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/queryHasSetItem.cpp | 38 ++++++++++++++++++++++++++++++++ 1 file changed, 38 insertions(+) create mode 100644 src/Game/Actor/Query/queryHasSetItem.cpp (limited to 'src/Game/Actor/Query/queryHasSetItem.cpp') diff --git a/src/Game/Actor/Query/queryHasSetItem.cpp b/src/Game/Actor/Query/queryHasSetItem.cpp new file mode 100644 index 00000000..d96682e0 --- /dev/null +++ b/src/Game/Actor/Query/queryHasSetItem.cpp @@ -0,0 +1,38 @@ +#include "Game/Actor/Query/queryHasSetItem.h" +#include +#include "KingSystem/GameData/gdtManager.h" + +namespace uking::query { + +HasSetItem::HasSetItem(const InitArg& arg) : ksys::act::ai::Query(arg) {} + +HasSetItem::~HasSetItem() = default; + +int HasSetItem::doQuery() { + auto* gdm = ksys::gdt::Manager::instance(); + if (gdm != nullptr) { + auto flag_type = gdm->getParam().get1().getBuffer()->getFlagType(mItemName); + if (flag_type == ksys::gdt::FlagType::Bool) { + bool value = false; + if (gdm->getParamBypassPerm().get().getBool(&value, mItemName)) + return value; + } else if (flag_type == ksys::gdt::FlagType::S32) { + s32 value = 0; + if (gdm->getParamBypassPerm().get().getS32(&value, mItemName)) + return value >= *mCount; + } + } + return 0; +} + +void HasSetItem::loadParams(const evfl::QueryArg& arg) { + loadInt(arg.param_accessor, "Count"); + loadString(arg.param_accessor, "ItemName"); +} + +void HasSetItem::loadParams() { + getDynamicParam(&mCount, "Count"); + getDynamicParam(&mItemName, "ItemName"); +} + +} // namespace uking::query -- cgit v1.2.3