mirror of
https://github.com/zeldaret/botw
synced 2026-10-09 13:37:01 -04:00
f4cd38c43b
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)
38 lines
1.3 KiB
C++
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
|