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#include "Game/Actor/AI/aiLumberjackTree.h"
namespace uking::ai {
LumberjackTree::LumberjackTree(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
LumberjackTree::~LumberjackTree() = default;
bool LumberjackTree::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LumberjackTree::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LumberjackTree::leave_() {
ksys::act::ai::Ai::leave_();
}
void LumberjackTree::loadParams_() {
getStaticParam(&mFallInterval_s, "FallInterval");
getStaticParam(&mFellImpRate_s, "FellImpRate");
getStaticParam(&mFellRotRate_s, "FellRotRate");
getStaticParam(&mCutOffsetLower_s, "CutOffsetLower");
getStaticParam(&mCutOffsetUpper_s, "CutOffsetUpper");
getStaticParam(&mAlphaLower_s, "AlphaLower");
getStaticParam(&mAlphaSpeed_s, "AlphaSpeed");
getMapUnitParam(&mCutRate_m, "CutRate");
getMapUnitParam(&mAngleY_m, "AngleY");
getMapUnitParam(&mDropTable_m, "DropTable");
getAITreeVariable(&mLumberjackType_a, "LumberjackType");
getAITreeVariable(&mForceSetDropPos_a, "ForceSetDropPos");
getAITreeVariable(&mMoveDirection_a, "MoveDirection");
}
} // namespace uking::ai
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