# Description
This PR brings back a feature that was present in the Psionic Refactor
Version 1, which ultimately never made it into the game. I have
substantially reworked the underlying math behind Glimmer, such that it
operates on a Logistic Curve described by this equation:

Instead of 0 being the "Normal" amount of glimmer, the "Normal" amount
is the "seemingly arbitrary" number 502.941. This number is measured
first by taking the derivative of the Glimmer Equation, and then solving
for the derivative equal to 1. Above this constant, glimmer grows
exponentially more difficult to increase. Below this constant, glimmer
grows exponentially easier to increase. It will thus constantly attempt
to trend towards the "Glimmer Equilibrium".
Probers, Drainers, Anomalies, and Glimmer Mites all cause glimmer to
"Fluctuate", either up or down the graph. This gives a glimmer that
swings constantly to both high and low values, with more violent swings
being caused by having more probers/anomalies etc. A great deal of math
functions have been implemented that allow for various uses for glimmer
measurements, and psionic powers can even have their effects modified by
said measurements.
The most significant part of this rework is what's facing Epistemics.
It's essentially no longer possible for Probers to cause a round-ending
chain of events known as "Glimmerloose". You can ALWAYS recover from
high glimmer, no matter how high it gets. As a counterpart to this,
Probers have had the math behind their research point generation
reworked. Research output follows an inverse log base 4 curve. Which can
be found here: https://www.desmos.com/calculator/q183tseun8
I wouldn't drop this massive update on people without a way for them to
understand what's going on. So this PR also features the return(and
expansion of), the much-demanded Psionics Guidebook.
<details><summary><h1>Media</h1></summary>
<p>
Psionics Guidebook


</p>
</details>
# Changelog
🆑 VMSolidus, Gollee
- add: Glimmer has been substantially reworked. Please read the new
Psionics Guidebook for more information. In short: "500 is the new
normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call
code white if it gets to 750 and stays above that level."
- add: The much-requested Psionics Guidebook has returned, now with all
new up-to-date information.
- remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to
start a chain of events that ends the round if epistemics isn't
destroyed. You can ALWAYS recover from high glimmer now.
- tweak: All glimmer events have had their thresholds tweaked to reflect
the fact that 500 is the new "Normal" amount of glimmer.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 638071c48fe3ac7c727a1294de3b6d5d8136e79f)
# Description
Due to some inherent limitations of maintenance, code review, and me
having both severely crippling ADHD and a lifelong adderal dependency,
I've made the executive decision to break apart the Psionic Refactor
into a multitude of smaller, bite sized PRs. I'm keeping the original
Psionic Refactor PR open, because I'm going to need it for code
reference to keep track of the changes I had originally worked on, but I
need to essentially restart the entire refactor from scratch, and
approach it from a new angle that's going to make everything actually
way easier. I also need to be able to work on each available system
individually wherever possible, and this fact is most readily shown by
how the Lightning Refactor and Oracle Refactor were both done
separately.
To start off, this PR is ONLY moving all of the relevant psionics code
to core folders, and nothing more. I'm doing this first so that I can
immediately cut down massively on the "Files Changed" with the simplest,
most basic change necessary to start my work.
No changelog because this isn't player facing, and no media because
there's literally nothing to show.