#include "Game/Actor/AI/aiAnimalRndMove.h" namespace uking::ai { AnimalRndMove::AnimalRndMove(const InitArg& arg) : ksys::act::ai::Ai(arg) {} AnimalRndMove::~AnimalRndMove() = default; bool AnimalRndMove::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void AnimalRndMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void AnimalRndMove::leave_() { ksys::act::ai::Ai::leave_(); } void AnimalRndMove::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