using Content.Shared.Actions.Components;
using Content.Shared.Hands;
using Robust.Shared.GameObjects;
using System;
namespace Content.Shared.Actions
{
///
/// Evicts action states with expired cooldowns.
///
public class SharedActionSystem : EntitySystem
{
private const float CooldownCheckIntervalSeconds = 10;
private float _timeSinceCooldownCheck;
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
SubscribeLocalEvent(OnHandUnequipped);
SubscribeLocalEvent(OnHandEquipped);
}
private void OnHandEquipped(EntityUid uid, ItemActionsComponent component, EquippedHandEvent args)
{
component.EquippedHand(args.User, args.Hand);
}
private void OnHandUnequipped(EntityUid uid, ItemActionsComponent component, UnequippedHandEvent args)
{
component.UnequippedHand();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_timeSinceCooldownCheck += frameTime;
if (_timeSinceCooldownCheck < CooldownCheckIntervalSeconds) return;
foreach (var comp in EntityManager.EntityQuery(false))
{
comp.ExpireCooldowns();
}
_timeSinceCooldownCheck -= CooldownCheckIntervalSeconds;
}
}
}