Files
botw/src/Game/Actor/AI/aiAnimalEscapeAI.cpp
T
Léo Lam f4cd38c43b Actor: move all AI code under Game/Actor
Link order shows one sorted actor tree, not a separate AI project: the
Action/AI/Query folders and per-feature folders (Camera, Player, Horse,
...) come out of the same archive rounds as the actor classes.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
2026-09-14 00:02:22 +02:00

38 lines
1.3 KiB
C++

#include "Game/Actor/AI/aiAnimalEscapeAI.h"
namespace uking::ai {
AnimalEscapeAI::AnimalEscapeAI(const InitArg& arg) : AnimalRoamBase(arg) {}
AnimalEscapeAI::~AnimalEscapeAI() = default;
bool AnimalEscapeAI::init_(sead::Heap* heap) {
return AnimalRoamBase::init_(heap);
}
void AnimalEscapeAI::enter_(ksys::act::ai::InlineParamPack* params) {
AnimalRoamBase::enter_(params);
}
void AnimalEscapeAI::leave_() {
AnimalRoamBase::leave_();
}
void AnimalEscapeAI::loadParams_() {
AnimalRoamBase::loadParams_();
getStaticParam(&mNumTimesAllowStuck_s, "NumTimesAllowStuck");
getStaticParam(&mContinueDistance_s, "ContinueDistance");
getStaticParam(&mShouldEscapeDistance_s, "ShouldEscapeDistance");
getStaticParam(&mShouldEscapeDistanceRand_s, "ShouldEscapeDistanceRand");
getStaticParam(&mPenaltyScale_s, "PenaltyScale");
getStaticParam(&mNavMeshRadiusScale_s, "NavMeshRadiusScale");
getStaticParam(&mFramesStuckOnTerrainAction_s, "FramesStuckOnTerrainAction");
getStaticParam(&mIsSendGoalPos_s, "IsSendGoalPos");
getStaticParam(&mIsUseBeforeAction_s, "IsUseBeforeAction");
getStaticParam(&mIsDynamicallyOffsetNavChar_s, "IsDynamicallyOffsetNavChar");
getDynamicParam(&mTargetPos_d, "TargetPos");
getAITreeVariable(&mIsUseTerritory_a, "IsUseTerritory");
}
} // namespace uking::ai