docs: document the OnThink excess-call contract and MonsterAbility pacing

OnThink is a scheduler pass, not an action: the AI timer fires it at least at
the think cadence but also on command prods and reschedules, and players
macro commands deliberately. Overrides must gate consequential work on their
own tick-count deadlines (or be idempotent); bare per-call random rolls are
cosmetics-only. MonsterAbility lives 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.
Order-breaking abilities must own their hold duration — think latency is not
a hold.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -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 3045s — 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