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NPCs responding to sounds. #22710
Currently NPCs are effectively deaf, they only respond to visible threats ( see npc::assess_danger() ).
NPCs respond to sounds, generally treating them as unknown threats. In particular, a large number of unknown sounds should result in the NPC fleeing.
NPCs are totally unaware of sounds.
Steps to reproduce the behavior
(for convinience consider making player undetectable with debug menu).
This is spawned from #21282, which raises valid issues, but is a bit too broad. It was also derailed by an argument about implementation details.