fn explicit_target_ready(
state: &CombatState,
buf: &DenseBuffer,
spell_data: &SpellData,
idx: SpellIdx,
target: EnemyIdx,
) -> Result<(), CastReject>fn explicit_target_ready(
state: &CombatState,
buf: &DenseBuffer,
spell_data: &SpellData,
idx: SpellIdx,
target: EnemyIdx,
) -> Result<(), CastReject>