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Summary
Features "Add dedicated night vision score to limbs"
Purpose of change
Some groundwork in the process of moving mutant limbs (eyes, in this case) to the new limb system. Defining how well an eye sees in the dark separately to how it impacts aiming speed and such (governed by
vision_score
) allows for differentiating between the different eyes and permits me to remove some hardcodedness around the nightvision mutations.Describe the solution
Replaced the
vision_score
multiplier incharacter::get_vision_threshold
with a newnightvision_score
and added it to base eyes.Describe alternatives you've considered
Require a set vision score on a limb for it to contribute to nightvision, but we'll have to do a lot of that kind of limiting anyway when we get to players sprouting extra limbs (the first pass will be restricted to replacing existing limbs, mostly).
Testing
Changed eyes to have a nightvision score of 0 and added a score of 1 bulging eyes and a score of 6 to cephalopod eyes. Could not see in the dark per default, could see as normal with bulging eyes and about 6x the range with ceph eyes,
Additional context
Also updated the documentation with the effect of limb scores.
@KorGgenT