feat(items): port retail shared cooldown overlays

Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-23 10:41:16 +02:00
parent 19e8863f4e
commit 6b1ae4fb76
27 changed files with 875 additions and 20 deletions

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@ -107,7 +107,7 @@ accepted-divergence entries (#96, #49, #50).
---
## 3. Documented approximation (AP) — 89 active rows
## 3. Documented approximation (AP) — 90 active rows
Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
@ -219,6 +219,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-120 | `ObjectTableWiring.ApplyEntitySpawn` publishes the CreateObject's WeenieDesc/item state before the same-generation physics update tail. Retail applies WeenieDesc after ObjDesc, Parent-or-Position/Pickup, Movement, State, and Vector. | `src/AcDream.Core.Net/ObjectTableWiring.cs` (`ApplyEntitySpawn`); `src/AcDream.App/World/LiveEntitySameGenerationUpdateRouter.cs` | Core.Net owns item-table ingestion before App callbacks and the current single-thread FIFO prevents a second network packet from interleaving; changing publication order crosses the Core.Net/App ownership boundary and requires a separately tested event transaction. | A synchronous item-table observer can see the refreshed WeenieDesc while the same object's physics/parent/state still reflects the prior snapshot; retail observers see the completed physics tail first. | `SmartBox::HandleCreateObject @ 0x00454C80`; `ACCObjectMaint::CreateObject @ 0x00558870` |
| AP-121 | The `/framerate` command persists acdream's live ShowFps value in the modern `settings.json` Display bag after performing retail's live toggle/notice behavior. The named retail `DoFrameRate` body itself only flips `fShowFramerate` and sends `SetFramerateDisplay`; no equivalent persistence write occurs in that command body. | `src/AcDream.App/Settings/RuntimeSettingsController.cs` (`ToggleFrameRate`) | This preserves acdream's shipped L.0 cross-launch display preference while keeping the live retail mechanism and SmartBox visibility result exact; it changes no gameplay or wire state | A relaunch can retain FPS visibility where the named retail command body alone would not; a future port of retail's wider preference owner must avoid double-persisting or applying conflicting startup state | `ClientCommunicationSystem::DoFrameRate @ 0x005707D0`; `CM_UI::SendNotice_SetFramerateDisplay @ 0x0047A050`; `gmSmartBoxUI::RecvNotice_SetFramerateDisplay @ 0x004D65E0` |
| AP-122 | The toolbar Use hand is Ghosted when selection is empty. Retail sets state 1 (Normal) and an empty-selection click enters generic `TARGET_MODE_USE`; selected-object enablement and activation remain retail-faithful. | `src/AcDream.App/UI/Layout/ToolbarController.cs` (`RefreshUseButton`) | User explicitly requires no selection to present as unavailable. The disabled retained button consumes the click without opening a cursor; every nonempty selection still uses the exact retail CombatUse/type/ItemUses predicate and the shared activation owner. | Generic pick-then-use mode cannot be entered from the empty toolbar hand; an object must first be selected, after which the same Use command is available. | `gmToolbarUI::HandleSelectionChanged @ 0x004BF380`; `gmToolbarUI::ListenToElementMessage @ 0x004BEE90` |
| AP-123 | Item cooldowns use the retained toolkit's existing procedural `UiItemSlot` leaf rather than materializing retail's ten `m_elem_Icon_Cooldown_*` child elements. The group lookup, remaining-time formula, exact DAT sprites, step choice, and topmost ReadOrder-8 outcome are faithful. | `src/AcDream.App/UI/Layout/ItemCooldownUiController.cs`; `src/AcDream.App/UI/UiItemSlot.cs` | `UiItemSlot` already consumes/reproduces UIItem children procedurally under the IA-15 retained-toolkit architecture. Selecting one imported sprite at draw time gives every inventory/equipment/shortcut alias the same output without a parallel widget tree or per-cell timers. | A future feature that observes the individual cooldown child visibility/state rather than the rendered UIItem could see no child elements even though the cell looks and advances correctly. | `CEnchantmentRegistry::OnCooldown @ 0x005943C0`; `UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20`; common UIItem prototype `0x1000033E` |
## 4. Temporary stopgap (TS) — 38 active rows + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)

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@ -25,8 +25,12 @@ through the world-object approach query and silently cancelled because
inventory objects have no spatial entity. Owned direct-use now sends
immediately, while the registered AD-27 approach seam remains world-only;
shared AutoWear reports the exact overlapping worn item that must be removed.
That correction awaits its connected gate; the magnifying-glass Assess command
follows in the same slice.
That correction is user-confirmed. The requested adjacent cooldown follow-up
ports the optional public shared-cooldown metadata, the authoritative
cooldown-enchantment lookup, the exact ten-step bucket formula, and DAT
sprites `0x060067CF..0x060067D8` through the shared retained `UiItemSlot`
presentation. Its visual gate comes next; the magnifying-glass Assess command
then follows in the same slice.
---

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@ -92,13 +92,12 @@ broaden the feature surface.
Slice 1's 18-cell favorite-spell overflow bar is user-accepted. Slice 2 is
active: the status hand's selected-object availability and existing
Use/AutoWield/use-on-target command routing passed their connected gate.
The follow-up retail correction for zero-valued direct-use items and named
AutoWear blockers is code-complete. Its first connected gate exposed and
corrected the lower delivery boundary: carried direct-use had been sent through
the world approach query even though inventory objects have no spatial entity.
Owned Use now sends immediately; world Use alone retains the registered AD-27
approach seam. The combined correction awaits its connected gate before the
Assess half continues.
The follow-up retail correction for zero-valued direct-use items, named
AutoWear blockers, and carried-use delivery is user-confirmed. The requested
adjacent cooldown follow-up now preserves the item's shared group/duration,
projects the authoritative cooldown-enchantment bucket, and draws retail's ten
DAT-authored radial steps across all item-slot surfaces. Its visual gate is
next; the Assess half then continues.
Carried:
#153 far-teleport residual, #116 slide-response, the remaining R6 ownership cleanup plus

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@ -1,8 +1,9 @@
# World interaction completion — pre-M4 program
**Status:** Slice 1 user-accepted 2026-07-23. Slice 2 Use-hand selection state
passed its connected gate. The follow-up zero-useability/AutoWear correction is
code-complete and awaits its connected gate before Assess continues.
**Status:** Slice 1 user-accepted 2026-07-23. Slice 2 Use-hand selection,
zero-useability, carried direct-use, and AutoWear correction passed their
connected gates. The requested shared item-cooldown follow-up is code-complete
and awaits its visual gate before Assess continues.
**Milestone:** M4 prerequisite/preamble.
**Architecture:** retained gameplay UI over shared selection, object, and
interaction state. `GameWindow` remains a composition/callback shell.
@ -89,6 +90,22 @@ tests / 5 skips. The carried-use delivery correction adds an end-to-end App
pin from Favor activation through wire dispatch and authoritative UseDone busy
release. The Release build retains the 17 tracked test-project warnings;
3,477 App tests / 3 skips and 7,858 complete-solution tests / 5 skips pass.
The user confirmed Blackmoor's Favor now activates correctly.
Before Assess, the user requested the adjacent retail item-cooldown
presentation. `PublicWeenieDesc` now preserves the optional shared cooldown id
and duration, assessed property updates reach the same object fields, and
`CEnchantmentRegistry::OnCooldown @ 0x005943C0` plus
`UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20` are ported through the
canonical Core registry and one pure display projection. Every retained item
list shares one controller and the exact
ten DAT-authored radial sprites `0x060067CF..0x060067D8`; items with the same
group display the same server-authored cooldown. Research:
[`../research/2026-07-23-retail-item-cooldown-pseudocode.md`](../research/2026-07-23-retail-item-cooldown-pseudocode.md).
The focused parser/Core/UI/production-DAT tests, warning-free Release solution
build, 3,482 App tests / 3 skips, and 7,875 complete-solution tests / 5 skips
pass. AP-123 records only the retained toolkit's procedural-child adaptation;
the visible assets, ordering, timing, and shared-group behavior are exact.
## Slice 1 — spell-bar overflow arrows
@ -168,9 +185,9 @@ Named retail references and executable pseudocode are recorded in
### Remaining Slice 2 work
- Run the connected visual gate for the shared item cooldown: use Blackmoor's
Favor or a summon/stone and verify its inventory and shortcut aliases count
down together, then clear.
- Port the magnifying-glass Assess command state and activation.
- Run the connected correction gate: activate Blackmoor's Favor, then try to
equip armor blocked by an overlapping worn item and verify the named system
message.
- Continue directly into the Assess information slice after the combined
status-control gate.

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@ -128,7 +128,7 @@ gives the per-state sprite ids (column 3 below).
| `m_elem_Icon_OpenContainer` | `0x10000450` | 3 | "this container is open" frame | `DirectState 0x06005D9C Alphablend` (dump:2232) |
| `m_elem_Icon_DragAccept` | `0x1000045A` | 3 | drag-rollover accept/reject frame | `ItemSlot_DragOver_Accept → 0x060011F9`, `_Reject → 0x060011F8`, `_DropIn → 0x060011F7` (dump:1174-1175,1258-1260) |
| `m_elem_Icon_Quantity` | `0x100004F5` | 12 (Text) | the stack-count number | — |
| `m_elem_Icon_Cooldown_10..100` | `0x1000054F..0x10000558` | 3 | 10-step radial cooldown ring | `DirectState 0x0600109D / 0x060012D9 / 0x06001DAE / 0x060067CF..D1 …` (dump:778-863) |
| `m_elem_Icon_Cooldown_10..100` | `0x1000054F..0x10000558` | 3 | 10-step radial cooldown ring | Common physical UIItem prototype `0x1000033E`: exact ordered `0x060067CF..0x060067D8`; ReadOrder 8, above every other cell layer. See `2026-07-23-retail-item-cooldown-pseudocode.md`. |
| `m_dragIcon` | `0x10000345` (created) | — | translucent drag-ghost | created via `CreateChildElement(this, dbobj, 0x10000345)`, `SetVisible(0)` (229738-229740) |
**The four named LayoutDesc states** that drive `m_elem_Icon` / `m_elem_Icon_DragAccept`

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@ -0,0 +1,174 @@
# Retail item cooldown presentation
**Date:** 2026-07-23
**Scope:** the shared radial cooldown overlay drawn on inventory, equipment,
container, and shortcut `UIElement_UIItem` cells.
## Retail oracle
Named-retail symbols:
- `PublicWeenieDesc::UnPack` — public object metadata, including the optional
shared cooldown id and duration.
- `CEnchantmentRegistry::OnCooldown @ 0x005943C0` — resolves the live
cooldown enchantment and its remaining duration.
- `UIElement_UIItem::PostInit @ 0x004E1870` — binds the ten authored cooldown
children.
- `UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20` — selects the
visible radial step.
- `UIElement_UIItem::DoHeartbeat @ 0x004E2070` — refreshes the display.
The named pseudo-C loses the x87 expression in
`UpdateCooldownDisplay`. Disassembly of the matching September 2013 client
recovers the exact bucket expression:
```text
truncate((remaining / itemCooldownDuration) * 10 + 1)
```
The result `1..9` selects the 10%..90% child. A result at or above 10 selects
the 100% child. No child is visible when the cooldown is inactive or the item
duration is non-positive.
## Wire metadata
`PublicWeenieDesc` second-header flags:
```text
PWD2_Packed_CooldownID = 0x00000002
PWD2_Packed_CooldownDuration = 0x00000004
```
They occur after IconUnderlay and MaterialType, and before PetOwner:
```text
if secondHeader & 0x00000002:
cooldownId = read_u32()
if secondHeader & 0x00000004:
cooldownDuration = read_f64() // seconds
```
Absence remains distinct from a present zero. Assessment properties use the
same semantic values: SharedCooldown `PropertyInt 280` and CooldownDuration
`PropertyFloat 167`.
## Registry lookup
Retail stores cooldowns in the enchantment-registry cooldown list. The
requested enchantment id is the item's shared cooldown group plus `0x8000`.
The list is examined in stored order and the first matching record decides
the result:
```text
OnCooldown(itemCooldownId, now):
if itemCooldownId == 0:
return inactive
requestedSpellId = itemCooldownId + 0x8000
for record in cooldownList, head to tail:
if low16(record.spellId) != requestedSpellId:
continue
remaining = record.duration + record.startTime - now
if remaining > 0:
return active, remaining
removeExpiredRecord(record)
return inactive
return inactive
```
The server remains authoritative for adding, updating, and removing the
cooldown enchantment. Items that share a cooldown id therefore display the
same live lockout without per-item client timers.
## UI projection
```text
UpdateCooldownDisplay(item, cooldownRegistry, now):
hide cooldown children 10..100
if item.cooldownDuration <= 0:
return
active, remaining =
cooldownRegistry.OnCooldown(item.cooldownId + 0x8000, now)
if not active:
return
step = truncate((remaining / item.cooldownDuration) * 10 + 1)
if step >= 10:
show cooldown_100
else if step >= 1:
show cooldown_[step * 10]
```
`UIElement_UIItem::DoHeartbeat` repeats this projection, so the artwork
advances while no object packet changes.
## DAT-authored presentation
The common physical UIItem prototype is element `0x1000033E` in catalog
LayoutDesc `0x21000037`. Physical-item, container, and shortcut prototypes
inherit the same children:
| Step | Element | RenderSurface |
|---:|---:|---:|
| 10% | `0x1000054F` | `0x060067CF` |
| 20% | `0x10000550` | `0x060067D0` |
| 30% | `0x10000551` | `0x060067D1` |
| 40% | `0x10000552` | `0x060067D2` |
| 50% | `0x10000553` | `0x060067D3` |
| 60% | `0x10000554` | `0x060067D4` |
| 70% | `0x10000555` | `0x060067D5` |
| 80% | `0x10000556` | `0x060067D6` |
| 90% | `0x10000557` | `0x060067D7` |
| 100% | `0x10000558` | `0x060067D8` |
The empty-slot-only prototype `0x10000341` has no cooldown children.
Cooldown children use ReadOrder 8, above icon/quantity/capacity (1),
waiting/drag-accept (3), selection (4), shortcut digits (5), sell (6), and
trade (7). The active cooldown sprite is therefore the last UIItem layer
drawn.
## Reference cross-checks
- ACE serializes `SharedCooldown` (`PropertyInt 280`) and
`CooldownDuration` (`PropertyFloat 167`) in the same optional public
description order. Cooldown enchantments are placed in the registry's
cooldown bucket.
- Holtburger parses the same optional `u32` id and `f64` duration, and keeps
enchantment spell/layer identifiers plus `f64` start/duration values.
These references confirm the packet and registry interpretation. The named
retail client and matching-binary disassembly remain authoritative for lookup
order, the `0x8000` offset, bucket selection, and draw ordering.
## acdream architecture
- `CreateObject` preserves optional cooldown metadata through
`EntitySpawn`, `WeenieData`, and `ClientObject`.
- `Spellbook.OnCooldown` owns the ordered group lookup, remaining-time
calculation, and exact expired-node removal.
- `ItemCooldownDisplay` owns the pure ten-step display calculation.
- `ItemCooldownUiController` binds every current and future `UiItemList` cell
and evaluates represented items once in its pre-draw heartbeat.
- `ItemCooldownAssets` imports all ten sprites from DAT. Missing assets fail
visibly in diagnostics; no fabricated fallback ring is used.
- `UiItemSlot` draws the selected sprite last, so inventory, paperdoll,
external-container, and shortcut aliases share one mechanism.
## Conformance cases
- optional metadata present, absent, and present-zero;
- exact `0x8000` shared-group mapping;
- cooldown-bucket filtering and stored-order first-match behavior;
- expired, zero-duration, and active records;
- exact bucket boundaries and 100% clamping;
- assessed property updates;
- propagation to existing and future item-list cells;
- exact production-DAT sprite sequence.

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@ -0,0 +1,56 @@
using AcDream.Content;
using DatReaderWriter;
namespace AcDream.App.UI.Layout;
/// <summary>
/// DAT-authored ten-step radial cooldown art owned by the shared retail
/// <c>UIElement_UIItem</c> prototype.
/// </summary>
public readonly record struct ItemCooldownAssets(IReadOnlyList<uint> Sprites)
{
public const uint CatalogLayoutId = 0x21000037u;
public const uint SharedItemPrototypeId = 0x1000033Eu;
public const uint FirstOverlayElementId = 0x1000054Fu;
public const int OverlayCount = 10;
public static ItemCooldownAssets? TryLoad(IDatReaderWriter dats)
{
ArgumentNullException.ThrowIfNull(dats);
// 0x1000033E is the common UIItem base inherited by physical item,
// container, and shortcut prototypes. The empty-slot prototype
// 0x10000341 is only background art and intentionally has no cooldown
// children.
ElementInfo? prototype = LayoutImporter.ImportInfos(
dats,
CatalogLayoutId,
SharedItemPrototypeId);
if (prototype is null)
return null;
var sprites = new uint[OverlayCount];
for (int index = 0; index < sprites.Length; index++)
{
ElementInfo? overlay = Find(
prototype,
FirstOverlayElementId + (uint)index);
if (overlay is null
|| !overlay.StateMedia.TryGetValue("", out var media)
|| media.File == 0u)
return null;
sprites[index] = media.File;
}
return new ItemCooldownAssets(sprites);
}
private static ElementInfo? Find(ElementInfo root, uint id)
{
if (root.Id == id)
return root;
foreach (ElementInfo child in root.Children)
if (Find(child, id) is { } match)
return match;
return null;
}
}

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@ -0,0 +1,101 @@
using AcDream.Core.Items;
using AcDream.Core.Spells;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Shared retained-UI owner for retail item cooldowns. It performs the retail
/// heartbeat before drawing and gives every current and future
/// <see cref="UiItemSlot"/> the same display projection.
/// </summary>
public sealed class ItemCooldownUiController
{
private readonly Spellbook _spellbook;
private readonly ClientObjectTable _objects;
private readonly Func<double> _currentTime;
private readonly List<UiItemList> _lists = new();
private readonly Dictionary<uint, int> _stepByItemId = new();
private ItemCooldownUiController(
Spellbook spellbook,
ClientObjectTable objects,
Func<double> currentTime)
{
_spellbook = spellbook;
_objects = objects;
_currentTime = currentTime;
}
public static ItemCooldownUiController Bind(
UiElement root,
Spellbook spellbook,
ClientObjectTable objects,
Func<double> currentTime,
ItemCooldownAssets assets)
{
ArgumentNullException.ThrowIfNull(root);
ArgumentNullException.ThrowIfNull(spellbook);
ArgumentNullException.ThrowIfNull(objects);
ArgumentNullException.ThrowIfNull(currentTime);
var controller = new ItemCooldownUiController(
spellbook,
objects,
currentTime);
controller.Configure(root, assets.Sprites);
controller.Tick();
return controller;
}
public void Tick()
{
double now = _currentTime();
_stepByItemId.Clear();
// Retail updates cooldown visibility from UIElement_UIItem::DoHeartbeat,
// not while drawing. Query each represented item once so an expired
// registry node can be removed safely before the render walk.
foreach (UiItemList list in _lists)
{
for (int index = 0; index < list.GetNumUIItems(); index++)
{
UiItemSlot? cell = list.GetItem(index);
if (cell is null)
continue;
uint itemId = cell.ItemId;
if (itemId == 0u || _stepByItemId.ContainsKey(itemId))
continue;
int step = 0;
ClientObject? item = _objects.Get(itemId);
if (item?.CooldownId is { } cooldownId
&& item.CooldownDuration is { } duration
&& _spellbook.OnCooldown(
cooldownId,
now,
out double remaining))
step = ItemCooldownDisplay.GetOverlayStep(
duration,
remaining);
_stepByItemId.Add(itemId, step);
}
}
}
internal int GetOverlayStep(uint itemId)
=> _stepByItemId.TryGetValue(itemId, out int step) ? step : 0;
private void Configure(UiElement element, IReadOnlyList<uint> sprites)
{
if (element is UiItemList list)
{
_lists.Add(list);
list.CooldownSprites = sprites;
list.CooldownStepProvider = GetOverlayStep;
}
foreach (UiElement child in element.Children)
Configure(child, sprites);
}
}

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@ -198,6 +198,7 @@ public sealed class RetailUiRuntime : IDisposable
private RetailItemConfirmationController? _itemConfirmationController;
private RetailSkillTrainingConfirmationController? _skillTrainingConfirmationController;
private UiShortcutDigitGraphics? _shortcutDigitGraphics;
private ItemCooldownUiController? _itemCooldownController;
private VividTargetIndicatorController? _vividTargetIndicator;
private ResourceShutdownTransaction? _shutdown;
private bool _disposed;
@ -242,6 +243,7 @@ public sealed class RetailUiRuntime : IDisposable
MountPlugins();
MountInventory();
MountExternalContainer();
MountItemCooldowns();
Host.WindowManager.WindowVisibilityChanged += OnWindowVisibilityChanged;
BindToolbarPanelButtons();
SyncToolbarWindowButtons();
@ -346,6 +348,7 @@ public sealed class RetailUiRuntime : IDisposable
JumpPowerbarController?.Tick();
SelectedObjectController?.Tick(deltaSeconds);
ExternalContainerController?.Tick();
_itemCooldownController?.Tick();
DialogFactory?.Tick();
Host.Tick(deltaSeconds);
_automation?.Tick(deltaSeconds);
@ -1760,6 +1763,29 @@ public sealed class RetailUiRuntime : IDisposable
"[D.2b] retail external-container strip mounted from LayoutDesc 0x21000008.");
}
private void MountItemCooldowns()
{
ItemCooldownAssets? assets;
lock (_bindings.Assets.DatLock)
assets = ItemCooldownAssets.TryLoad(_bindings.Assets.Dats);
if (assets is null)
{
Console.WriteLine(
"[UI] shared UIItem cooldown overlays missing from LayoutDesc 0x21000037.");
return;
}
_itemCooldownController = ItemCooldownUiController.Bind(
Host.Root,
_bindings.Magic.Spellbook,
_bindings.Magic.Objects,
_bindings.Magic.ServerTime,
assets.Value);
Console.WriteLine(
"[UI] retail shared item cooldown overlays ready (10 DAT-authored steps).");
}
public void Dispose()
{
if (_disposed)

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@ -39,6 +39,30 @@ public sealed class UiItemList : UiElement
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
private IReadOnlyList<uint>? _cooldownSprites;
public IReadOnlyList<uint>? CooldownSprites
{
get => _cooldownSprites;
set
{
_cooldownSprites = value;
foreach (UiItemSlot cell in _cells)
cell.CooldownSprites = value;
}
}
private Func<uint, int>? _cooldownStepProvider;
public Func<uint, int>? CooldownStepProvider
{
get => _cooldownStepProvider;
set
{
_cooldownStepProvider = value;
foreach (UiItemSlot cell in _cells)
cell.CooldownStepProvider = value;
}
}
/// <summary>
/// Optional non-weenie catalog drop target. Used by retail spell shortcuts;
/// physical-item drops continue through <see cref="DragHandler"/>.
@ -92,6 +116,8 @@ public sealed class UiItemList : UiElement
public void AddItem(UiItemSlot cell)
{
cell.SpriteResolve ??= SpriteResolve;
cell.CooldownSprites ??= _cooldownSprites;
cell.CooldownStepProvider ??= _cooldownStepProvider;
if (_cellEmptySprite != 0) cell.EmptySprite = _cellEmptySprite;
// The list lays cells out procedurally (grid offset + scroll clip), so cells must be
// EXEMPT from the parent anchor pass — UiElement.DrawSelfAndChildren runs ApplyAnchor
@ -271,6 +297,8 @@ public sealed class UiItemList : UiElement
{
UiItemSlot cell = EmptySlotFactory?.Invoke() ?? new UiItemSlot();
cell.SpriteResolve ??= SpriteResolve;
cell.CooldownSprites ??= _cooldownSprites;
cell.CooldownStepProvider ??= _cooldownStepProvider;
if (_cellEmptySprite != 0) cell.EmptySprite = _cellEmptySprite;
cell.Anchors = AnchorEdges.None;
_cells.Add(cell);

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@ -103,6 +103,18 @@ public class UiItemSlot : UiElement
/// <summary>RenderSurface id -> (GL texture, w, h). Set by the factory/controller.</summary>
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
/// <summary>
/// DAT-authored 10%..100% radial cooldown overlays from element ids
/// <c>0x1000054F..0x10000558</c>.
/// </summary>
public IReadOnlyList<uint>? CooldownSprites { get; set; }
/// <summary>
/// Bound by the shared cooldown controller. Returns 0 for hidden or 1..10
/// for the exact retail overlay step.
/// </summary>
public Func<uint, int>? CooldownStepProvider { get; set; }
public void SetItem(
uint itemId,
uint iconTexture,
@ -387,6 +399,28 @@ public class UiItemSlot : UiElement
ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
}
}
// UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20 selects exactly
// one of ten authored radial overlays. The shared prototype gives these
// children ReadOrder 8, above shortcut, waiting, selection, trade, and
// drag-accept layers, so the countdown is the final UIItem draw.
uint cooldownSprite = ActiveCooldownSprite();
if (cooldownSprite != 0u && SpriteResolve is not null)
{
var (texture, _, _) = SpriteResolve(cooldownSprite);
if (texture != 0u)
ctx.DrawSprite(
texture,
0f,
0f,
Width,
Height,
0f,
0f,
1f,
1f,
Vector4.One);
}
}
/// <summary>Draws the shared retail shortcut-number layer. Catalog spell cells
@ -409,4 +443,17 @@ public class UiItemSlot : UiElement
if (texture != 0)
ctx.DrawSprite(texture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
}
internal uint ActiveCooldownSprite()
{
if (ItemId == 0u
|| CooldownSprites is null
|| CooldownStepProvider is null)
return 0u;
int step = CooldownStepProvider(ItemId);
return step is >= 1 and <= 10 && step <= CooldownSprites.Count
? CooldownSprites[step - 1]
: 0u;
}
}

View file

@ -210,6 +210,11 @@ public static class CreateObject
// PublicWeenieDesc._spellID, gated by PWD_Packed_SpellID. The packed
// wire field is u16 and widens into retail's u32 runtime member.
uint? SpellId = null,
// PublicWeenieDesc second-header cooldown metadata. The group id is
// compared against the player's cooldown enchantment list; the
// duration scales the shared UIItem radial countdown.
uint? CooldownId = null,
double? CooldownDuration = null,
// Complete immutable PhysicsDesc projection. Kept alongside the
// legacy convenience fields while live-entity ownership migrates to
// LiveEntityRuntime in Step 2.
@ -871,6 +876,8 @@ public static class CreateObject
uint uiEffects = 0;
uint weenieFlags2 = 0;
uint? petOwnerId = null;
uint? cooldownId = null;
double? cooldownDuration = null;
try
{
// BF_INCLUDES_SECOND_HEADER = 0x04000000 per acclient.h:6458
@ -1075,11 +1082,12 @@ public static class CreateObject
if ((weenieFlags2 & 0x00000002u) != 0) // CooldownId u32
{
if (body.Length - pos < 4) throw new FormatException("trunc CooldownId");
pos += 4;
cooldownId = ReadU32(body, ref pos);
}
if ((weenieFlags2 & 0x00000004u) != 0) // CooldownDuration f64
{
if (body.Length - pos < 8) throw new FormatException("trunc CooldownDuration");
cooldownDuration = BinaryPrimitives.ReadDoubleLittleEndian(body.Slice(pos));
pos += 8;
}
if ((weenieFlags2 & 0x00000008u) != 0) // PetOwner u32
@ -1119,6 +1127,8 @@ public static class CreateObject
PetOwnerId: petOwnerId,
AmmoType: ammoType,
SpellId: spellId,
CooldownId: cooldownId,
CooldownDuration: cooldownDuration,
Physics: physics);
}
catch

View file

@ -184,5 +184,7 @@ public static class ObjectTableWiring
PluralName: s.PluralName,
PetOwnerId: s.PetOwnerId,
AmmoType: s.AmmoType,
SpellId: s.SpellId);
SpellId: s.SpellId,
CooldownId: s.CooldownId,
CooldownDuration: s.CooldownDuration);
}

View file

@ -154,6 +154,8 @@ public sealed class WorldSession : IDisposable
uint? PetOwnerId = null,
ushort? AmmoType = null,
uint? SpellId = null,
uint? CooldownId = null,
double? CooldownDuration = null,
PhysicsSpawnData? Physics = null);
/// <summary>
@ -215,6 +217,8 @@ public sealed class WorldSession : IDisposable
PetOwnerId: parsed.PetOwnerId,
AmmoType: parsed.AmmoType,
SpellId: parsed.SpellId,
CooldownId: parsed.CooldownId,
CooldownDuration: parsed.CooldownDuration,
Physics: parsed.Physics);
/// <summary>Fires when the session finishes parsing a CreateObject.</summary>

View file

@ -193,6 +193,17 @@ public sealed class ClientObject
public ushort? AmmoType { get; set; }
/// <summary>Retail <c>PublicWeenieDesc._spellID</c>; used by caster endowments.</summary>
public uint? SpellId { get; set; }
/// <summary>
/// Retail <c>PublicWeenieDesc._cooldown_id</c>. Positive values name a
/// shared item-cooldown group whose player enchantment id is
/// <c>CooldownId + 0x8000</c>.
/// </summary>
public uint? CooldownId { get; set; }
/// <summary>
/// Retail <c>PublicWeenieDesc._cooldown_duration</c>, in seconds. This is
/// the denominator used by <c>UIElement_UIItem::UpdateCooldownDisplay</c>.
/// </summary>
public double? CooldownDuration { get; set; }
/// <summary>Client-side trade state used by ItemHolder legality gates.</summary>
public int TradeState { get; set; }
/// <summary>Resolved membership in SpellComponentTable (retail IsComponentPack).</summary>
@ -261,7 +272,9 @@ public readonly record struct WeenieData(
string? PluralName = null,
uint? PetOwnerId = null,
ushort? AmmoType = null,
uint? SpellId = null);
uint? SpellId = null,
uint? CooldownId = null,
double? CooldownDuration = null);
/// <summary>
/// Retail ITEM_USEABLE helpers (acclient.h:6478, ItemUses::* at 0x004fccd0).

View file

@ -194,6 +194,8 @@ public sealed class ClientObjectTable
/// <see cref="ClientObject.Effects"/>.</summary>
public const uint UiEffectsPropertyId = 18u;
public const uint CurrentWieldedLocationPropertyId = 10u;
public const uint SharedCooldownPropertyId = 280u;
public const uint CooldownDurationPropertyId = 167u;
public int ObjectCount => _objects.Count;
public int ContainerCount => _containers.Count;
@ -613,6 +615,7 @@ public sealed class ClientObjectTable
foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
ApplyCooldownProperties(item, incoming);
ObjectUpdated?.Invoke(item);
return true;
}
@ -640,6 +643,7 @@ public sealed class ClientObjectTable
foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
ApplyCooldownProperties(item, incoming);
if (!existed) ObjectAdded?.Invoke(item); else ObjectUpdated?.Invoke(item);
}
@ -656,6 +660,7 @@ public sealed class ClientObjectTable
ClientObjectPlacement previous = ClientObjectPlacement.From(item);
item.Properties.Ints[propertyId] = value;
if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value;
if (propertyId == SharedCooldownPropertyId) item.CooldownId = (uint)value;
if (propertyId == CurrentWieldedLocationPropertyId)
item.CurrentlyEquippedLocation = (EquipMask)(uint)value;
if (propertyId == CurrentWieldedLocationPropertyId)
@ -664,6 +669,20 @@ public sealed class ClientObjectTable
return true;
}
private static void ApplyCooldownProperties(
ClientObject item,
PropertyBundle properties)
{
if (properties.Ints.TryGetValue(
SharedCooldownPropertyId,
out int cooldownId))
item.CooldownId = (uint)cooldownId;
if (properties.Floats.TryGetValue(
CooldownDurationPropertyId,
out double cooldownDuration))
item.CooldownDuration = cooldownDuration;
}
/// <summary>
/// Apply a single PropertyInt64 update to an object's bundle and fire
/// ObjectUpdated so bound widgets refresh. Int64 counterpart of
@ -738,6 +757,9 @@ public sealed class ClientObjectTable
if (d.CombatUse is { } combatUse) obj.CombatUse = combatUse;
if (d.AmmoType is { } ammoType) obj.AmmoType = ammoType;
if (d.SpellId is { } spellId) obj.SpellId = spellId;
if (d.CooldownId is { } cooldownId) obj.CooldownId = cooldownId;
if (d.CooldownDuration is { } cooldownDuration)
obj.CooldownDuration = cooldownDuration;
if (d.RadarBlipColor is { } radarBlipColor) obj.RadarBlipColor = radarBlipColor;
if (d.RadarBehavior is { } radarBehavior) obj.RadarBehavior = radarBehavior;
if (d.ItemsCapacity is { } ic) obj.ItemsCapacity = ic;

View file

@ -0,0 +1,31 @@
namespace AcDream.Core.Items;
/// <summary>
/// Retail item-cooldown projection shared by inventory, equipment, and shortcut
/// UIItems.
///
/// <para>
/// Port of <c>UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20</c>.
/// The remaining fraction selects one of ten authored radial overlays.
/// </para>
/// </summary>
public static class ItemCooldownDisplay
{
/// <summary>
/// Retail's exact ten-step display formula:
/// <c>trunc((remaining / itemDuration) * 10 + 1)</c>. Results 1..9 select
/// the 10%..90% art, while 10 or above selects the 100% art.
/// </summary>
public static int GetOverlayStep(double itemDuration, double remaining)
{
if (!(itemDuration > 0d) || !(remaining > 0d))
return 0;
double step = Math.Truncate((remaining / itemDuration) * 10d + 1d);
if (!(step >= 1d))
return 0;
if (step >= 10d)
return 10;
return (int)step;
}
}

View file

@ -17,6 +17,9 @@ namespace AcDream.Core.Spells;
/// </summary>
public sealed class Spellbook
{
public const uint CooldownSpellOffset = 0x8000u;
public const uint CooldownBucket = 8u;
private readonly Dictionary<uint, float> _learnedSpells = new();
private readonly Dictionary<uint, ActiveEnchantmentRecord> _activeById = new();
private readonly Dictionary<uint, List<uint>> _enchantmentOrderByBucket = new();
@ -240,6 +243,46 @@ public sealed class Spellbook
if (changed) NotifyEnchantmentsChanged();
}
/// <summary>
/// Retail <c>CEnchantmentRegistry::OnCooldown @ 0x005943C0</c>.
/// Scans the cooldown list head-to-tail, stops at the first shared-group
/// match, and removes that node when its monotonic lifetime has expired.
/// </summary>
public bool OnCooldown(
uint cooldownId,
double currentTime,
out double remaining)
{
remaining = 0d;
if (cooldownId == 0u
|| !_enchantmentOrderByBucket.TryGetValue(
CooldownBucket,
out List<uint>? order))
return false;
uint cooldownSpellId = unchecked(cooldownId + CooldownSpellOffset);
for (int index = 0; index < order.Count; index++)
{
uint identity = order[index];
if (!_activeById.TryGetValue(
identity,
out ActiveEnchantmentRecord record)
|| (record.SpellId & 0xFFFFu) != cooldownSpellId)
continue;
remaining = record.Duration + record.StartTime - currentTime;
if (remaining > 0d)
return true;
RemoveActiveEnchantment(identity, out _);
EnchantmentRemoved?.Invoke(record);
NotifyEnchantmentsChanged();
return false;
}
return false;
}
/// <summary>
/// Retail EnchantmentRegistry::PurgeEnchantments (0x00594DE0): purge only
/// finite-duration multiplicative/additive enchantments. Vitae, cooldowns,

View file

@ -0,0 +1,62 @@
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using AcDream.Core.Spells;
namespace AcDream.App.Tests.UI.Layout;
public sealed class ItemCooldownUiControllerTests
{
[Fact]
public void Shared_group_updates_existing_and_future_UIItems_from_one_clock()
{
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject
{
ObjectId = 0x5001u,
CooldownId = 42u,
CooldownDuration = 30d,
});
var spellbook = new Spellbook();
spellbook.OnEnchantmentAdded(new ActiveEnchantmentRecord(
SpellId: 0x802Au,
LayerId: 1u,
Duration: 30d,
CasterGuid: 0u,
Bucket: Spellbook.CooldownBucket,
StartTime: 100d));
double now = 112.5d;
var root = new UiPanel();
var list = new UiItemList();
list.Cell.SetItem(0x5001u, 99u);
root.AddChild(list);
uint[] sprites = Enumerable.Range(1, 10)
.Select(index => 0x06000000u + (uint)index)
.ToArray();
ItemCooldownUiController controller = ItemCooldownUiController.Bind(
root,
spellbook,
objects,
() => now,
new ItemCooldownAssets(sprites));
Assert.Equal(sprites[5], list.Cell.ActiveCooldownSprite());
var future = new UiItemSlot();
future.SetItem(0x5001u, 100u);
list.AddItem(future);
Assert.Equal(sprites[5], future.ActiveCooldownSprite());
now = 129.999d;
controller.Tick();
Assert.Equal(sprites[0], list.Cell.ActiveCooldownSprite());
now = 130d;
controller.Tick();
Assert.Equal(0u, list.Cell.ActiveCooldownSprite());
Assert.Equal(0, spellbook.ActiveCount);
}
}

View file

@ -92,4 +92,27 @@ public class ItemListCellTemplateTests
// m_elem_Icon ItemSlot_Empty state is the brown/gold 0x06001A97 surface.
Assert.Equal(0x06001A97u, sprite);
}
[Fact]
public void Shared_UIItem_resolves_all_ten_cooldown_overlays()
{
var datDir = DatDir();
if (datDir is null) return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
ItemCooldownAssets? assets = ItemCooldownAssets.TryLoad(dats);
Assert.NotNull(assets);
Assert.Equal(ItemCooldownAssets.OverlayCount, assets.Value.Sprites.Count);
Assert.Equal(
new uint[]
{
0x060067CFu, 0x060067D0u, 0x060067D1u, 0x060067D2u, 0x060067D3u,
0x060067D4u, 0x060067D5u, 0x060067D6u, 0x060067D7u, 0x060067D8u,
},
assets.Value.Sprites);
_out.WriteLine(
string.Join(", ", assets.Value.Sprites.Select(id => $"0x{id:X8}")));
}
}

View file

@ -5,6 +5,24 @@ namespace AcDream.App.Tests.UI;
public class UiItemListTests
{
[Fact]
public void CooldownPresentation_propagates_to_existing_and_future_cells()
{
var list = new UiItemList();
uint[] sprites = Enumerable.Range(1, 10).Select(i => (uint)i).ToArray();
Func<uint, int> provider = _ => 7;
list.CooldownSprites = sprites;
list.CooldownStepProvider = provider;
var future = new UiItemSlot();
list.AddItem(future);
Assert.Same(sprites, list.Cell.CooldownSprites);
Assert.Same(provider, list.Cell.CooldownStepProvider);
Assert.Same(sprites, future.CooldownSprites);
Assert.Same(provider, future.CooldownStepProvider);
}
[Fact]
public void IsLeafWidget() => Assert.True(new UiItemList().ConsumesDatChildren);

View file

@ -194,4 +194,36 @@ public class UiItemSlotTests
[Fact]
public void CapacityFrontSprite_default() => Assert.Equal(0x06004D23u, new UiItemSlot().CapacityFrontSprite);
[Fact]
public void ActiveCooldownSprite_selects_the_exact_one_based_step()
{
uint[] sprites =
[
0x06000001u, 0x06000002u, 0x06000003u, 0x06000004u, 0x06000005u,
0x06000006u, 0x06000007u, 0x06000008u, 0x06000009u, 0x0600000Au,
];
var slot = new UiItemSlot
{
CooldownSprites = sprites,
CooldownStepProvider = id => id == 0x5001u ? 6 : 0,
};
slot.SetItem(0x5001u, 99u);
Assert.Equal(0x06000006u, slot.ActiveCooldownSprite());
}
[Fact]
public void ActiveCooldownSprite_isHidden_for_empty_or_inactive_slot()
{
var slot = new UiItemSlot
{
CooldownSprites = Enumerable.Range(1, 10).Select(i => (uint)i).ToArray(),
CooldownStepProvider = _ => 0,
};
Assert.Equal(0u, slot.ActiveCooldownSprite());
slot.SetItem(0x5001u, 99u);
Assert.Equal(0u, slot.ActiveCooldownSprite());
}
}

View file

@ -625,9 +625,28 @@ public sealed class CreateObjectTests
var parsed = CreateObject.TryParse(body);
Assert.NotNull(parsed);
Assert.Equal(11u, parsed.Value.CooldownId);
Assert.Equal(12.5, parsed.Value.CooldownDuration);
Assert.Equal(0x50000001u, parsed.Value.PetOwnerId);
}
[Fact]
public void WeenieHeader_absentCooldownFields_remainNull()
{
byte[] body = BuildMinimalCreateObjectWithWeenieHeader(
guid: 0x50000026u,
name: "Ordinary Stone",
itemType: (uint)ItemType.Misc,
objectDescriptionFlags: 0x04000000u,
weenieFlags2: 0u);
var parsed = CreateObject.TryParse(body);
Assert.NotNull(parsed);
Assert.Null(parsed.Value.CooldownId);
Assert.Null(parsed.Value.CooldownDuration);
}
[Fact]
public void WeenieHeader_spellId_isPreservedForCasterEndowment()
{

View file

@ -66,6 +66,8 @@ public sealed class ObjectTableWiringTests
AmmoType = 1,
PluralName = "Iron Swords",
PetOwnerId = 0x50000001u,
CooldownId = 42u,
CooldownDuration = 30d,
};
var d = ObjectTableWiring.ToWeenieData(spawn);
@ -114,6 +116,8 @@ public sealed class ObjectTableWiringTests
Assert.Equal((ushort)1, d.AmmoType);
Assert.Equal("Iron Swords", d.PluralName);
Assert.Equal(0x50000001u, d.PetOwnerId);
Assert.Equal(42u, d.CooldownId);
Assert.Equal(30d, d.CooldownDuration);
}
[Fact]

View file

@ -212,6 +212,22 @@ public sealed class ClientObjectTableTests
Assert.Equal("desc", item.Properties.Strings[100]);
}
[Fact]
public void UpdateProperties_projects_assessed_shared_cooldown_metadata()
{
var repo = new ClientObjectTable();
var item = MakeItem(100);
repo.AddOrUpdate(item);
var patch = new PropertyBundle();
patch.Ints[ClientObjectTable.SharedCooldownPropertyId] = 42;
patch.Floats[ClientObjectTable.CooldownDurationPropertyId] = 30d;
repo.UpdateProperties(100, patch);
Assert.Equal(42u, item.CooldownId);
Assert.Equal(30d, item.CooldownDuration);
}
[Fact]
public void Clear_RemovesAllItems()
{

View file

@ -0,0 +1,22 @@
using AcDream.Core.Items;
namespace AcDream.Core.Tests.Items;
public sealed class ItemCooldownDisplayTests
{
[Theory]
[InlineData(10.0, 10.0, 10)]
[InlineData(10.0, 9.0, 10)]
[InlineData(10.0, 8.999, 9)]
[InlineData(10.0, 5.0, 6)]
[InlineData(10.0, 0.001, 1)]
[InlineData(10.0, 0.0, 0)]
[InlineData(0.0, 5.0, 0)]
public void GetOverlayStep_matches_retail_truncation(
double duration,
double remaining,
int expected)
=> Assert.Equal(
expected,
ItemCooldownDisplay.GetOverlayStep(duration, remaining));
}

View file

@ -160,6 +160,87 @@ public sealed class SpellbookTests
Assert.Equal(0, book.ActiveCount);
}
[Fact]
public void OnCooldown_removes_first_expired_match_then_reveals_next_record()
{
var book = new Spellbook();
var expired = new ActiveEnchantmentRecord(
SpellId: 0x802Au,
LayerId: 1u,
Duration: 5d,
CasterGuid: 0u,
Bucket: Spellbook.CooldownBucket,
StartTime: 0d);
var active = expired with
{
LayerId = 2u,
Duration = 30d,
StartTime = 10d,
};
book.ReplaceManifest(
new Dictionary<uint, float>(),
[expired, active],
Array.Empty<IReadOnlyList<uint>>(),
Array.Empty<(uint Id, uint Amount)>(),
0u);
ActiveEnchantmentRecord? removed = null;
book.EnchantmentRemoved += record => removed = record;
Assert.False(book.OnCooldown(
0x2Au,
currentTime: 20d,
out double expiredRemaining));
Assert.Equal(-15d, expiredRemaining);
Assert.Equal(expired, removed);
Assert.Equal(1, book.ActiveCount);
Assert.True(book.OnCooldown(
0x2Au,
currentTime: 20d,
out double activeRemaining));
Assert.Equal(20d, activeRemaining);
}
[Fact]
public void OnCooldown_ignores_same_spell_outside_cooldown_registry()
{
var book = new Spellbook();
book.OnEnchantmentAdded(new ActiveEnchantmentRecord(
SpellId: 0x802Au,
LayerId: 1u,
Duration: 30d,
CasterGuid: 0u,
Bucket: 1u,
StartTime: 10d));
Assert.False(book.OnCooldown(
0x2Au,
currentTime: 20d,
out double remaining));
Assert.Equal(0d, remaining);
Assert.Equal(1, book.ActiveCount);
}
[Fact]
public void OnCooldown_zero_group_is_inactive_and_does_not_remove()
{
var book = new Spellbook();
book.OnEnchantmentAdded(new ActiveEnchantmentRecord(
SpellId: 0x8000u,
LayerId: 1u,
Duration: 30d,
CasterGuid: 0u,
Bucket: Spellbook.CooldownBucket,
StartTime: 10d));
Assert.False(book.OnCooldown(
cooldownId: 0u,
currentTime: 20d,
out double remaining));
Assert.Equal(0d, remaining);
Assert.Equal(1, book.ActiveCount);
}
[Fact]
public void OnPurgeAll_RemovesOnlyFiniteMultAndAddEnchantments()
{