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Rewrite how NPCs evaluate threats. (CleverRaven#69537)
* refactor and fix evaluate_enemy * Cleanup, simplify until maths working * add estimate_armour function refactor/rewrite... nearly... complete * add perception and pain effect * asstile * Update npcmove.cpp * Add some more debug messages for testing * simplify calc by tallying allies vs enemies Uncover still more issues in the process * this might work now * logic and formatting 1. add colour to messages for easier reading 2. adjust error in perception calculation 3. running away NPCs are valued lower. * Colourize debug log because why not * fix another math error monster HP was backwards. Also updates more colours. * math errors math errors aaaah melee and ranged weapons were not in even vague parity on evaluation. Did not fix that, but did make it tolerable for now. * scale ally threat same as enemy threat missed a scalar * Add a bleeding assessment to threat.
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