Files
botw/src/Game/Actor/AI/aiAnimalRoamBase.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
1.4 KiB
C++

#include "Game/Actor/AI/aiAnimalRoamBase.h"
namespace uking::ai {
AnimalRoamBase::AnimalRoamBase(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
AnimalRoamBase::~AnimalRoamBase() = default;
bool AnimalRoamBase::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void AnimalRoamBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void AnimalRoamBase::leave_() {
ksys::act::ai::Ai::leave_();
}
void AnimalRoamBase::loadParams_() {
getStaticParam(&mSearchNextPathRadius_s, "SearchNextPathRadius");
getStaticParam(&mRadiusLimit_s, "RadiusLimit");
getStaticParam(&mForwardDirDistCoefficient_s, "ForwardDirDistCoefficient");
getStaticParam(&mDirRandomMinRatio_s, "DirRandomMinRatio");
getStaticParam(&mDirRangeAngle_s, "DirRangeAngle");
getStaticParam(&mRejectDistRatio_s, "RejectDistRatio");
getStaticParam(&mContinueAddSearchAngle_s, "ContinueAddSearchAngle");
getStaticParam(&mContinueReduceDistRatio_s, "ContinueReduceDistRatio");
getStaticParam(&mContinueReduceRejectDistRatio_s, "ContinueReduceRejectDistRatio");
getMapUnitParam(&mTerritoryArea_m, "TerritoryArea");
getMapUnitParam(&mEnableNoEntryAreaCheck_m, "EnableNoEntryAreaCheck");
getAITreeVariable(&mFramesStuckOnTerrain_a, "FramesStuckOnTerrain");
getAITreeVariable(&mIsStuckOnTerrain_a, "IsStuckOnTerrain");
}
} // namespace uking::ai