One ability per named slot, each with its own cooldown in turns: advance() counts every
cooldown down by one turn, ready() lists whatever may fire now, and use(id) spends
one - resetting its full cooldown - reporting whether it was actually ready, so a game
can tell "fired" from "still waiting" without tracking the counters itself.
One ability per named slot, each with its own cooldown in turns:
advance()counts every cooldown down by one turn,ready()lists whatever may fire now, anduse(id)spends one - resetting its full cooldown - reporting whether it was actually ready, so a game can tell "fired" from "still waiting" without tracking the counters itself.