Okay so the bug is in the map::draw function, specifically the value for lowlight_sight_range.
Initially this is set to
and is only modified inside the loop
else if (dist <= g->u.sight_range(g->natural_light_level())) {
lowlight_sight_range = std::max(g_light_level, natural_sight_range);
}
However as squares are processed in columns there becomes a point where [tt]dist[/tt] is <= to the sight range at which point the [tt]lowlight_sight_range [/tt] is altered. After that it has to get pretty dark before [tt]lowlight_sight_range[/tt] is less than [tt]dist[/tt] and so all generally in the day all remaining squares are lit. The reason it’s only the left hand side is because the column processor starts on that side.
The fix depends on how we want to game to render. The value for setting [tt]lowlight_sight_range[/tt] to [tt]g->light_level() / 2[/tt] appears to be so that sight radius was half lit and half dark, although with a normal daylight brightness that was off the screen view.
The easiest fix to make it all look the same and all look bright would be to remove lines 2491 to 2493 and alter 2466 to not divide by 2, however this also removed the lowlight creep you get as night falls.
To keep the creep we can leave the divide by 2 in however that means on resolutions with a “SEE” greater than about 20 (rather than 12) you’ll see the dark creep during the day if it’s just cloudy. Of course we could use a different modifier than 2 in that case. I also don’t see why lines 2491 to 2493 where added so I’m not yet sure what bug they were fixing, unless it was just to balance the larger view against the lowlight creep.
Don’t turrets fire automatically anyway?