#include "AgStromlingProperty.h"
#include "MovementAIComponent.h"

void AgStromlingProperty::OnStartup(Entity *self) {
    auto movementInfo = MovementAIInfo {
        "Wander",
        71,
        3,
        100,
        1,
        4
    };

    auto* movementAIComponent = new MovementAIComponent(self, movementInfo);
    self->AddComponent(COMPONENT_TYPE_MOVEMENT_AI, movementAIComponent);
}