fix(skill): cooldowns start as the client starts them

LWOSkillComponent::msgStartSkill (0x00d45cb0) starts no cooldown for cast
types 1 and 2, and inserts the cooldown (std::map insert), so a cooldown
group already running keeps its time left. The server started one for
every cast type and extended a running group to the longer cooldown.
Live client casts used cast types 0, 3 and 4.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-10-02 09:58:27 -05:00
parent 24932b1282
commit 1ac1248161
4 changed files with 49 additions and 6 deletions

View File

@@ -41,7 +41,7 @@ bool SkillComponent::IsSkillPending(const uint32_t skillUid) const {
return std::any_of(begin, end, [](const auto& pair) { return pair.second && !pair.second->syncEntries.empty(); });
}
bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream& bitStream, const LWOOBJID target, uint32_t skillID) {
bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream& bitStream, const LWOOBJID target, uint32_t skillID, const int32_t castType) {
// A skill handle still waiting on syncs is taken: the client logs and drops a second start with it
if (IsSkillPending(skillUid)) {
LOG("StartSkill with existing skill handle %u for %llu", skillUid, m_Parent->GetObjectID());
@@ -64,7 +64,8 @@ bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t s
context->ExecuteUpdates();
if (!context->failed && m_Parent->IsPlayer()) StartCooldown(skillID);
// Cast types 1 (equip cast) and 2 start no cooldown (LWOSkillComponent::msgStartSkill 0x00d45cb0)
if (!context->failed && m_Parent->IsPlayer() && castType != 1 && castType != 2) StartCooldown(skillID);
return !context->failed;
}
@@ -74,8 +75,8 @@ void SkillComponent::StartCooldown(const uint32_t skillID) {
// The client keys cooldown groups 0 and up (a null group is -1); skills without a cooldown have none running
const auto group = static_cast<int32_t>(skill.cooldowngroup);
if (group < 0 || skill.cooldown <= 0.0f) return;
auto& left = m_CooldownGroups[group];
left = std::max(left, skill.cooldown);
// One already running keeps its time left (LWOSkillComponent::msgStartSkill 0x00d45cb0 inserts, never overwrites)
m_CooldownGroups.try_emplace(group, skill.cooldown);
}
void SkillComponent::LoadFromSaveData(const tinyxml2::XMLDocument& doc) {