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#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
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