/* * 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. #ifndef CRYINCLUDE_EDITOR_AI_SCRIPTBIND_AI_H #define CRYINCLUDE_EDITOR_AI_SCRIPTBIND_AI_H #pragma once #include "ScriptHelpers.h" struct IFunctionHandler; // These numerical values are deprecated; use the strings instead enum EAIPathType { AIPATH_DEFAULT, AIPATH_HUMAN, AIPATH_HUMAN_COVER, AIPATH_CAR, AIPATH_TANK, AIPATH_BOAT, AIPATH_HELI, AIPATH_3D, AIPATH_SCOUT, AIPATH_TROOPER, AIPATH_HUNTER, }; class CScriptBind_AI : public CScriptableBase { public: CScriptBind_AI(ISystem* pSystem); // Assign AgentPathfindingProperties to the given path type // int AssignPFPropertiesToPathType(IFunctionHandler* pH); void AssignPFPropertiesToPathType(const string& sPathType, AgentPathfindingProperties& properties); private: static const char* GetPathTypeName(EAIPathType pathType); }; #endif // CRYINCLUDE_EDITOR_AI_SCRIPTBIND_AI_H