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#include "Game/Actor/AI/aiPreyNormal.h"
namespace uking::ai {
PreyNormal::PreyNormal(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
PreyNormal::~PreyNormal() = default;
bool PreyNormal::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void PreyNormal::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void PreyNormal::leave_() {
ksys::act::ai::Ai::leave_();
}
void PreyNormal::loadParams_() {
getStaticParam(&mChangeBattleStateRadius_s, "ChangeBattleStateRadius");
getStaticParam(&mCounterAttackRadius_s, "CounterAttackRadius");
getStaticParam(&mCounterAttackRate_s, "CounterAttackRate");
getStaticParam(&mAddCautionLevelVal_s, "AddCautionLevelVal");
getStaticParam(&mAutoReduceCautionLevelVal_s, "AutoReduceCautionLevelVal");
getStaticParam(&mLimitOverReduceCautionLevelVal_s, "LimitOverReduceCautionLevelVal");
getStaticParam(&mAwnRangeScaleWhenAttention_s, "AwnRangeScaleWhenAttention");
getStaticParam(&mTargetLostTime_s, "TargetLostTime");
getStaticParam(&mAllowRoarRadius_s, "AllowRoarRadius");
getStaticParam(&mEscapeWaterFlowLimit_s, "EscapeWaterFlowLimit");
getStaticParam(&mNewFoodAddTime_s, "NewFoodAddTime");
getStaticParam(&mIsUseEscapeState_s, "IsUseEscapeState");
getStaticParam(&mIsPositiveAttacker_s, "IsPositiveAttacker");
getStaticParam(&mIsSearchTarget_s, "IsSearchTarget");
getStaticParam(&mIsEmitForceEscapeSignal_s, "IsEmitForceEscapeSignal");
getStaticParam(&mIsReceivedForceEscapeSignal_s, "IsReceivedForceEscapeSignal");
getStaticParam(&mIsCheckSandStorm_s, "IsCheckSandStorm");
getMapUnitParam(&mIsLocatorCreate_m, "IsLocatorCreate");
getMapUnitParam(&mEnableNoEntryAreaCheck_m, "EnableNoEntryAreaCheck");
}
} // namespace uking::ai
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