diff --git a/dev-docs/claude-skills/modernuo-content-patterns.md b/dev-docs/claude-skills/modernuo-content-patterns.md index ce7f18acf..cdb3f9e49 100644 --- a/dev-docs/claude-skills/modernuo-content-patterns.md +++ b/dev-docs/claude-skills/modernuo-content-patterns.md @@ -29,6 +29,13 @@ description: > overridden). Prefer `npc-speeds.json` buckets (`SpeedClass`); `SetSpeed()` sets think AND clears move overrides, `SetMoveSpeed()` sets move only -- see `dev-docs/content-patterns.md` § Creature Speeds +8. **`OnThink` overrides must be excess-call tolerant** -- it fires more often than the + think cadence (player commands prod it; speed-ups reschedule it). Gate consequential + work on a tick-count deadline (subtraction form) or make it idempotent; bare per-call + random rolls are cosmetics-only. `MonsterAbility` is under the same contract: the + trigger cooldown is the rate limit, `ChanceToTrigger` is per-sample jitter, and a + zero-cooldown `Think`/`CombatAction` ability triggers every sampled think -- see + `dev-docs/content-patterns.md` § OnThink: the excess-call contract ## New Item Template diff --git a/dev-docs/content-patterns.md b/dev-docs/content-patterns.md index ec56e1bb3..80d925580 100644 --- a/dev-docs/content-patterns.md +++ b/dev-docs/content-patterns.md @@ -283,6 +283,61 @@ ClearMoveSpeed(); // back to inheriting the think clock All four are `[props`-tunable per instance (move values: set `0` to re-inherit); per-instance move overrides serialize. Being badly hurt slows steps, never decisions (RunUO parity). +### OnThink: the excess-call contract + +`OnThink()` is a scheduler pass, not an action. The AI timer calls it *at least* at the +think cadence (`CurrentSpeed`), but it can and does fire more often: a player command +wakes the AI immediately (`AITimer.Prod()`), a speed-up reschedules the pending wake, and +players run command macros that drive extra thinks deliberately (order spam is spam-safe +by design — reaction, never action). RunUO had the same property (its timer restarted +with a random delay on every speed change), so this has never been a fixed-rate callback. + +**Every `OnThink` override must be excess-call tolerant.** An extra call must never grant +an extra action: + +- Gate consequential work on its own deadline field, compared in subtraction form + (`Core.TickCount - _nextX >= 0` — see `tick-counts.md`), or make it idempotent. +- Never pace a consequential action with a bare per-call `Utility.RandomDouble()` roll — + its frequency then scales with think rate, which players can influence. Per-call rolls + are acceptable only for pure cosmetics (idle animations, flavor sounds). +- The engine already gates the expensive things: steps (the `NextMove` budget), weapon + swings, spell casts, detect-hidden, and the base `BaseCreature.OnThink` actions (heal, + rummage, aura) all carry their own clocks. Follow that pattern. + +```csharp +private long _nextSpecial; + +public override void OnThink() +{ + base.OnThink(); + + if (Core.TickCount - _nextSpecial >= 0) + { + DoSpecial(); + _nextSpecial = Core.TickCount + 5000; // the real rate limit lives here + } +} +``` + +### MonsterAbility: same contract + +`MonsterAbility.CanTrigger` is sampled once per think for `Think`- and +`CombatAction`-triggered abilities, so abilities live under the same rule: + +- **`MinTriggerCooldown`/`MaxTriggerCooldown` is the real rate limit** — the floor holds + no matter how often thinks fire. Always give a triggered ability a real cooldown. +- **`ChanceToTrigger` is a per-sample roll**: above the cooldown floor, the expected + trigger delay shrinks as think rate rises. Treat the chance as flavor jitter, never as + the rate limiter, and keep cooldowns long relative to the think interval so the jitter + stays negligible (fire breath — chance 0.5, cooldown 30–45s — varies under 1% between + natural and spammed think rates). +- A **zero-cooldown ability records no cooldown at all** and triggers on every sampled + think that passes its chance — only ever correct for passive alteration hooks, never + for `Think`/`CombatAction` triggers. +- An ability that breaks pet orders (fear-style effects) must own its duration explicitly + (a hold state, or a "refuses orders until" deadline checked in the order handlers) — + pets react to re-issued commands immediately, so think latency is not a hold. + --- ## New Spell