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>