrown::loadParams_();
}
void AmbushThrown::calc_() {
ReflectThrown::calc_();
}
} // namespace uking::action
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@@ -0,0 +1,23 @@
#pragma once
#include "Game/AI/Action/actionReflectThrown.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AmbushThrown : public ReflectThrown {
SEAD_RTTI_OVERRIDE(AmbushThrown, ReflectThrown)
public:
explicit AmbushThrown(const InitArg& arg);
~AmbushThrown() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
+33
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#include "Game/AI/Action/actionAnchorSummon.h"
namespace uking::action {
AnchorSummon::AnchorSummon(const InitArg& arg) : ActionWithPosAngReduce(arg) {}
AnchorSummon::~AnchorSummon() = default;
bool AnchorSummon::init_(sead::Heap* heap) {
return ActionWithPosAngReduce::init_(heap);
}
void AnchorSummon::enter_(ksys::act::ai::InlineParamPack* params) {
ActionWithPosAngReduce::enter_(params);
}
void AnchorSummon::leave_() {
ActionWithPosAngReduce::leave_();
}
void AnchorSummon::loadParams_() {
ActionWithPosAngReduce::loadParams_();
getStaticParam(&mASName_s, "ASName");
getDynamicParam(&mSummonActor_d, "SummonActor");
getDynamicParam(&mSummonActorEquip1_d, "SummonActorEquip1");
getDynamicParam(&mSummonActorEquip2_d, "SummonActorEquip2");
}
void AnchorSummon::calc_() {
ActionWithPosAngReduce::calc_();
}
} // namespace uking::action
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#pragma once
#include "Game/AI/Action/actionActionWithPosAngReduce.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnchorSummon : public ActionWithPosAngReduce {
SEAD_RTTI_OVERRIDE(AnchorSummon, ActionWithPosAngReduce)
public:
explicit AnchorSummon(const InitArg& arg);
~AnchorSummon() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x30
sead::SafeString mASName_s{};
// dynamic_param at offset 0x40
sead::SafeString* mSummonActor_d{};
// dynamic_param at offset 0x50
sead::SafeString* mSummonActorEquip1_d{};
// dynamic_param at offset 0x60
sead::SafeString* mSummonActorEquip2_d{};
};
} // namespace uking::action
+29
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@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAngry.h"
namespace uking::action {
Angry::Angry(const InitArg& arg) : ActionWithAS(arg) {}
Angry::~Angry() = default;
bool Angry::init_(sead::Heap* heap) {
return ActionWithAS::init_(heap);
}
void Angry::enter_(ksys::act::ai::InlineParamPack* params) {
ActionWithAS::enter_(params);
}
void Angry::leave_() {
ActionWithAS::leave_();
}
void Angry::loadParams_() {
ActionWithPosAngReduce::loadParams_();
}
void Angry::calc_() {
ActionWithAS::calc_();
}
} // namespace uking::action
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#pragma once
#include "Game/AI/Action/actionActionWithAS.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class Angry : public ActionWithAS {
SEAD_RTTI_OVERRIDE(Angry, ActionWithAS)
public:
explicit Angry(const InitArg& arg);
~Angry() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,34 @@
#include "Game/AI/Action/actionAnimMatrixDriven.h"
namespace uking::action {
AnimMatrixDriven::AnimMatrixDriven(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnimMatrixDriven::~AnimMatrixDriven() = default;
bool AnimMatrixDriven::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnimMatrixDriven::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnimMatrixDriven::leave_() {
ksys::act::ai::Action::leave_();
}
void AnimMatrixDriven::loadParams_() {
getDynamicParam(&mASSlot_d, "ASSlot");
getDynamicParam(&mSequenceBank_d, "SequenceBank");
getDynamicParam(&mStartFrame_d, "StartFrame");
getDynamicParam(&mIsIgnoreSame_d, "IsIgnoreSame");
getDynamicParam(&mIsChangeable_d, "IsChangeable");
getDynamicParam(&mASName_d, "ASName");
}
void AnimMatrixDriven::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,35 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimMatrixDriven : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimMatrixDriven, ksys::act::ai::Action)
public:
explicit AnimMatrixDriven(const InitArg& arg);
~AnimMatrixDriven() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// dynamic_param at offset 0x20
int* mASSlot_d{};
// dynamic_param at offset 0x28
int* mSequenceBank_d{};
// dynamic_param at offset 0x30
float* mStartFrame_d{};
// dynamic_param at offset 0x38
bool* mIsIgnoreSame_d{};
// dynamic_param at offset 0x40
bool* mIsChangeable_d{};
// dynamic_param at offset 0x48
sead::SafeString* mASName_d{};
};
} // namespace uking::action
@@ -0,0 +1,34 @@
#include "Game/AI/Action/actionAnimTimingAttackMove.h"
namespace uking::action {
AnimTimingAttackMove::AnimTimingAttackMove(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnimTimingAttackMove::~AnimTimingAttackMove() = default;
bool AnimTimingAttackMove::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnimTimingAttackMove::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnimTimingAttackMove::leave_() {
ksys::act::ai::Action::leave_();
}
void AnimTimingAttackMove::loadParams_() {
getStaticParam(&mJumpHeight_s, "JumpHeight");
getStaticParam(&mMaxSpeed_s, "MaxSpeed");
getStaticParam(&mIsRound_s, "IsRound");
getStaticParam(&mASName_s, "ASName");
getStaticParam(&mRigidBodyName_s, "RigidBodyName");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void AnimTimingAttackMove::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,35 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimTimingAttackMove : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimTimingAttackMove, ksys::act::ai::Action)
public:
explicit AnimTimingAttackMove(const InitArg& arg);
~AnimTimingAttackMove() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const float* mJumpHeight_s{};
// static_param at offset 0x28
const float* mMaxSpeed_s{};
// static_param at offset 0x30
const bool* mIsRound_s{};
// static_param at offset 0x38
sead::SafeString mASName_s{};
// static_param at offset 0x48
sead::SafeString mRigidBodyName_s{};
// dynamic_param at offset 0x58
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action
@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAnimalASPlayCheckMoveDir.h"
namespace uking::action {
AnimalASPlayCheckMoveDir::AnimalASPlayCheckMoveDir(const InitArg& arg) : ForkAnimalASPlay(arg) {}
AnimalASPlayCheckMoveDir::~AnimalASPlayCheckMoveDir() = default;
bool AnimalASPlayCheckMoveDir::init_(sead::Heap* heap) {
return ForkAnimalASPlay::init_(heap);
}
void AnimalASPlayCheckMoveDir::enter_(ksys::act::ai::InlineParamPack* params) {
ForkAnimalASPlay::enter_(params);
}
void AnimalASPlayCheckMoveDir::leave_() {
ForkAnimalASPlay::leave_();
}
void AnimalASPlayCheckMoveDir::loadParams_() {
ForkAnimalASPlay::loadParams_();
}
void AnimalASPlayCheckMoveDir::calc_() {
ForkAnimalASPlay::calc_();
}
} // namespace uking::action
@@ -0,0 +1,23 @@
#pragma once
#include "Game/AI/Action/actionForkAnimalASPlay.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalASPlayCheckMoveDir : public ForkAnimalASPlay {
SEAD_RTTI_OVERRIDE(AnimalASPlayCheckMoveDir, ForkAnimalASPlay)
public:
explicit AnimalASPlayCheckMoveDir(const InitArg& arg);
~AnimalASPlayCheckMoveDir() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,33 @@
#include "Game/AI/Action/actionAnimalASPlayWithLegTurn.h"
namespace uking::action {
AnimalASPlayWithLegTurn::AnimalASPlayWithLegTurn(const InitArg& arg) : ForkAnimalASPlay(arg) {}
AnimalASPlayWithLegTurn::~AnimalASPlayWithLegTurn() = default;
bool AnimalASPlayWithLegTurn::init_(sead::Heap* heap) {
return ForkAnimalASPlay::init_(heap);
}
void AnimalASPlayWithLegTurn::enter_(ksys::act::ai::InlineParamPack* params) {
ForkAnimalASPlay::enter_(params);
}
void AnimalASPlayWithLegTurn::leave_() {
ForkAnimalASPlay::leave_();
}
void AnimalASPlayWithLegTurn::loadParams_() {
ForkAnimalASPlay::loadParams_();
getStaticParam(&mRotSpeed_s, "RotSpeed");
getStaticParam(&mRotAccRatio_s, "RotAccRatio");
getStaticParam(&mRotRatio_s, "RotRatio");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void AnimalASPlayWithLegTurn::calc_() {
ForkAnimalASPlay::calc_();
}
} // namespace uking::action
@@ -0,0 +1,32 @@
#pragma once
#include "Game/AI/Action/actionForkAnimalASPlay.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalASPlayWithLegTurn : public ForkAnimalASPlay {
SEAD_RTTI_OVERRIDE(AnimalASPlayWithLegTurn, ForkAnimalASPlay)
public:
explicit AnimalASPlayWithLegTurn(const InitArg& arg);
~AnimalASPlayWithLegTurn() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x60
const float* mRotSpeed_s{};
// static_param at offset 0x68
const float* mRotAccRatio_s{};
// static_param at offset 0x70
const float* mRotRatio_s{};
// dynamic_param at offset 0x78
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action
@@ -0,0 +1,30 @@
#include "Game/AI/Action/actionAnimalEatAction.h"
namespace uking::action {
AnimalEatAction::AnimalEatAction(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnimalEatAction::~AnimalEatAction() = default;
bool AnimalEatAction::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnimalEatAction::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnimalEatAction::leave_() {
ksys::act::ai::Action::leave_();
}
void AnimalEatAction::loadParams_() {
getStaticParam(&mMinFramesPlayWaitAS_s, "MinFramesPlayWaitAS");
getDynamicParam(&mTargetActor_d, "TargetActor");
}
void AnimalEatAction::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,27 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalEatAction : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimalEatAction, ksys::act::ai::Action)
public:
explicit AnimalEatAction(const InitArg& arg);
~AnimalEatAction() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const float* mMinFramesPlayWaitAS_s{};
// dynamic_param at offset 0x28
ksys::act::BaseProcLink* mTargetActor_d{};
};
} // namespace uking::action
@@ -0,0 +1,30 @@
#include "Game/AI/Action/actionAnimalElectricParalysis.h"
namespace uking::action {
AnimalElectricParalysis::AnimalElectricParalysis(const InitArg& arg)
: HorseElectricParalysis(arg) {}
AnimalElectricParalysis::~AnimalElectricParalysis() = default;
bool AnimalElectricParalysis::init_(sead::Heap* heap) {
return HorseElectricParalysis::init_(heap);
}
void AnimalElectricParalysis::enter_(ksys::act::ai::InlineParamPack* params) {
HorseElectricParalysis::enter_(params);
}
void AnimalElectricParalysis::leave_() {
HorseElectricParalysis::leave_();
}
void AnimalElectricParalysis::loadParams_() {
HorseElectricParalysis::loadParams_();
}
void AnimalElectricParalysis::calc_() {
HorseElectricParalysis::calc_();
}
} // namespace uking::action
@@ -0,0 +1,23 @@
#pragma once
#include "Game/AI/Action/actionHorseElectricParalysis.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalElectricParalysis : public HorseElectricParalysis {
SEAD_RTTI_OVERRIDE(AnimalElectricParalysis, HorseElectricParalysis)
public:
explicit AnimalElectricParalysis(const InitArg& arg);
~AnimalElectricParalysis() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
+30
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@@ -0,0 +1,30 @@
#include "Game/AI/Action/actionAnimalFollow.h"
namespace uking::action {
AnimalFollow::AnimalFollow(const InitArg& arg) : AnimalFollowBase(arg) {}
AnimalFollow::~AnimalFollow() = default;
bool AnimalFollow::init_(sead::Heap* heap) {
return AnimalFollowBase::init_(heap);
}
void AnimalFollow::enter_(ksys::act::ai::InlineParamPack* params) {
AnimalFollowBase::enter_(params);
}
void AnimalFollow::leave_() {
AnimalFollowBase::leave_();
}
void AnimalFollow::loadParams_() {
AnimalFollowBase::loadParams_();
getStaticParam(&mDistanceKept_s, "DistanceKept");
}
void AnimalFollow::calc_() {
AnimalFollowBase::calc_();
}
} // namespace uking::action
+26
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@@ -0,0 +1,26 @@
#pragma once
#include "Game/AI/Action/actionAnimalFollowBase.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalFollow : public AnimalFollowBase {
SEAD_RTTI_OVERRIDE(AnimalFollow, AnimalFollowBase)
public:
explicit AnimalFollow(const InitArg& arg);
~AnimalFollow() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0xc0
const float* mDistanceKept_s{};
};
} // namespace uking::action
@@ -0,0 +1,46 @@
#include "Game/AI/Action/actionAnimalFollowBase.h"
namespace uking::action {
AnimalFollowBase::AnimalFollowBase(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnimalFollowBase::~AnimalFollowBase() = default;
bool AnimalFollowBase::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnimalFollowBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnimalFollowBase::leave_() {
ksys::act::ai::Action::leave_();
}
void AnimalFollowBase::loadParams_() {
getStaticParam(&mUseGearType_s, "UseGearType");
getStaticParam(&mWaitDistanceToLeader_s, "WaitDistanceToLeader");
getStaticParam(&mGear1DistanceToLeader_s, "Gear1DistanceToLeader");
getStaticParam(&mGear2DistanceToLeader_s, "Gear2DistanceToLeader");
getStaticParam(&mGear3DistanceToLeader_s, "Gear3DistanceToLeader");
getStaticParam(&mDistanceFactorAtGearDown_s, "DistanceFactorAtGearDown");
getStaticParam(&mWaitDistanceIncreaseDistance_s, "WaitDistanceIncreaseDistance");
getStaticParam(&mWaitDistanceIncreasePerFrame_s, "WaitDistanceIncreasePerFrame");
getStaticParam(&mAutoStopAndTurnDistance_s, "AutoStopAndTurnDistance");
getStaticParam(&mDesiredDirAngleDeltaSecMax_s, "DesiredDirAngleDeltaSecMax");
getStaticParam(&mNavMeshCharacterRadiusScale_s, "NavMeshCharacterRadiusScale");
getStaticParam(&mCanUseHorseGearInput_s, "CanUseHorseGearInput");
getStaticParam(&mIsAutoGearDownEnabled_s, "IsAutoGearDownEnabled");
getStaticParam(&mIsEndAtAutoStop_s, "IsEndAtAutoStop");
getStaticParam(&mUseMinRadius_s, "UseMinRadius");
getStaticParam(&mIsAvoidNavMeshActor_s, "IsAvoidNavMeshActor");
getStaticParam(&mIsTargetPosEqualToLeaderPos_s, "IsTargetPosEqualToLeaderPos");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void AnimalFollowBase::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,59 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalFollowBase : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimalFollowBase, ksys::act::ai::Action)
public:
explicit AnimalFollowBase(const InitArg& arg);
~AnimalFollowBase() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const int* mUseGearType_s{};
// static_param at offset 0x28
const float* mWaitDistanceToLeader_s{};
// static_param at offset 0x30
const float* mGear1DistanceToLeader_s{};
// static_param at offset 0x38
const float* mGear2DistanceToLeader_s{};
// static_param at offset 0x40
const float* mGear3DistanceToLeader_s{};
// static_param at offset 0x48
const float* mDistanceFactorAtGearDown_s{};
// static_param at offset 0x50
const float* mWaitDistanceIncreaseDistance_s{};
// static_param at offset 0x58
const float* mWaitDistanceIncreasePerFrame_s{};
// static_param at offset 0x60
const float* mAutoStopAndTurnDistance_s{};
// static_param at offset 0x68
const float* mDesiredDirAngleDeltaSecMax_s{};
// static_param at offset 0x70
const float* mNavMeshCharacterRadiusScale_s{};
// static_param at offset 0x78
const bool* mCanUseHorseGearInput_s{};
// static_param at offset 0x80
const bool* mIsAutoGearDownEnabled_s{};
// static_param at offset 0x88
const bool* mIsEndAtAutoStop_s{};
// static_param at offset 0x90
const bool* mUseMinRadius_s{};
// static_param at offset 0x98
const bool* mIsAvoidNavMeshActor_s{};
// static_param at offset 0xa0
const bool* mIsTargetPosEqualToLeaderPos_s{};
// dynamic_param at offset 0xa8
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action
+29
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@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAnimalFreeze.h"
namespace uking::action {
AnimalFreeze::AnimalFreeze(const InitArg& arg) : HorseFreeze(arg) {}
AnimalFreeze::~AnimalFreeze() = default;
bool AnimalFreeze::init_(sead::Heap* heap) {
return HorseFreeze::init_(heap);
}
void AnimalFreeze::enter_(ksys::act::ai::InlineParamPack* params) {
HorseFreeze::enter_(params);
}
void AnimalFreeze::leave_() {
HorseFreeze::leave_();
}
void AnimalFreeze::loadParams_() {
HorseFreeze::loadParams_();
}
void AnimalFreeze::calc_() {
HorseFreeze::calc_();
}
} // namespace uking::action
+23
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@@ -0,0 +1,23 @@
#pragma once
#include "Game/AI/Action/actionHorseFreeze.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalFreeze : public HorseFreeze {
SEAD_RTTI_OVERRIDE(AnimalFreeze, HorseFreeze)
public:
explicit AnimalFreeze(const InitArg& arg);
~AnimalFreeze() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,30 @@
#include "Game/AI/Action/actionAnimalLegTurnAutoSpeed.h"
namespace uking::action {
AnimalLegTurnAutoSpeed::AnimalLegTurnAutoSpeed(const InitArg& arg) : ForkAnimalASPlay(arg) {}
AnimalLegTurnAutoSpeed::~AnimalLegTurnAutoSpeed() = default;
bool AnimalLegTurnAutoSpeed::init_(sead::Heap* heap) {
return ForkAnimalASPlay::init_(heap);
}
void AnimalLegTurnAutoSpeed::enter_(ksys::act::ai::InlineParamPack* params) {
ForkAnimalASPlay::enter_(params);
}
void AnimalLegTurnAutoSpeed::leave_() {
ForkAnimalASPlay::leave_();
}
void AnimalLegTurnAutoSpeed::loadParams_() {
ForkAnimalASPlay::loadParams_();
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void AnimalLegTurnAutoSpeed::calc_() {
ForkAnimalASPlay::calc_();
}
} // namespace uking::action
@@ -0,0 +1,26 @@
#pragma once
#include "Game/AI/Action/actionForkAnimalASPlay.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalLegTurnAutoSpeed : public ForkAnimalASPlay {
SEAD_RTTI_OVERRIDE(AnimalLegTurnAutoSpeed, ForkAnimalASPlay)
public:
explicit AnimalLegTurnAutoSpeed(const InitArg& arg);
~AnimalLegTurnAutoSpeed() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// dynamic_param at offset 0x60
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action
+31
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@@ -0,0 +1,31 @@
#include "Game/AI/Action/actionAnimalMove.h"
namespace uking::action {
AnimalMove::AnimalMove(const InitArg& arg) : AnimalMoveBase(arg) {}
AnimalMove::~AnimalMove() = default;
bool AnimalMove::init_(sead::Heap* heap) {
return AnimalMoveBase::init_(heap);
}
void AnimalMove::enter_(ksys::act::ai::InlineParamPack* params) {
AnimalMoveBase::enter_(params);
}
void AnimalMove::leave_() {
AnimalMoveBase::leave_();
}
void AnimalMove::loadParams_() {
AnimalMoveBase::loadParams_();
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mFinRadius_s, "FinRadius");
}
void AnimalMove::calc_() {
AnimalMoveBase::calc_();
}
} // namespace uking::action
+28
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@@ -0,0 +1,28 @@
#pragma once
#include "Game/AI/Action/actionAnimalMoveBase.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalMove : public AnimalMoveBase {
SEAD_RTTI_OVERRIDE(AnimalMove, AnimalMoveBase)
public:
explicit AnimalMove(const InitArg& arg);
~AnimalMove() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x70
const int* mWeaponIdx_s{};
// static_param at offset 0x78
const float* mFinRadius_s{};
};
} // namespace uking::action
@@ -0,0 +1,37 @@
#include "Game/AI/Action/actionAnimalMoveBase.h"
namespace uking::action {
AnimalMoveBase::AnimalMoveBase(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnimalMoveBase::~AnimalMoveBase() = default;
bool AnimalMoveBase::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnimalMoveBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnimalMoveBase::leave_() {
ksys::act::ai::Action::leave_();
}
void AnimalMoveBase::loadParams_() {
getStaticParam(&mMinUseGear_s, "MinUseGear");
getStaticParam(&mMaxUseGear_s, "MaxUseGear");
getStaticParam(&mUseGearType_s, "UseGearType");
getStaticParam(&mMinGearAtAutoGearDown_s, "MinGearAtAutoGearDown");
getStaticParam(&mGoalDistanceTolerance_s, "GoalDistanceTolerance");
getStaticParam(&mCanUseHorseGearInput_s, "CanUseHorseGearInput");
getStaticParam(&mIsAutoGearDownEnabled_s, "IsAutoGearDownEnabled");
getStaticParam(&mHasToDecelerateNearGoal_s, "HasToDecelerateNearGoal");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void AnimalMoveBase::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
+41
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@@ -0,0 +1,41 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalMoveBase : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimalMoveBase, ksys::act::ai::Action)
public:
explicit AnimalMoveBase(const InitArg& arg);
~AnimalMoveBase() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const int* mMinUseGear_s{};
// static_param at offset 0x28
const int* mMaxUseGear_s{};
// static_param at offset 0x30
const int* mUseGearType_s{};
// static_param at offset 0x38
const int* mMinGearAtAutoGearDown_s{};
// static_param at offset 0x40
const float* mGoalDistanceTolerance_s{};
// static_param at offset 0x48
const bool* mCanUseHorseGearInput_s{};
// static_param at offset 0x50
const bool* mIsAutoGearDownEnabled_s{};
// static_param at offset 0x58
const bool* mHasToDecelerateNearGoal_s{};
// dynamic_param at offset 0x60
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action
@@ -0,0 +1,38 @@
#include "Game/AI/Action/actionAnimalMoveGuidedBase.h"
namespace uking::action {
AnimalMoveGuidedBase::AnimalMoveGuidedBase(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnimalMoveGuidedBase::~AnimalMoveGuidedBase() = default;
bool AnimalMoveGuidedBase::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnimalMoveGuidedBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnimalMoveGuidedBase::leave_() {
ksys::act::ai::Action::leave_();
}
void AnimalMoveGuidedBase::loadParams_() {
getStaticParam(&mMinUseGear_s, "MinUseGear");
getStaticParam(&mMaxUseGear_s, "MaxUseGear");
getStaticParam(&mUseGearType_s, "UseGearType");
getStaticParam(&mAutoStopAndTurnMode_s, "AutoStopAndTurnMode");
getStaticParam(&mMinGearAtAutoGearDown_s, "MinGearAtAutoGearDown");
getStaticParam(&mGoalDistanceTolerance_s, "GoalDistanceTolerance");
getStaticParam(&mCanUseHorseGearInput_s, "CanUseHorseGearInput");
getStaticParam(&mIsAutoGearDownEnabled_s, "IsAutoGearDownEnabled");
getStaticParam(&mHasToDecelerateNearGoal_s, "HasToDecelerateNearGoal");
getStaticParam(&mWaitUntilPathSucceeded_s, "WaitUntilPathSucceeded");
}
void AnimalMoveGuidedBase::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,43 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalMoveGuidedBase : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimalMoveGuidedBase, ksys::act::ai::Action)
public:
explicit AnimalMoveGuidedBase(const InitArg& arg);
~AnimalMoveGuidedBase() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const int* mMinUseGear_s{};
// static_param at offset 0x28
const int* mMaxUseGear_s{};
// static_param at offset 0x30
const int* mUseGearType_s{};
// static_param at offset 0x38
const int* mAutoStopAndTurnMode_s{};
// static_param at offset 0x40
const int* mMinGearAtAutoGearDown_s{};
// static_param at offset 0x48
const float* mGoalDistanceTolerance_s{};
// static_param at offset 0x50
const bool* mCanUseHorseGearInput_s{};
// static_param at offset 0x58
const bool* mIsAutoGearDownEnabled_s{};
// static_param at offset 0x60
const bool* mHasToDecelerateNearGoal_s{};
// static_param at offset 0x68
const bool* mWaitUntilPathSucceeded_s{};
};
} // namespace uking::action
@@ -0,0 +1,37 @@
#include "Game/AI/Action/actionAnimalMoveStraightTimed.h"
namespace uking::action {
AnimalMoveStraightTimed::AnimalMoveStraightTimed(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnimalMoveStraightTimed::~AnimalMoveStraightTimed() = default;
bool AnimalMoveStraightTimed::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnimalMoveStraightTimed::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnimalMoveStraightTimed::leave_() {
ksys::act::ai::Action::leave_();
}
void AnimalMoveStraightTimed::loadParams_() {
getStaticParam(&mFramesUntilFinish_s, "FramesUntilFinish");
getStaticParam(&mMinUseGear_s, "MinUseGear");
getStaticParam(&mMaxUseGear_s, "MaxUseGear");
getStaticParam(&mUseGearType_s, "UseGearType");
getStaticParam(&mMinGearAtAutoGearDown_s, "MinGearAtAutoGearDown");
getStaticParam(&mLOSCheckTimeAhead_s, "LOSCheckTimeAhead");
getStaticParam(&mIsFinishOnLOSCheckFail_s, "IsFinishOnLOSCheckFail");
getStaticParam(&mUseDesiredMoveDir_s, "UseDesiredMoveDir");
getStaticParam(&mIsAutoGearDownEnabled_s, "IsAutoGearDownEnabled");
}
void AnimalMoveStraightTimed::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,41 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalMoveStraightTimed : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimalMoveStraightTimed, ksys::act::ai::Action)
public:
explicit AnimalMoveStraightTimed(const InitArg& arg);
~AnimalMoveStraightTimed() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const int* mFramesUntilFinish_s{};
// static_param at offset 0x28
const int* mMinUseGear_s{};
// static_param at offset 0x30
const int* mMaxUseGear_s{};
// static_param at offset 0x38
const int* mUseGearType_s{};
// static_param at offset 0x40
const int* mMinGearAtAutoGearDown_s{};
// static_param at offset 0x48
const float* mLOSCheckTimeAhead_s{};
// static_param at offset 0x50
const bool* mIsFinishOnLOSCheckFail_s{};
// static_param at offset 0x58
const bool* mUseDesiredMoveDir_s{};
// static_param at offset 0x60
const bool* mIsAutoGearDownEnabled_s{};
};
} // namespace uking::action
@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAnimalNavMeshMove.h"
namespace uking::action {
AnimalNavMeshMove::AnimalNavMeshMove(const InitArg& arg) : AnimalMoveGuidedBase(arg) {}
AnimalNavMeshMove::~AnimalNavMeshMove() = default;
bool AnimalNavMeshMove::init_(sead::Heap* heap) {
return AnimalMoveGuidedBase::init_(heap);
}
void AnimalNavMeshMove::enter_(ksys::act::ai::InlineParamPack* params) {
AnimalMoveGuidedBase::enter_(params);
}
void AnimalNavMeshMove::leave_() {
AnimalMoveGuidedBase::leave_();
}
void AnimalNavMeshMove::loadParams_() {
AnimalMoveGuidedBase::loadParams_();
}
void AnimalNavMeshMove::calc_() {
AnimalMoveGuidedBase::calc_();
}
} // namespace uking::action
@@ -0,0 +1,23 @@
#pragma once
#include "Game/AI/Action/actionAnimalMoveGuidedBase.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalNavMeshMove : public AnimalMoveGuidedBase {
SEAD_RTTI_OVERRIDE(AnimalNavMeshMove, AnimalMoveGuidedBase)
public:
explicit AnimalNavMeshMove(const InitArg& arg);
~AnimalNavMeshMove() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAnimalNoCheckMove.h"
namespace uking::action {
AnimalNoCheckMove::AnimalNoCheckMove(const InitArg& arg) : AnimalMove(arg) {}
AnimalNoCheckMove::~AnimalNoCheckMove() = default;
bool AnimalNoCheckMove::init_(sead::Heap* heap) {
return AnimalMove::init_(heap);
}
void AnimalNoCheckMove::enter_(ksys::act::ai::InlineParamPack* params) {
AnimalMove::enter_(params);
}
void AnimalNoCheckMove::leave_() {
AnimalMove::leave_();
}
void AnimalNoCheckMove::loadParams_() {
AnimalMove::loadParams_();
}
void AnimalNoCheckMove::calc_() {
AnimalMove::calc_();
}
} // namespace uking::action
@@ -0,0 +1,23 @@
#pragma once
#include "Game/AI/Action/actionAnimalMove.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalNoCheckMove : public AnimalMove {
SEAD_RTTI_OVERRIDE(AnimalNoCheckMove, AnimalMove)
public:
explicit AnimalNoCheckMove(const InitArg& arg);
~AnimalNoCheckMove() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
@@ -0,0 +1,33 @@
#include "Game/AI/Action/actionAnimalPlayASAndKeepOnGround.h"
namespace uking::action {
AnimalPlayASAndKeepOnGround::AnimalPlayASAndKeepOnGround(const InitArg& arg)
: PlayASForAnimalUnit(arg) {}
AnimalPlayASAndKeepOnGround::~AnimalPlayASAndKeepOnGround() = default;
bool AnimalPlayASAndKeepOnGround::init_(sead::Heap* heap) {
return PlayASForAnimalUnit::init_(heap);
}
void AnimalPlayASAndKeepOnGround::enter_(ksys::act::ai::InlineParamPack* params) {
PlayASForAnimalUnit::enter_(params);
}
void AnimalPlayASAndKeepOnGround::leave_() {
PlayASForAnimalUnit::leave_();
}
void AnimalPlayASAndKeepOnGround::loadParams_() {
PlayASForAnimalUnit::loadParams_();
getStaticParam(&mDownImpulseScale_s, "DownImpulseScale");
getStaticParam(&mIsUseDownImpulse_s, "IsUseDownImpulse");
getAITreeVariable(&mIsChangeableStateFreeFall_a, "IsChangeableStateFreeFall");
}
void AnimalPlayASAndKeepOnGround::calc_() {
PlayASForAnimalUnit::calc_();
}
} // namespace uking::action
@@ -0,0 +1,30 @@
#pragma once
#include "Game/AI/Action/actionPlayASForAnimalUnit.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalPlayASAndKeepOnGround : public PlayASForAnimalUnit {
SEAD_RTTI_OVERRIDE(AnimalPlayASAndKeepOnGround, PlayASForAnimalUnit)
public:
explicit AnimalPlayASAndKeepOnGround(const InitArg& arg);
~AnimalPlayASAndKeepOnGround() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x60
const float* mDownImpulseScale_s{};
// static_param at offset 0x68
const bool* mIsUseDownImpulse_s{};
// aitree_variable at offset 0x70
bool* mIsChangeableStateFreeFall_a{};
};
} // namespace uking::action
+30
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@@ -0,0 +1,30 @@
#include "Game/AI/Action/actionAnimalStop.h"
namespace uking::action {
AnimalStop::AnimalStop(const InitArg& arg) : HorseWaitAction(arg) {}
AnimalStop::~AnimalStop() = default;
bool AnimalStop::init_(sead::Heap* heap) {
return HorseWaitAction::init_(heap);
}
void AnimalStop::enter_(ksys::act::ai::InlineParamPack* params) {
HorseWaitAction::enter_(params);
}
void AnimalStop::leave_() {
HorseWaitAction::leave_();
}
void AnimalStop::loadParams_() {
HorseWaitAction::loadParams_();
getStaticParam(&mIsFixAxisY_s, "IsFixAxisY");
}
void AnimalStop::calc_() {
HorseWaitAction::calc_();
}
} // namespace uking::action
+26
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@@ -0,0 +1,26 @@
#pragma once
#include "Game/AI/Action/actionHorseWaitAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalStop : public HorseWaitAction {
SEAD_RTTI_OVERRIDE(AnimalStop, HorseWaitAction)
public:
explicit AnimalStop(const InitArg& arg);
~AnimalStop() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x60
const bool* mIsFixAxisY_s{};
};
} // namespace uking::action
+33
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@@ -0,0 +1,33 @@
#include "Game/AI/Action/actionAnimalTurn.h"
namespace uking::action {
AnimalTurn::AnimalTurn(const InitArg& arg) : PlayASForAnimalUnit(arg) {}
AnimalTurn::~AnimalTurn() = default;
bool AnimalTurn::init_(sead::Heap* heap) {
return PlayASForAnimalUnit::init_(heap);
}
void AnimalTurn::enter_(ksys::act::ai::InlineParamPack* params) {
PlayASForAnimalUnit::enter_(params);
}
void AnimalTurn::leave_() {
PlayASForAnimalUnit::leave_();
}
void AnimalTurn::loadParams_() {
PlayASForAnimalUnit::loadParams_();
getStaticParam(&mAnimPlayRate_s, "AnimPlayRate");
getStaticParam(&mFinishAngleRange_s, "FinishAngleRange");
getStaticParam(&mRotateAngleMax_s, "RotateAngleMax");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void AnimalTurn::calc_() {
PlayASForAnimalUnit::calc_();
}
} // namespace uking::action
+32
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@@ -0,0 +1,32 @@
#pragma once
#include "Game/AI/Action/actionPlayASForAnimalUnit.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalTurn : public PlayASForAnimalUnit {
SEAD_RTTI_OVERRIDE(AnimalTurn, PlayASForAnimalUnit)
public:
explicit AnimalTurn(const InitArg& arg);
~AnimalTurn() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x60
const float* mAnimPlayRate_s{};
// static_param at offset 0x68
const float* mFinishAngleRange_s{};
// static_param at offset 0x70
const float* mRotateAngleMax_s{};
// dynamic_param at offset 0x78
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action
@@ -0,0 +1,37 @@
#include "Game/AI/Action/actionAnimeDrivenTurn.h"
namespace uking::action {
AnimeDrivenTurn::AnimeDrivenTurn(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnimeDrivenTurn::~AnimeDrivenTurn() = default;
bool AnimeDrivenTurn::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnimeDrivenTurn::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnimeDrivenTurn::leave_() {
ksys::act::ai::Action::leave_();
}
void AnimeDrivenTurn::loadParams_() {
getStaticParam(&mAllowChangeableFrame_s, "AllowChangeableFrame");
getStaticParam(&mAnimPlayRate_s, "AnimPlayRate");
getStaticParam(&mFinishAngleRange_s, "FinishAngleRange");
getStaticParam(&mRotateAngleMax_s, "RotateAngleMax");
getStaticParam(&mIsIgnoreSameAS_s, "IsIgnoreSameAS");
getStaticParam(&mIsAllowAnimeDrivenNoChangeAS_s, "IsAllowAnimeDrivenNoChangeAS");
getStaticParam(&mASKeyName_s, "ASKeyName");
getStaticParam(&mTargetBone_s, "TargetBone");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void AnimeDrivenTurn::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
@@ -0,0 +1,41 @@
#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimeDrivenTurn : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimeDrivenTurn, ksys::act::ai::Action)
public:
explicit AnimeDrivenTurn(const InitArg& arg);
~AnimeDrivenTurn() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const int* mAllowChangeableFrame_s{};
// static_param at offset 0x28
const float* mAnimPlayRate_s{};
// static_param at offset 0x30
const float* mFinishAngleRange_s{};
// static_param at offset 0x38
const float* mRotateAngleMax_s{};
// static_param at offset 0x40
const bool* mIsIgnoreSameAS_s{};
// static_param at offset 0x48
const bool* mIsAllowAnimeDrivenNoChangeAS_s{};
// static_param at offset 0x50
sead::SafeString mASKeyName_s{};
// static_param at offset 0x60
sead::SafeString mTargetBone_s{};
// dynamic_param at offset 0x70
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action
@@ -0,0 +1,29 @@
#include "Game/AI/Action/actionAnmArmorBindAction.h"
namespace uking::action {
AnmArmorBindAction::AnmArmorBindAction(const InitArg& arg) : ArmorBindAction(arg) {}
AnmArmorBindAction::~AnmArmorBindAction() = default;
bool AnmArmorBindAction::init_(sead::Heap* heap) {
return ArmorBindAction::init_(heap);
}
void AnmArmorBindAction::enter_(ksys::act::ai::InlineParamPack* params) {
ArmorBindAction::enter_(params);
}
void AnmArmorBindAction::leave_() {
ArmorBindAction::leave_();
}
void AnmArmorBindAction::loadParams_() {
ArmorBindAction::loadParams_();
}
void AnmArmorBindAction::calc_() {
ArmorBindAction::calc_();
}
} // namespace uking::action
@@ -0,0 +1,23 @@
#pragma once
#include "Game/AI/Action/actionArmorBindAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnmArmorBindAction : public ArmorBindAction {
SEAD_RTTI_OVERRIDE(AnmArmorBindAction, ArmorBindAction)
public:
explicit AnmArmorBindAction(const InitArg& arg);
~AnmArmorBindAction() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
};
} // namespace uking::action
+31
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@@ -0,0 +1,31 @@
#include "Game/AI/Action/actionAnmBackMove.h"
namespace uking::action {
AnmBackMove::AnmBackMove(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnmBackMove::~AnmBackMove() = default;
bool AnmBackMove::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnmBackMove::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnmBackMove::leave_() {
ksys::act::ai::Action::leave_();
}
void AnmBackMove::loadParams_() {
getStaticParam(&mPosReduceRatio_s, "PosReduceRatio");
getStaticParam(&mRotReduceRatio_s, "RotReduceRatio");
getStaticParam(&mASName_s, "ASName");
}
void AnmBackMove::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action

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