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This is a remake of #1914 that had to be reverted. Original PR had a thread-safe issue where a crash happens if multiple threads access the cache at the same time. Unfortunately this problem was not caught in earlier testing. I don't know if because I was testing on a month old branch, if my settings had only ~2000, or if I needed test runs longer than an hour to find out. Regardless, this has all been addressed. Test have been run on the latest commits from today (2026/1/11), with all 7500 of my bots active, with a test run that lasted 15 hours. All stable and bots are following the probability system without issue. ~~The new edit uses mutex locking, preventing simultaneous access of the cache by multiple threads.~~ The new edit uses deterministic hashing, thereby not having issues with cache thread safety to begin with. Thank you @hermensbas for catching and reverting the original problem PR. Apologies for not catching the issue myself. --- Original PR description: There are two related PVP components in this PR. First is the simple yet fundamental change to bot behaviour when they are in party. Right now bots with a master will go into PVP when there's a nearby PVP target, even if master is not in PVP. This absolutely should not happen. Bots should not consider PVP at all if master is not in PVP. The fix is only 3 lines in EnemyPlayerValue The second component is introducing PVP probabilities, to make decisions more realistic. Right now even a level 1 bot will 100% go into PVP if it sees a level 80 PVP target. They can't help themselves. So the change here addresses that insanity. Several thresholds (subject to community review) are introduced: 1. Bots will not fight a target 5 or more levels higher than them 2. Bots have a 25% chance starting a fight with a target +/- 4 levels from them. 3. Bots have a 50% chance starting a fight with a target +/- 3 levels from them. 4. Bots have a 75% chance starting a fight with a target +/- 2 levels from them. 5. Bots have a 100% chance starting a fight with a target +/- 1 level from them. 6. Bots have a 25% chance starting a fight with a target 5 or more levels below them (ganking. thought it would be funny, and technically realistic of player behaviour) Exception of course exist for BG/Arena/Duel, and in capitals where bots will always PVP. Also bots will always defend themselves if attacked. Few notes: 1. The if/ else if logic can be further simplified, but only if we use thresholds that are different by one. So current logic allows for flexibility of using values like 10/7/5/3 instead of 5/4/3/2. 2. The caching system is per-bot basis. So for some target X, if some bot decides to attack it, another bot will make its own decision. At first I used a simplified global system (thinking there might be performance concerns) where if one bot decides to attack a target then they all do, but when I switched to the more realistic per-bot basis, I didn't see an effect on performance. 3. Variables are obviously not configurable right now. I'm starting to see Bash's POV that maybe we have too many configs 😬 Still, they can be easily exposed in the future, and if someone is reading this then, remember to change constexpr to const. --------- Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>