#ifndef INCLUDED_AURA
#define INCLUDED_AURA

#include "EntityHandles.h"
#include "maths/Vector4D.h"
#include "scripting/SpiderMonkey.h"
#include "ps/CStr.h"

class CEntity;

class CAura
{
public:
    JSContext* m_cx;
    CEntity* m_source;
    CStrW m_name;
    CVector4D m_color;
    float m_radius;         // In graphics units
    size_t m_tickRate;      // In milliseconds
    JSObject* m_handler;
    std::vector<HEntity> m_influenced;
    size_t m_tickCyclePos;  // Add time to this until it's time to tick again

    CAura( JSContext* cx, CEntity* source, CStrW& name, float radius, size_t tickRate, const CVector4D& color, JSObject* handler );
    ~CAura();
    
    // Remove all entities from under our influence; this isn't done in the destructor since
    // the destructor needs to be called at the end of the program when some CEntities
    // have been deleted despite our keeping handles to them, in addition to just when an
    // entity dies. RemoveAll will only be called in the second case.
    void RemoveAll();

    // Forcefully removes an entity from the aura. Useful so that a unit that is killed can
    // notify its auras to remove it before it dies (so they can still access its data).
    void Remove( CEntity* ent );

    // Called to update the aura each simulation frame.
    void Update( size_t timestep );
};

#endif