#include "Runtime/World/CPlayerEnergyDrain.hpp" #include "Runtime/CStateManager.hpp" namespace urde { CPlayerEnergyDrain::CPlayerEnergyDrain(u32 capacity) { x0_sources.reserve(capacity); } void CPlayerEnergyDrain::AddEnergyDrainSource(TUniqueId id, float intensity) { x0_sources.emplace_back(id, intensity); } void CPlayerEnergyDrain::RemoveEnergyDrainSource(TUniqueId id) { auto it = rstl::binary_find(x0_sources.begin(), x0_sources.end(), id, [](const CEnergyDrainSource& item) { return item.GetEnergyDrainSourceId(); }); if (it != x0_sources.end()) x0_sources.erase(it); } float CPlayerEnergyDrain::GetEnergyDrainIntensity() const { float intensity = 0.f; for (const CEnergyDrainSource& src : x0_sources) intensity += src.GetEnergyDrainIntensity(); return intensity; } void CPlayerEnergyDrain::ProcessEnergyDrain(const CStateManager& mgr, float dt) { auto it = x0_sources.begin(); for (; it != x0_sources.end(); ++it) { if (mgr.GetObjectById((*it).GetEnergyDrainSourceId()) == nullptr) RemoveEnergyDrainSource((*it).GetEnergyDrainSourceId()); } if (x0_sources.empty()) x10_energyDrainTime = 0.f; else x10_energyDrainTime += dt; } } // namespace urde