feat: track and visualize global cooldown (GCD) on action bar

- GameHandler tracks GCD in gcdTotal_/gcdStartedAt_ (time-based)
- SMSG_SPELL_COOLDOWN: spellId=0 entries (<=2s) are treated as GCD
- castSpell(): optimistically starts 1.5s GCD client-side on cast
- Action bar: non-cooldown slots show subtle dark sweep + dim tint
  during the GCD window, matching WoW standard behavior
This commit is contained in:
Kelsi 2026-03-12 05:38:13 -07:00
parent 61c0b91e39
commit b6a43d6ce7
3 changed files with 58 additions and 0 deletions

View file

@ -743,6 +743,17 @@ public:
float getGameTime() const { return gameTime_; }
float getTimeSpeed() const { return timeSpeed_; }
// Global Cooldown (GCD) — set when the server sends a spellId=0 cooldown entry
float getGCDRemaining() const {
if (gcdTotal_ <= 0.0f) return 0.0f;
auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::steady_clock::now() - gcdStartedAt_).count() / 1000.0f;
float rem = gcdTotal_ - elapsed;
return rem > 0.0f ? rem : 0.0f;
}
float getGCDTotal() const { return gcdTotal_; }
bool isGCDActive() const { return getGCDRemaining() > 0.0f; }
// Weather state (updated by SMSG_WEATHER)
// weatherType: 0=clear, 1=rain, 2=snow, 3=storm/fog
uint32_t getWeatherType() const { return weatherType_; }
@ -2559,6 +2570,10 @@ private:
float timeSpeed_ = 0.0166f; // Time scale (default: 1 game day = 1 real hour)
void handleLoginSetTimeSpeed(network::Packet& packet);
// ---- Global Cooldown (GCD) ----
float gcdTotal_ = 0.0f;
std::chrono::steady_clock::time_point gcdStartedAt_{};
// ---- Weather state (SMSG_WEATHER) ----
uint32_t weatherType_ = 0; // 0=clear, 1=rain, 2=snow, 3=storm
float weatherIntensity_ = 0.0f; // 0.0 to 1.0