From f4cd38c43b436fe91def1a1b0b3dfe0134369870 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?L=C3=A9o=20Lam?= Date: Mon, 14 Sep 2026 00:02:22 +0200 Subject: 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) --- src/Game/Actor/Query/queryCheckExistActor.cpp | 27 +++++++++++++++++++++++++++ 1 file changed, 27 insertions(+) create mode 100644 src/Game/Actor/Query/queryCheckExistActor.cpp (limited to 'src/Game/Actor/Query/queryCheckExistActor.cpp') diff --git a/src/Game/Actor/Query/queryCheckExistActor.cpp b/src/Game/Actor/Query/queryCheckExistActor.cpp new file mode 100644 index 00000000..03b1cb04 --- /dev/null +++ b/src/Game/Actor/Query/queryCheckExistActor.cpp @@ -0,0 +1,27 @@ +#include "Game/Actor/Query/queryCheckExistActor.h" +#include + +namespace uking::query { + +CheckExistActor::CheckExistActor(const InitArg& arg) : ksys::act::ai::Query(arg) {} + +CheckExistActor::~CheckExistActor() = default; + +// FIXME: implement +int CheckExistActor::doQuery() { + return -1; +} + +void CheckExistActor::loadParams(const evfl::QueryArg& arg) { + loadBool(arg.param_accessor, "IsCheckEquipStand"); + loadBool(arg.param_accessor, "IsCheckLife"); + loadString(arg.param_accessor, "ActorName"); +} + +void CheckExistActor::loadParams() { + getDynamicParam(&mIsCheckEquipStand, "IsCheckEquipStand"); + getDynamicParam(&mIsCheckLife, "IsCheckLife"); + getDynamicParam(&mActorName, "ActorName"); +} + +} // namespace uking::query -- cgit v1.2.3