NEO-82: Wire cast POST into combat engine and cast response.

Invoke CombatOperations.TryResolve after E1 gates; nested combatResolution
on accept; per-ability catalog cooldown; target_defeated deny without
cooldown. Tests, Bruno defeat spine, README and module docs updated.
pull/116/head
VinPropane 2026-05-25 10:36:42 -04:00
parent 4126ac9bcc
commit e8be100f80
12 changed files with 364 additions and 21 deletions

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@ -40,9 +40,15 @@ tests {
expect(res.getStatus()).to.equal(200);
});
test("accepted true", function () {
test("accepted true with combat resolution", function () {
const body = res.getBody();
expect(body.schemaVersion).to.equal(1);
expect(body.accepted).to.equal(true);
expect(body.combatResolution).to.be.an("object");
expect(body.combatResolution.abilityId).to.equal("prototype_pulse");
expect(body.combatResolution.targetId).to.equal("prototype_target_alpha");
expect(body.combatResolution.damageDealt).to.equal(25);
expect(body.combatResolution.targetRemainingHp).to.equal(75);
expect(body.combatResolution.targetDefeated).to.equal(false);
});
}

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@ -0,0 +1,96 @@
meta {
name: POST cast lock pulse defeat spine (NEO-82)
type: http
seq: 23
}
docs {
NEO-82 spine: pre-request moves, locks alpha, casts prototype_pulse four times (3s catalog cooldown between), then this request is the fifth cast expecting target_defeated deny.
}
script:pre-request {
const axios = require("axios");
const baseUrl = bru.getEnvVar("baseUrl") || bru.getVar("baseUrl");
const playerId = bru.getEnvVar("playerId") || bru.getVar("playerId");
const jsonHeaders = { headers: { "Content-Type": "application/json" } };
function sleep(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
await axios.post(
`${baseUrl}/game/players/${playerId}/move`,
{ schemaVersion: 1, target: { x: -5, y: 0.9, z: -5 } },
jsonHeaders,
);
await axios.post(
`${baseUrl}/game/players/${playerId}/hotbar-loadout`,
{
schemaVersion: 1,
slots: [{ slotIndex: 0, abilityId: "prototype_pulse" }],
},
jsonHeaders,
);
await axios.post(
`${baseUrl}/game/players/${playerId}/target/select`,
{ schemaVersion: 1, targetId: "prototype_target_alpha" },
jsonHeaders,
);
const castBody = {
schemaVersion: 1,
slotIndex: 0,
abilityId: "prototype_pulse",
targetId: "prototype_target_alpha",
};
for (let i = 0; i < 4; i++) {
const response = await axios.post(
`${baseUrl}/game/players/${playerId}/ability-cast`,
castBody,
jsonHeaders,
);
if (i < 3) {
await sleep(3100);
}
if (i === 3) {
bru.setVar("neo82FourthCast", JSON.stringify(response.data));
}
}
await sleep(3100);
}
post {
url: {{baseUrl}}/game/players/dev-local-1/ability-cast
body: json
auth: none
}
body:json {
{
"schemaVersion": 1,
"slotIndex": 0,
"abilityId": "prototype_pulse",
"targetId": "prototype_target_alpha"
}
}
tests {
test("fourth cast defeated target", function () {
const fourth = JSON.parse(bru.getVar("neo82FourthCast"));
expect(fourth.accepted).to.equal(true);
expect(fourth.combatResolution.targetRemainingHp).to.equal(0);
expect(fourth.combatResolution.targetDefeated).to.equal(true);
});
test("fifth cast denies target_defeated", function () {
const body = res.getBody();
expect(res.getStatus()).to.equal(200);
expect(body.accepted).to.equal(false);
expect(body.reasonCode).to.equal("target_defeated");
expect(body.combatResolution).to.equal(undefined);
});
}

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@ -1,3 +1,7 @@
meta {
name: ability-cast
}
docs {
NEO-82: happy cast asserts combatResolution; defeat spine (seq 23) requires ~10s pre-request for pulse cooldowns between four lethal casts.
}

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@ -90,7 +90,7 @@ The **first shipped four-ability combat spine** under `content/abilities/*.json`
## Prototype notes (NEO-28)
Epic 1 **Slice 3** exercises a minimal cast accept/deny surface on **`POST /game/players/{id}/ability-cast`** before the full engine exists: after hotbar/loadout validation ([E1.M4](E1_M4_AbilityInputScaffold.md)), the server requires **`targetId`** to match the persisted combat lock, resolve in the prototype target registry, and sit within horizontal lock radius against authoritative **`PositionState`**. Deny codes **`invalid_target`** and **`out_of_range`** reuse the same strings as E1.M3 **`TargetState.validity`** for vocabulary alignment. **`accepted: true`** still does not imply damage, cooldown commit, or a full **`CombatResolution`** payload — those remain E5.M1 scope.
Epic 1 **Slice 3** cast accept/deny on **`POST /game/players/{id}/ability-cast`** remains the E1.M4 gate funnel: hotbar/loadout validation ([E1.M4](E1_M4_AbilityInputScaffold.md)), **`targetId`** must match the persisted combat lock, resolve in the prototype target registry, and sit within horizontal lock radius against authoritative **`PositionState`**. Deny codes **`invalid_target`** and **`out_of_range`** reuse the same strings as E1.M3 **`TargetState.validity`**. **NEO-82 (E5M1-07):** after gates pass, **`CombatOperations.TryResolve`** runs; accept returns nested wire **`combatResolution`** (`damageDealt`, `targetRemainingHp`, `targetDefeated`, …) and commits per-ability catalog cooldown; **`target_defeated`** JSON deny on re-hit at zero HP.
## Risks and telemetry

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@ -236,9 +236,11 @@ Working backlog for **Epic 5 — Slice 1** ([combat rules MVP](../decomposition/
**Acceptance criteria**
- [ ] Accept path returns non-empty resolution payload with deterministic damage.
- [ ] Cooldown duration matches ability catalog, not global constant.
- [ ] Bruno documents lock → cast → damage → defeat deny spine.
- [x] Accept path returns non-empty resolution payload with deterministic damage.
- [x] Cooldown duration matches ability catalog, not global constant.
- [x] Bruno documents lock → cast → damage → defeat deny spine.
**Landed ([NEO-82](https://linear.app/neon-sprawl/issue/NEO-82)):** cast POST invokes **`CombatOperations.TryResolve`**; nested **`combatResolution`** on accept; per-ability catalog cooldown; **`target_defeated`** deny ([NEO-82-implementation-plan.md](NEO-82-implementation-plan.md)); Bruno defeat spine.
**Client counterpart:** [NEO-85](https://linear.app/neon-sprawl/issue/NEO-85)

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@ -46,9 +46,9 @@
## Acceptance criteria checklist
- [ ] Accept path returns non-empty **`combatResolution`** payload with deterministic catalog damage.
- [ ] Cooldown duration matches ability catalog (**`cooldownSeconds`**), not **`AbilityPrototypeCooldown.GlobalDuration`**.
- [ ] Bruno documents lock → cast → damage → defeat deny spine.
- [x] Accept path returns non-empty **`combatResolution`** payload with deterministic catalog damage.
- [x] Cooldown duration matches ability catalog (**`cooldownSeconds`**), not **`AbilityPrototypeCooldown.GlobalDuration`**.
- [x] Bruno documents lock → cast → damage → defeat deny spine.
## Technical approach
@ -135,3 +135,10 @@ Bruno spine covers manual verification; no **`docs/manual-qa/NEO-82.md`** (serve
- Per-ability **`cooldownSeconds`** commit only on successful **`CombatOperations`** resolve.
- **`target_defeated`** JSON deny on defeated re-hit; no cooldown.
- No manual QA doc; Bruno + README sufficient (no client-facing change — NEO-85 owns HUD).
## Reconciliation (implementation)
- **`CombatResolutionJson`** + extended **`AbilityCastResponse`** in **`AbilityCastDtos.cs`**.
- **`AbilityCastApi`** invokes **`CombatOperations.TryResolve`**; per-ability catalog cooldown on success; **`target_defeated`** deny without cooldown.
- **4** new AAA tests in **`AbilityCastApiTests`** (resolution, zero-damage, defeat chain, catalog cooldown); existing tests updated for resolution payload.
- Bruno happy + defeat spine; **`server/README.md`**, E5M1 backlog, E5_M1 module doc updated.

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@ -2,6 +2,7 @@ using System.Net;
using System.Net.Http.Json;
using System.Text;
using NeonSprawl.Server.Game.AbilityInput;
using NeonSprawl.Server.Game.Combat;
using NeonSprawl.Server.Game.PositionState;
using NeonSprawl.Server.Game.Targeting;
using Xunit;
@ -44,6 +45,27 @@ public sealed class AbilityCastApiTests
Assert.True(body!.SelectionApplied);
}
private static async Task BindSlot0GuardAsync(HttpClient client)
{
var post = await client.PostAsJsonAsync(
"/game/players/dev-local-1/hotbar-loadout",
new HotbarLoadoutUpdateRequest
{
SchemaVersion = HotbarLoadoutUpdateRequest.CurrentSchemaVersion,
Slots = [new HotbarSlotBindingJson { SlotIndex = 0, AbilityId = PrototypeAbilityRegistry.PrototypeGuard }],
});
post.EnsureSuccessStatusCode();
}
private static AbilityCastRequest PulseCastRequest() =>
new()
{
SchemaVersion = AbilityCastRequest.CurrentSchemaVersion,
SlotIndex = 0,
AbilityId = PrototypeAbilityRegistry.PrototypePulse,
TargetId = PrototypeTargetRegistry.PrototypeTargetAlphaId,
};
private static async Task TeleportDevPlayerAsync(HttpClient client, double x, double y, double z)
{
var response = await client.PostAsJsonAsync(
@ -82,6 +104,12 @@ public sealed class AbilityCastApiTests
Assert.NotNull(body);
Assert.True(body!.Accepted);
Assert.Null(body.ReasonCode);
Assert.NotNull(body.CombatResolution);
Assert.Equal(PrototypeAbilityRegistry.PrototypePulse, body.CombatResolution!.AbilityId);
Assert.Equal(PrototypeTargetRegistry.PrototypeTargetAlphaId, body.CombatResolution.TargetId);
Assert.Equal(25, body.CombatResolution.DamageDealt);
Assert.Equal(75, body.CombatResolution.TargetRemainingHp);
Assert.False(body.CombatResolution.TargetDefeated);
}
[Fact]
@ -467,7 +495,7 @@ public sealed class AbilityCastApiTests
// Act
var first = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
factory.FakeClock!.Advance(AbilityPrototypeCooldown.GlobalDuration + TimeSpan.FromMilliseconds(50));
factory.FakeClock!.Advance(TimeSpan.FromSeconds(3) + TimeSpan.FromMilliseconds(50));
var second = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
// Assert
@ -479,5 +507,111 @@ public sealed class AbilityCastApiTests
Assert.NotNull(body2);
Assert.True(body1!.Accepted);
Assert.True(body2!.Accepted);
Assert.NotNull(body2.CombatResolution);
Assert.Equal(50, body2.CombatResolution!.TargetRemainingHp);
}
[Fact]
public async Task PostAbilityCast_ShouldReturnCombatResolution_WhenZeroDamageUtilityAccepted()
{
// Arrange
await using var factory = new InMemoryWebApplicationFactory();
var client = factory.CreateClient();
await BindSlot0GuardAsync(client);
await LockPrototypeTargetAlphaAsync(client);
var cast = new AbilityCastRequest
{
SchemaVersion = AbilityCastRequest.CurrentSchemaVersion,
SlotIndex = 0,
AbilityId = PrototypeAbilityRegistry.PrototypeGuard,
TargetId = PrototypeTargetRegistry.PrototypeTargetAlphaId,
};
// Act
var response = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
// Assert
var body = await response.Content.ReadFromJsonAsync<AbilityCastResponse>();
Assert.Equal(HttpStatusCode.OK, response.StatusCode);
Assert.NotNull(body);
Assert.True(body!.Accepted);
Assert.NotNull(body.CombatResolution);
Assert.Equal(0, body.CombatResolution!.DamageDealt);
Assert.Equal(100, body.CombatResolution.TargetRemainingHp);
Assert.False(body.CombatResolution.TargetDefeated);
}
[Fact]
public async Task PostAbilityCast_ShouldDefeatTargetAfterFourPulses_ThenDenyTargetDefeated()
{
// Arrange
await using var factory = new InMemoryWebApplicationFactory();
var client = factory.CreateClient();
Assert.NotNull(factory.FakeClock);
await BindSlot0PulseAsync(client);
await LockPrototypeTargetAlphaAsync(client);
var cast = PulseCastRequest();
// Act
AbilityCastResponse? fourth = null;
for (var i = 0; i < 4; i++)
{
var response = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
fourth = await response.Content.ReadFromJsonAsync<AbilityCastResponse>();
response.EnsureSuccessStatusCode();
if (i < 3)
{
factory.FakeClock.Advance(TimeSpan.FromSeconds(3) + TimeSpan.FromMilliseconds(50));
}
}
factory.FakeClock.Advance(TimeSpan.FromSeconds(3) + TimeSpan.FromMilliseconds(50));
var fifthResponse = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
// Assert
Assert.NotNull(fourth);
Assert.True(fourth!.Accepted);
Assert.NotNull(fourth.CombatResolution);
Assert.Equal(0, fourth.CombatResolution!.TargetRemainingHp);
Assert.True(fourth.CombatResolution.TargetDefeated);
var fifth = await fifthResponse.Content.ReadFromJsonAsync<AbilityCastResponse>();
Assert.NotNull(fifth);
Assert.False(fifth!.Accepted);
Assert.Equal(CombatReasonCodes.TargetDefeated, fifth.ReasonCode);
Assert.Null(fifth.CombatResolution);
}
[Fact]
public async Task PostAbilityCast_ShouldUseCatalogCooldown_WhenGuardCooldownLongerThanPulse()
{
// Arrange
await using var factory = new InMemoryWebApplicationFactory();
var client = factory.CreateClient();
Assert.NotNull(factory.FakeClock);
await BindSlot0GuardAsync(client);
await LockPrototypeTargetAlphaAsync(client);
var cast = new AbilityCastRequest
{
SchemaVersion = AbilityCastRequest.CurrentSchemaVersion,
SlotIndex = 0,
AbilityId = PrototypeAbilityRegistry.PrototypeGuard,
TargetId = PrototypeTargetRegistry.PrototypeTargetAlphaId,
};
// Act
var first = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
factory.FakeClock.Advance(TimeSpan.FromSeconds(3.5));
var second = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
factory.FakeClock.Advance(TimeSpan.FromSeconds(3));
var third = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
// Assert
var body1 = await first.Content.ReadFromJsonAsync<AbilityCastResponse>();
var body2 = await second.Content.ReadFromJsonAsync<AbilityCastResponse>();
var body3 = await third.Content.ReadFromJsonAsync<AbilityCastResponse>();
Assert.True(body1!.Accepted);
Assert.False(body2!.Accepted);
Assert.Equal(AbilityCastApi.ReasonOnCooldown, body2.ReasonCode);
Assert.True(body3!.Accepted);
}
}

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@ -87,7 +87,7 @@ public sealed class CooldownSnapshotApiTests
// Act
var castResponse = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
var snapDuring = await client.GetAsync("/game/players/dev-local-1/cooldown-snapshot");
factory.FakeClock!.Advance(AbilityPrototypeCooldown.GlobalDuration + TimeSpan.FromMilliseconds(50));
factory.FakeClock!.Advance(TimeSpan.FromSeconds(3) + TimeSpan.FromMilliseconds(50));
var snapAfter = await client.GetAsync("/game/players/dev-local-1/cooldown-snapshot");
// Assert

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@ -13,7 +13,8 @@ namespace NeonSprawl.Server.Game.AbilityInput;
/// TODO(E9.M1): emit cataloged events (payload: route player id, slotIndex, abilityId, targetId; on deny include reasonCode).
/// Optional dev stdout: set <c>NEON_SPRAWL_API_LOG=1</c> (see <see cref="Diagnostics.PrototypeApiConsoleLog"/>) for one line per JSON cast response.
/// HTTP 400/404 here are outside the v1 cast deny contract (no JSON <c>AbilityCastResponse</c>).
/// NEO-32: JSON deny <c>on_cooldown</c> when the slot is inside the prototype global cooldown window.
/// NEO-32: JSON deny <c>on_cooldown</c> when the slot is inside the server cooldown window.
/// NEO-82: after E1 gates pass, invokes <see cref="CombatOperations.TryResolve"/>; per-ability catalog cooldown on successful resolve.
/// </remarks>
public static class AbilityCastApi
{
@ -59,6 +60,7 @@ public static class AbilityCastApi
IPlayerTargetLockStore locks,
IPlayerAbilityCooldownStore cooldowns,
IAbilityDefinitionRegistry abilities,
ICombatEntityHealthStore healthStore,
TimeProvider clock) =>
{
// NEO-30: not a Slice 3 `ability_cast_denied` site — no AbilityCastResponse body.
@ -182,17 +184,73 @@ public static class AbilityCastApi
new AbilityCastResponse { Accepted = false, ReasonCode = ReasonOnCooldown });
}
cooldowns.StartCooldown(id, body.SlotIndex, now, AbilityPrototypeCooldown.GlobalDuration);
var combatResult = CombatOperations.TryResolve(
normalizedRequest,
lookupKey,
abilities,
healthStore);
if (!combatResult.Success)
{
// NEO-30 telemetry hook site: `ability_cast_denied` + reasonCode (TODO(E9.M1): catalog emit).
return JsonAbilityCast(
id,
body,
new AbilityCastResponse
{
Accepted = false,
ReasonCode = combatResult.ReasonCode,
},
normalizedRequest);
}
if (!abilities.TryGetDefinition(normalizedRequest, out var definition))
{
return JsonAbilityCast(
id,
body,
new AbilityCastResponse
{
Accepted = false,
ReasonCode = ReasonUnknownAbility,
},
normalizedRequest);
}
cooldowns.StartCooldown(
id,
body.SlotIndex,
now,
TimeSpan.FromSeconds(definition.CooldownSeconds));
// NEO-30 telemetry hook site: `ability_cast_requested` at authoritative accept (TODO(E9.M1): catalog emit).
// Payload notes for E9.M1: player id = route `id`, body.SlotIndex, normalized ability id, body.TargetId (lock-aligned).
return JsonAbilityCast(
id,
body,
new AbilityCastResponse { Accepted = true },
MapAcceptResponse(normalizedRequest, lookupKey, combatResult),
normalizedRequest);
});
return app;
}
internal static AbilityCastResponse MapAcceptResponse(
string normalizedAbilityId,
string normalizedTargetId,
CombatResult result)
{
return new AbilityCastResponse
{
Accepted = true,
CombatResolution = new CombatResolutionJson
{
AbilityId = normalizedAbilityId,
TargetId = normalizedTargetId,
DamageDealt = result.DamageDealt,
TargetRemainingHp = result.TargetRemainingHp!.Value,
TargetDefeated = result.TargetDefeated,
},
};
}
}

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@ -24,6 +24,25 @@ public sealed class AbilityCastRequest
public string? TargetId { get; init; }
}
/// <summary>Combat outcome block on successful cast accept (NEO-82).</summary>
public sealed class CombatResolutionJson
{
[JsonPropertyName("abilityId")]
public required string AbilityId { get; init; }
[JsonPropertyName("targetId")]
public required string TargetId { get; init; }
[JsonPropertyName("damageDealt")]
public int DamageDealt { get; init; }
[JsonPropertyName("targetRemainingHp")]
public int TargetRemainingHp { get; init; }
[JsonPropertyName("targetDefeated")]
public bool TargetDefeated { get; init; }
}
/// <summary>POST response for cast submit (prototype accept/deny; NEO-31 + NEO-28 target rules).</summary>
public sealed class AbilityCastResponse
{
@ -38,4 +57,9 @@ public sealed class AbilityCastResponse
[JsonPropertyName("reasonCode")]
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingNull)]
public string? ReasonCode { get; init; }
/// <summary>Present only when <see cref="Accepted"/> is true after combat resolve (NEO-82).</summary>
[JsonPropertyName("combatResolution")]
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingNull)]
public CombatResolutionJson? CombatResolution { get; init; }
}

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@ -1,8 +1,9 @@
namespace NeonSprawl.Server.Game.AbilityInput;
/// <summary>Prototype global cooldown applied on successful cast (NEO-32) until E5.M1 ability catalog.</summary>
/// <summary>Legacy prototype global cooldown constant (NEO-32); superseded by per-ability catalog durations (NEO-82).</summary>
public static class AbilityPrototypeCooldown
{
/// <summary>Single duration for every known prototype ability on accept.</summary>
/// <summary>Former global duration; kept for historical test/doc references — cast uses catalog <c>cooldownSeconds</c>.</summary>
[Obsolete("Use ability catalog cooldownSeconds on successful combat resolve (NEO-82).")]
public static readonly TimeSpan GlobalDuration = TimeSpan.FromSeconds(3);
}

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@ -116,7 +116,7 @@ Plan: [NEO-80 implementation plan](../../docs/plans/NEO-80-implementation-plan.m
## Combat engine (NEO-81)
**`CombatOperations.TryResolve`** in **`Game/Combat/`** resolves server-internal **`CombatResult`**: ability lookup via **`IAbilityDefinitionRegistry`**, target HP read via **`ICombatEntityHealthStore`**, defeated pre-check (no damage on re-hit), then catalog **`baseDamage`** application. Zero-damage abilities (**`prototype_guard`**, **`prototype_dash`**) succeed without mutating HP. Cast HTTP wiring and wire **`CombatResolution`** fields are **NEO-82**.
**`CombatOperations.TryResolve`** in **`Game/Combat/`** resolves server-internal **`CombatResult`**: ability lookup via **`IAbilityDefinitionRegistry`**, target HP read via **`ICombatEntityHealthStore`**, defeated pre-check (no damage on re-hit), then catalog **`baseDamage`** application. Zero-damage abilities (**`prototype_guard`**, **`prototype_dash`**) succeed without mutating HP. **`AbilityCastApi`** (NEO-82) invokes **`TryResolve`** after E1.M4 gates and returns nested wire **`combatResolution`** on accept.
| Reason code | When |
|-------------|------|
@ -545,11 +545,21 @@ Prototype server-owned hotbar bindings are available at:
Current prototype allowlist: `prototype_pulse`, `prototype_guard`, `prototype_dash`, `prototype_burst`.
## Ability cast (NEO-31)
## Ability cast (NEO-31, NEO-82)
Prototype **cast intent** (no full combat resolution — see E5.M1). **NEO-28** adds server-side target lock + registry + range gates and documents `invalid_target` / `out_of_range` denies; the Godot client surfaces accept/deny on **`CastFeedbackLabel`**.
Prototype **cast intent** with **combat resolution** on accept (NEO-82). **NEO-28** adds server-side target lock + registry + range gates and documents `invalid_target` / `out_of_range` denies; the Godot client surfaces accept/deny on **`CastFeedbackLabel`**.
- **`POST /game/players/{id}/ability-cast`** with `AbilityCastRequest` v1 (`schemaVersion`, `slotIndex` `0..7`, `abilityId`, `targetId`) validates the player exists, the slot is bound in persisted hotbar loadout, and `abilityId` matches that binding and the prototype allowlist. **NEO-28:** `targetId` must be **non-empty**, exist in **`PrototypeTargetRegistry`**, **match** the server's current combat lock (`IPlayerTargetLockStore`), and the lock must be **within horizontal reach** of the authoritative position snapshot (same XZ radius rule as targeting). **NEO-32:** rejects with `on_cooldown` when the slot is still cooling; on accept, starts the prototype global cooldown for that slot. Returns **`AbilityCastResponse` v1** JSON (`schemaVersion`, `accepted`, optional `reasonCode`).
- **`POST /game/players/{id}/ability-cast`** with `AbilityCastRequest` v1 (`schemaVersion`, `slotIndex` `0..7`, `abilityId`, `targetId`) validates the player exists, the slot is bound in persisted hotbar loadout, and `abilityId` matches that binding and the prototype allowlist. **NEO-28:** `targetId` must be **non-empty**, exist in **`PrototypeTargetRegistry`**, **match** the server's current combat lock (`IPlayerTargetLockStore`), and the lock must be **within horizontal reach** of the authoritative position snapshot (same XZ radius rule as targeting). **NEO-32:** rejects with `on_cooldown` when the slot is still cooling. **NEO-82:** after gates pass, invokes **`CombatOperations.TryResolve`**; on success commits per-ability **`cooldownSeconds`** from the ability catalog and returns **`AbilityCastResponse` v1** with nested **`combatResolution`**.
**Accept payload (`combatResolution`, present only when `accepted: true`):**
| Field | Meaning |
|-------|---------|
| `abilityId` | Normalized ability id (matches request/binding). |
| `targetId` | Normalized prototype target id (lowercase registry key). |
| `damageDealt` | Catalog **`baseDamage`** applied (0 for utility abilities). |
| `targetRemainingHp` | Authoritative HP after resolve. |
| `targetDefeated` | `true` when post-resolve HP is zero. |
**HTTP status:**
@ -569,13 +579,14 @@ Prototype **cast intent** (no full combat resolution — see E5.M1). **NEO-28**
| `unknown_ability` | `abilityId` failed registry normalization (empty/garbage/off-list). |
| `invalid_target` | `targetId` missing/empty, unknown prototype id, or not equal to the server's locked target id (NEO-28). |
| `out_of_range` | Locked target is outside horizontal reach of authoritative player position vs. prototype anchor (NEO-28). |
| `on_cooldown` | Slot is still inside the server-authoritative cooldown window after a prior successful accept (NEO-32). |
| `on_cooldown` | Slot is still inside the server-authoritative cooldown window after a prior successful combat resolve (NEO-32). |
| `target_defeated` | Target HP is already zero; combat engine deny on re-hit (NEO-82 / NEO-81). No cooldown committed. |
Implementation: `server/NeonSprawl.Server/Game/AbilityInput/AbilityCastApi.cs`, `AbilityCastDtos.cs`. Optional **Slice 3named** one-line stdout per JSON response when **`NEON_SPRAWL_API_LOG`** is set (see **Optional prototype API stdout** under **Run** above).
## Cooldown snapshot (NEO-32)
Prototype **per-slot cooldown ends** (in-memory per process; not persisted to Postgres). **Global duration** `AbilityPrototypeCooldown.GlobalDuration` applies on each successful cast after all NEO-28 gates pass.
Prototype **per-slot cooldown ends** (in-memory per process; not persisted to Postgres). **NEO-82:** duration comes from ability catalog **`cooldownSeconds`** on each successful combat resolve (e.g. **`prototype_pulse`** 3.0s, **`prototype_guard`** 6.0s).
- **`GET /game/players/{id}/cooldown-snapshot`** → `CooldownSnapshotResponse` v1 (`schemaVersion`, `playerId`, `serverTimeUtc`, `slots[]` with `slotIndex` and optional `cooldownEndsAtUtc` per slot). **404** when the player id is unknown to position state (same rule as loadout GET).