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<img width="1701" height="292" alt="image" src="https://github.com/user-attachments/assets/db1dbc50-1a6a-4549-b9e5-b838ec62f849" /> **This is but one of several PRs as part of Project Anabasis, and is a necessary building-block for a Traits System and a Skills System** This PR was essentially prompted by recent lore changes to Skrell that weren't yet existing in the game, so I'm kicking off this as a PR to start a series of more meaningful psionic reworks. With a focus on Components and Signals as a way of dramatically increasing the systems interactivity of psionics. With this PR, mobs have an effective "Psi-Sensitivity" that can be checked by psionic effects, and influence a wide variety of interactions. Psi-Sensitivity is calculated based on a Signal interaction, whereby multiple responding sources have a chance to respond to the signal and influence the end result of the calculation. For now there still remains a cutout specifically for owners of a Psi-Complexus(Which is just Skrell and Antag Psions), who have a bonus to the psi-sensitivity check equal to their PSI-RATING. That being 1 for Skrell, and 2 for antag psions. But eventually in the future this should be replaced with a standalone component separate from the concept of "Sending" The other common sources of sensitivity currently are the Psionic Receiver implant, MindShield, and Mind Blanker implants. With Psionic Receivers giving a bonus to psi-sensitivity, and the latter two giving a penalty to psi-sensitivity. Both MindShields and Mind Blankers are now unified in how they interact with psionics, both using the same system of Signals without a hardcoded check for the mindshield. As an important distinction to make, Psi-Sensitivity is NOT the same thing as being Psionic. Actually Psionic characters like Skrell have a big bonus to their sensitivity. It's more a measurement of how receptive a character is to Receiving (separate from Sending) psionic influences. You can actually be capable of using psionic abilities, but have a sensitivity of 0, effectively meaning such a character can "Send but not Receive" psi influences. - [x] I have tested this PR and have verified that it works, you're welcome.
101 lines
4.3 KiB
Plaintext
101 lines
4.3 KiB
Plaintext
///A list of `/turf` where the Srom is located, and people entering the shared dream (presumably Skrells sleeping) will be casted to
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GLOBAL_LIST_EMPTY_TYPED(dream_entries, /turf)
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/mob
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var/mob/living/brain_ghost/bg
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/mob/living/carbon/human
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var/datum/weakref/srom_pulled_by
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var/datum/weakref/srom_pulling
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/mob/living/carbon/human/proc/handle_shared_dreaming(var/force_wakeup = FALSE)
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SHOULD_NOT_SLEEP(TRUE)
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if(is_psi_blocked(src)) // Can't enter the dream if the caster is blocked from RECEIVING. It's a two-way street.
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return
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// This is one of the legitimate uses for has_psionics() that should be kept even though has_psionics() is deprecated.
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// Entering the dream requires the caster be capable of SENDING.
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var/is_psionic = has_psionics()
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// Entering the dream requires that the caster either be capable of SENDING, or has a "guide" performing the SENDING on their behalf.
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var/mob/living/carbon/human/srom_puller = srom_pulled_by?.resolve()
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if((is_psionic || (srom_puller && Adjacent(srom_puller))) && stat == UNCONSCIOUS && sleeping > 1)
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if(!istype(bg) && client) // Don't spawn a brainghost if we're not logged in.
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bg = new /mob/living/brain_ghost(src, src) // Generate a new brainghost.
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if(isnull(bg)) // Prevents you from getting kicked if the brain ghost didn't spawn - geeves
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return
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vr_mob = bg
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bg.ckey = ckey
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bg.client = client
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ckey = "@[bg.ckey]"
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to_chat(bg, SPAN_NOTICE("As you lose consiousness, you feel yourself entering Srom."))
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to_chat(bg, SPAN_WARNING("Whilst in shared dreaming, you find it difficult to hide your secrets."))
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if(willfully_sleeping)
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to_chat(bg, "To wake up, use the \"Awaken\" verb in the IC tab.")
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if(!srom_pulling && is_psionic)
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var/obj/item/grab/G = r_hand
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if(!G)
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G = l_hand
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if(G)
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var/mob/living/carbon/human/victim = G.affecting
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// Victims must be capable of RECEIVING.
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if(!victim.is_psi_blocked(src) && ((victim.check_psi_sensitivity() > 0) || victim.has_zona_bovinae()))
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to_chat(bg, SPAN_NOTICE("You have taken [victim] to the Srom with you."))
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victim.srom_pulled_by = WEAKREF(src)
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srom_pulling = WEAKREF(victim)
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for(var/thing in SSpsi.processing)
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var/datum/psi_complexus/psi = thing
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to_chat(psi.owner, SPAN_CULT("You sense an increase in the activity of Srom..."))
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sound_to(psi.owner, sound('sound/effects/psi/power_used.ogg'))
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log_and_message_admins("has entered the shared dream", bg)
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// Does NOT
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else
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if(istype(bg) || force_wakeup)
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// If we choose to be asleep, keep sleeping.
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if(willfully_sleeping && sleeping && stat == UNCONSCIOUS)
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if(is_psionic || srom_pulled_by)
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sleeping = 5
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return
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for(var/thing in SSpsi.processing)
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var/datum/psi_complexus/psi = thing
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to_chat(psi.owner, SPAN_CULT("You feel the activity of Srom decrease."))
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log_and_message_admins("has left the shared dream",bg)
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var/mob/living/brain_ghost/old_bg = bg
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bg = null
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vr_mob = null
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var/return_text = "You are ripped from the Srom as your body awakens."
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var/mob/return_mob = src
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if(srom_pulled_by)
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var/sensitivity = check_psi_sensitivity()
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if(sensitivity <= 0)
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dizziness += 40
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confused += 40
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slurring += 40
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eye_blurry += 40
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return_text += " You feel dizzy, confused and weird..."
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else
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return_text += " You stave off most of the post-Srom pull symptoms, but you still feel like your mind is clouded."
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// Non-Psions can have a RECEIVING stat, so we'll account for it by giving them a leeway on the brain damage if they're sufficiently sensitive.
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adjustBrainLoss(10 - min(10, 5 * sensitivity))
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srom_pulled_by = null
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var/mob/living/carbon/human/victim = srom_pulling?.resolve()
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if(victim)
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victim.srom_pulled_by = null
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srom_pulling = null
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var/mob/living/simple_animal/borer/B = has_brain_worms()
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if(B?.host_brain)
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return_mob = B.host_brain
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return_text = "You are ripped from the Srom as you return to the captivity of your own mind."
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if(stat == DEAD)
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return_text = "You are ripped from the Srom." // You're dead - ensures there's no message about feeling weird or waking up.
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return_mob.ckey = old_bg.ckey
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old_bg.visible_message(SPAN_NOTICE("[old_bg] begins to fade as they depart from the dream..."))
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animate(old_bg, alpha=0, time = 20)
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QDEL_IN(old_bg, 20)
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to_chat(return_mob, SPAN_WARNING("[return_text]"))
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