using System; using CancellationTokenSource = System.Threading.CancellationTokenSource; using Content.Shared.GameObjects.Components.Items; using Robust.Shared.GameObjects; using Robust.Shared.Serialization; using Robust.Shared.Timers; using Robust.Shared.IoC; using Robust.Shared.Interfaces.Timing; namespace Content.Server.GameObjects.Components.Timing { /// /// Timer that creates a cooldown each time an object is activated/used /// [RegisterComponent] public class UseDelayComponent : Component { public override string Name => "UseDelay"; private TimeSpan _lastUseTime; private float _delay; /// /// The time, in seconds, between an object's use and when it can be used again /// public float Delay { get => _delay; set => _delay = value; } public bool ActiveDelay{ get; private set; } private CancellationTokenSource cancellationTokenSource; public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(ref _delay, "delay", 1); } public void BeginDelay() { if (ActiveDelay) { return; } ActiveDelay = true; cancellationTokenSource = new CancellationTokenSource(); Timer.Spawn(TimeSpan.FromSeconds(Delay), () => ActiveDelay = false, cancellationTokenSource.Token); _lastUseTime = IoCManager.Resolve().CurTime; if (Owner.TryGetComponent(out ItemCooldownComponent cooldown)) { cooldown.CooldownStart = _lastUseTime; cooldown.CooldownEnd = _lastUseTime + TimeSpan.FromSeconds(Delay); } } public void Cancel() { cancellationTokenSource.Cancel(); ActiveDelay = false; if (Owner.TryGetComponent(out ItemCooldownComponent cooldown)) { cooldown.CooldownEnd = IoCManager.Resolve().CurTime; } } public void Restart() { cancellationTokenSource.Cancel(); ActiveDelay = false; BeginDelay(); } } }