/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. // Description : Interface to apply modification to an AI's handling of the // Rate of Death balancing system #ifndef CRYINCLUDE_CRYCOMMON_IAIRATEOFDEATHHANDLER_H #define CRYINCLUDE_CRYCOMMON_IAIRATEOFDEATHHANDLER_H #pragma once #include // <> required for Interfuscator struct IAIRateOfDeathHandler { // virtual ~IAIRateOfDeathHandler() {} // Calculate and return how long the target should stay alive from now virtual float GetTargetAliveTime(const IAIObject* pAI, const IAIObject* pTarget, EAITargetZone eTargetZone, float& fFireDazzleTime) = 0; // Calculate and return how long the AI should take to react to firing at the target from now virtual float GetFiringReactionTime(const IAIObject* pAI, const IAIObject* pTarget, const Vec3& vTargetPos) = 0; // Calculate and return the zone the target is currently in virtual EAITargetZone GetTargetZone(const IAIObject* pAI, const IAIObject* pTarget) = 0; // void GetMemoryUsage(ICrySizer* pSizer) const{ /*LATER*/} }; #endif // CRYINCLUDE_CRYCOMMON_IAIRATEOFDEATHHANDLER_H