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/queryEnemyRestLifeRate.cpp | 31 +++++++++++++++++++++++++ 1 file changed, 31 insertions(+) create mode 100644 src/Game/Actor/Query/queryEnemyRestLifeRate.cpp (limited to 'src/Game/Actor/Query/queryEnemyRestLifeRate.cpp') diff --git a/src/Game/Actor/Query/queryEnemyRestLifeRate.cpp b/src/Game/Actor/Query/queryEnemyRestLifeRate.cpp new file mode 100644 index 00000000..09beb2a9 --- /dev/null +++ b/src/Game/Actor/Query/queryEnemyRestLifeRate.cpp @@ -0,0 +1,31 @@ +#include "Game/Actor/Query/queryEnemyRestLifeRate.h" +#include +#include "KingSystem/ActorSystem/actActor.h" + +namespace uking::query { + +EnemyRestLifeRate::EnemyRestLifeRate(const InitArg& arg) : ksys::act::ai::Query(arg) {} + +EnemyRestLifeRate::~EnemyRestLifeRate() = default; + +int EnemyRestLifeRate::doQuery() { + s32* life = mActor->getLife(); + float value; + + if (life != nullptr) + value = *life; + else + value = 1.0f; + + return mActor->getMaxLife() * *mCheckRate <= value; +} + +void EnemyRestLifeRate::loadParams(const evfl::QueryArg& arg) { + loadFloat(arg.param_accessor, "CheckRate"); +} + +void EnemyRestLifeRate::loadParams() { + getDynamicParam(&mCheckRate, "CheckRate"); +} + +} // namespace uking::query -- cgit v1.2.3