fn start_recovery_ready(
program: &CombatProgram,
state: &CombatInstance,
spell_local: LocalSpellIdx,
spell_data: &SpellData,
now: SimTime,
) -> Result<(), CastReject>fn start_recovery_ready(
program: &CombatProgram,
state: &CombatInstance,
spell_local: LocalSpellIdx,
spell_data: &SpellData,
now: SimTime,
) -> Result<(), CastReject>