using System;
using System.Threading;
using Content.Shared.Cooldown;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Shared.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;
[DataField("delay")]
private float _delay = 1;
///
/// The time, in seconds, between an object's use and when it can be used again
///
[ViewVariables(VVAccess.ReadWrite)]
public float Delay { get => _delay; set => _delay = value; }
public bool ActiveDelay{ get; private set; }
private CancellationTokenSource? cancellationTokenSource;
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 (IoCManager.Resolve().TryGetComponent(Owner, out ItemCooldownComponent? cooldown))
{
cooldown.CooldownStart = _lastUseTime;
cooldown.CooldownEnd = _lastUseTime + TimeSpan.FromSeconds(Delay);
}
}
public void Cancel()
{
cancellationTokenSource?.Cancel();
ActiveDelay = false;
if (IoCManager.Resolve().TryGetComponent(Owner, out ItemCooldownComponent? cooldown))
{
cooldown.CooldownEnd = IoCManager.Resolve().CurTime;
}
}
public void Restart()
{
cancellationTokenSource?.Cancel();
ActiveDelay = false;
BeginDelay();
}
}
}