using System;
using System.Threading;
using Content.Shared.GameObjects.Components.Items;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Timers;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Timer = Robust.Shared.Timers.Timer;
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();
Owner.SpawnTimer(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();
}
}
}