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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>
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@@ -3,6 +3,10 @@
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#include "Behavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "CDClientManager.h"
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#include "CDSkillBehaviorTable.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "DestroyableComponent.h"
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#include "Entity.h"
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#include "SkillComponent.h"
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@@ -80,3 +84,40 @@ TEST_F(SkillComponentTests, DeadCastersSyncIsDroppedUnrun) {
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EXPECT_EQ(behavior->syncs, 1);
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}
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// LWOSkillComponent::msgStartSkill (0x00d45cb0): cast types 1 and 2 start no cooldown, and a cooldown group already
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// running keeps its time left.
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TEST_F(SkillComponentTests, CooldownsFollowTheClient) {
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CDSkillBehavior shortSkill{};
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shortSkill.skillID = 394;
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shortSkill.cooldowngroup = 17;
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shortSkill.cooldown = 5.0f;
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CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>()[394] = shortSkill;
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CDSkillBehavior longSkill = shortSkill;
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longSkill.skillID = 395;
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longSkill.cooldown = 30.0f;
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CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>()[395] = longSkill;
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auto playerInfo = info;
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playerInfo.lot = 1;
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Entity player(32, playerInfo);
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Character character(1, nullptr);
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SystemAddress address;
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address.binaryAddress = 0x0100007f;
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address.port = 2003;
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player.AddComponent<CharacterComponent>(-1, &character, address);
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ASSERT_TRUE(player.IsPlayer());
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auto* const skills = player.AddComponent<SkillComponent>(-1);
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RakNet::BitStream empty;
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ASSERT_TRUE(skills->CastPlayerSkill(0, 1, empty, LWOOBJID_EMPTY, 394, 1));
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ASSERT_TRUE(skills->CastPlayerSkill(0, 2, empty, LWOOBJID_EMPTY, 394, 2));
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EXPECT_TRUE(skills->GetCooldownGroups().empty());
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ASSERT_TRUE(skills->CastPlayerSkill(0, 3, empty, LWOOBJID_EMPTY, 394, 0));
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skills->Run(1.0f);
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ASSERT_TRUE(skills->CastPlayerSkill(0, 4, empty, LWOOBJID_EMPTY, 395, 4));
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ASSERT_EQ(skills->GetCooldownGroups().size(), 1u);
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EXPECT_FLOAT_EQ(skills->GetCooldownGroups().at(17), 4.0f);
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CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>().clear();
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}
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