using System;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Timers;
namespace Content.Server.GameObjects.EntitySystems
{
///
/// This interface gives components behavior when being "triggered" by timer or other conditions
///
public interface ITimerTrigger
{
///
/// Called when one object is triggering some event
///
bool Trigger(TimerTriggerEventArgs eventArgs);
}
public class TimerTriggerEventArgs : EventArgs
{
public IEntity User { get; set; }
public IEntity Source { get; set; }
}
[UsedImplicitly]
public sealed class TriggerSystem : EntitySystem
{
public void HandleTimerTrigger(TimeSpan delay, IEntity user, IEntity trigger)
{
Timer.Spawn(delay, () =>
{
var timerTriggerEventArgs = new TimerTriggerEventArgs
{
User = user,
Source = trigger
};
var timerTriggers = trigger.GetAllComponents().ToList();
foreach (var timerTrigger in timerTriggers)
{
if (timerTrigger.Trigger(timerTriggerEventArgs))
{
// If an IOnTimerTrigger returns a status completion we finish our trigger
return;
}
}
});
}
}
}