* Added `LootOwner` component used to indicate that an `ItemDrop` entity is owned by another entity
* A loot winner is now calculated after EXP allocation using the EXP per entity for weighted chance distribution
* Used existing Inventory Full overitem text to show "Owned by {player} for {seconds}secs" when a pickup fails due to a loot ownership check
* Updated agent code to take into account loot ownership when searching for `ItemDrop` targets to pick up
* Added `loot` ECS system to clear expired loot ownerships
- Armor and sneaking have exclusive effects on overall stealth, rather
than armor taking effect only while sneaking.
Gameplay:
- Agents factor in stealth from armor in all cases, not only when sneaking.
- Max stealth takes place when sneaking (final multiplier of `0.7`) and with stealth from armor up to `0.7` (`0.3` multiplier), resulting in a max distance modifier of about `0.5`, approximately what it was previously.
- Min stealth score from armor is now 0 instead of 2.
Internals:
- Stealth getter accounts for sneaking in final calculation, not just
armor.
- Prevents potential division by zero.
- Stealth getter returns value that should be multiplied instead of divided.
- Legitimized stealth as a score between 0 and 1.
Notes:
- FIXME: Someone more familiar with the different armor types may want to adjust their stealths.
- Armor stealths seem to be valued between `0.0` and `1.0`, and I've reinforced this in the code. However, it is possible, particularly for the `Dragonscale` armors, to cumulatively reach a value of `2.0`.
- Refactors `choose_target()`, renaming it and extracting functions with more meaningful names and more correct behavior.
- Adds FOV for agents scanning for hostile targets.
When a sound was received in `idle_tree()`, awareness would be
incremented, causing a call to `handle_elevated_awareness()`, which
handled sounds heard. Instead, just `handle_sounds()` when they are heard and
increment awareness as part of hearing them.
The code more straightforwardly shows the agent first hearing a sound and then
becoming more aware based on that.
- Prevent utterances and other sounds from causing undesired jitters and
fleeing, such as those caused by greeting villagers.
- Agents will no longer flee from quieter weapon sounds such as melee.