Darkness targeting
- Fixes player darkness targeting bug (darkness effects can make it impossible to target obviously reachable grids).
All map locations are always remembered by the player once actually seen.
Engine:
Fixed bugs in Target.default.block_path and Target.default.block_radius with for_highlights that would show grids with unseen actors as blocking. Unknown grids are highlighted as passable.
Map:applyExtraLite: always sets grids as remembered (with map.infovs)
ToME:
Player:playerFOV: Streamlined somewhat Arcane Eye uses map._fov_cache Lite radius will not cause grids to be displayed beyond sight range Lite generating entities will not reveal opaque terrain (walls, checking map._fovcache["block_sight"]). This prevents their lite from "bleeding through" walls
Player:lineFOV: Grids are treated as known if either map.seens or map.remembers is set, causing the FOV path to correctly avoid blocking terrain the Player has seen
Tooltip:getTooltipAtMap: Debug mode (triggered if both ctrl and shift are pressed with config.settings.cheat): Displays a tooltip for all Entities in unknown map locations (including a one-line summary if there is no defined tooltip).
Grid:tooltip: grids that allow pass_projectile are noted, debugging info includes the map.remembers value
Trap:setKnown: discovering a trap sets only its map position remembered instead of all similar grids
Archery:archeryAcquireTargets: Targeting highlights default to the normal highlight color up to the warning range.
Darkness talent (npc) does not clear map.remembers
DamageTypes: LITE_LIGHT: applies 10% of damage as LITE damage ABYSSAL_SHROUD: does not clear map.remembers FLARE, FLARE_LIGHT: apply dam/2 vs unlight
Lightbringer's Wand is more effective at dispelling darkness