using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
namespace Content.Shared.GameObjects.EntitySystems
{
///
/// Evicts action states with expired cooldowns.
///
public class SharedActionSystem : EntitySystem
{
private const float CooldownCheckIntervalSeconds = 10;
private float _timeSinceCooldownCheck;
public override void Update(float frameTime)
{
base.Update(frameTime);
_timeSinceCooldownCheck += frameTime;
if (_timeSinceCooldownCheck < CooldownCheckIntervalSeconds) return;
foreach (var comp in ComponentManager.EntityQuery(false))
{
comp.ExpireCooldowns();
}
_timeSinceCooldownCheck -= CooldownCheckIntervalSeconds;
}
}
}