int CAIAwarenessToPlayerHelper::GetAlertnessAffectedByVisibility(const IAIActor& aiActor, const IAIObject& playerAiObject, const bool playerIsCloaked) const
{
	int alertness = aiActor.GetProxy()->GetAlertnessState();

	// Clamp the alertness to orange (1) if the player is cloaked or
	// if he's not currently seen by this ai actor.
	if (playerIsCloaked || !aiActor.CanSee(playerAiObject.GetVisionID()))
	{
		alertness = std::min(alertness, 1);
	}

	return alertness;
}
CAIAwarenessToPlayerHelper::VisorIconColor CAIAwarenessToPlayerHelper::GetMarkerColorForAgent(const EntityId entityId) const
{
	CAIAwarenessToPlayerHelper::VisorIconColor defaultColor = Green;
	IEntity* entity = gEnv->pEntitySystem->GetEntity(entityId);
	const IAIObject* ai = entity ? entity->GetAI() : NULL;
	const IAIActor* aiActor = ai ? ai->CastToIAIActor() : NULL;
	IAIObject* playerAiObject = NULL;
	CActor* playerActor = static_cast<CActor*>(gEnv->pGame->GetIGameFramework()->GetClientActor());
	if (playerActor)
	{
		if (IEntity* playerEntity = playerActor->GetEntity())
		{
			playerAiObject = playerEntity->GetAI();
		}
	}
	if (!playerActor || !playerAiObject)
		return defaultColor;

	const bool playerIsCloaked = playerActor->IsCloaked();

	if (aiActor)
	{
		const int alertness = GetAlertnessAffectedByVisibility(*aiActor, *playerAiObject, playerIsCloaked);

		if (alertness == 0)
			return Green;
		else if (alertness == 1)
			return Orange;
		else
			return Red;
	}
	else
	{
		// Turrets are not AI actors so they are treated a bit differently
		// TODO: extend this to generic IAwarenessEntity. for now in C3 is fine as we dont want Towers to be show here.
		if (CTurret* turret = TurretHelpers::FindTurret(entityId))
		{
			if (IEntity* turretEntity = turret->GetEntity())
			{
				if (IAIObject* turretAI = turretEntity->GetAI())
				{
					const bool turretIsDeployed = (turret->GetStateId() == eTurretBehaviorState_Deployed);
					if (!playerIsCloaked && turretIsDeployed && turretAI->IsHostile(playerAiObject) && turret->IsVisionIdInVisionRange(playerAiObject->GetVisionID()))
						return Red;
					else
						return Green;
				}
			}
		}
	}

	return defaultColor;
}