Add client-side ability cooldowns, sync, and GUI updates
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package net.fretux.skillengine.client;
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import com.mojang.blaze3d.platform.InputConstants;
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import net.fretux.skillengine.network.PacketHandler;
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import net.fretux.skillengine.network.ServerboundActivateAbilityPacket;
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import net.minecraft.client.KeyMapping;
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import net.minecraftforge.client.event.InputEvent;
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import net.minecraftforge.client.settings.KeyConflictContext;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.common.Mod;
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import org.lwjgl.glfw.GLFW;
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@Mod.EventBusSubscriber
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public class AbilityKeybindHandler {
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public static final KeyMapping ABILITY_1 = new KeyMapping(
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"key.skillengine.ability1", KeyConflictContext.IN_GAME,
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InputConstants.Type.KEYSYM, GLFW.GLFW_KEY_Y, "key.categories.gameplay"
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);
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public static final KeyMapping ABILITY_2 = new KeyMapping(
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"key.skillengine.ability2", KeyConflictContext.IN_GAME,
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InputConstants.Type.KEYSYM, GLFW.GLFW_KEY_X, "key.categories.gameplay"
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);
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public static final KeyMapping ABILITY_3 = new KeyMapping(
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"key.skillengine.ability3", KeyConflictContext.IN_GAME,
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InputConstants.Type.KEYSYM, GLFW.GLFW_KEY_C, "key.categories.gameplay"
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);
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@SubscribeEvent
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public static void onInput(InputEvent.Key event) {
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if (ABILITY_1.consumeClick()) {
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if (SkilltreeClientState.getClientCooldown(1) <= 0) {
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PacketHandler.CHANNEL.sendToServer(new ServerboundActivateAbilityPacket(1));
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}
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}
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if (ABILITY_2.consumeClick()) {
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if (SkilltreeClientState.getClientCooldown(2) <= 0) {
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PacketHandler.CHANNEL.sendToServer(new ServerboundActivateAbilityPacket(2));
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}
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}
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if (ABILITY_3.consumeClick()) {
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if (SkilltreeClientState.getClientCooldown(3) <= 0) {
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PacketHandler.CHANNEL.sendToServer(new ServerboundActivateAbilityPacket(3));
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}
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}
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}
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}
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