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Comment by TheRealPomax

tl;dr: players get attacked based on monster targeting RNG that's supposed to take an interval [0,num_players], assign players to subintervals that are shorter or longer based on a bunch of factors, and then roll a random number somewhere in that full interval. Whoever's subinterval the number ends in, they get targetted.

Instead, the code assigned subintervals and then rolled a number between 0 and 1, instead of 0 and num_players. If your player happened to sort to the top of the list for subinterval assignment, you'd be it. You'd always be it.

Someone had to think to look at this, then confirm the maths, before it was found, years after the symptoms got reported. A unit test would have caught this, but didn't. Writing tests is annoying, especially in a codebase that keeps changing, but it's so important that this should count as one of those "this is what happens when you don't" lessons. Money was lost here.

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