Psi Rework Part 2: Scenes From A Memory (#21736)

The next step in the Psi Reworks is here, this time adding all of the
remaining sources and applications of Psi-sensitivity and Psi-protection
that were on my To-Do list. Aside from a variety of tweaks and bugfixes
to powers, the most player-facing addition is the new Psi-sensitivity
related traits, which are High Psi-sensitivity, and Low Psi-sensitivity.
These traits modify the character's psi-sensitivity, which messes with
their interactions with psionics in a variety of ways.

All of these new sources and interactions with psionics are handled
entirely through components, which operate on the previously added
COMSIG_PSI signals.

Check the changelog file for more specific details on what all was
fixed. I've fixed quite a lot of bugs and issues with the various psi
powers.

I have actually tested this PR and verified that it works as advertised.
<img width="1902" height="1015" alt="image"
src="https://github.com/user-attachments/assets/e922593c-0595-4b63-bee4-36080d9cb8b4"
/>
This commit is contained in:
VMSolidus
2026-02-01 23:29:21 +00:00
committed by GitHub
parent ba2f599a19
commit a802b48e2a
34 changed files with 280 additions and 65 deletions
@@ -30,7 +30,7 @@
// get mobs
var/list/affected_mobs = list()
for(var/mob/living/carbon/human/mob_in_range in get_hearers_in_LOS(world.view, src))
if((!mob_in_range.is_psi_blocked(src)) && ((mob_in_range.check_psi_sensitivity() > 0) || mob_in_range.has_zona_bovinae()))
if((!mob_in_range.is_psi_blocked(src, TRUE)) && ((mob_in_range.check_psi_sensitivity() > 0) || mob_in_range.has_zona_bovinae()))
affected_mobs += mob_in_range
// set up timer for delayed effects