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Bubberstation/code/game/objects/items/teleportation.dm
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9ac81e1a64 New station trait job: Human AI (#81681)
## About The Pull Request

This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:

1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior

Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.

They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).

They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.

When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.

Extra perks:

Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account

### The machine remote

The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.

### Video (Low quality to fit Github)


https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8

## Why It's Good For The Game

I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.

## Changelog

🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-03-09 23:48:39 +01:00

538 lines
20 KiB
Plaintext

#define SOURCE_PORTAL 1
#define DESTINATION_PORTAL 2
/* Teleportation devices.
* Contains:
* Locator
* Hand-tele
*/
/*
* Locator
*/
/obj/item/locator
name = "bluespace locator"
desc = "Used to track portable teleportation beacons and targets with embedded tracking implants."
icon = 'icons/obj/devices/tracker.dmi'
icon_state = "locator"
var/temp = null
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_SMALL
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 4)
var/tracking_range = 35
/obj/item/locator/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "BluespaceLocator", name)
ui.open()
/obj/item/locator/ui_data(mob/user)
var/list/data = list()
data["trackingrange"] = tracking_range;
// Get our current turf location.
var/turf/sr = get_turf(src)
if (sr)
// Check every teleport beacon.
var/list/tele_beacons = list()
for(var/obj/item/beacon/W in GLOB.teleportbeacons)
// Get the tracking beacon's turf location.
var/turf/tr = get_turf(W)
// Make sure it's on a turf and that its Z-level matches the tracker's Z-level
if (tr && tr.z == sr.z)
// Get the distance between the beacon's turf and our turf
var/distance = max(abs(tr.x - sr.x), abs(tr.y - sr.y))
// If the target is too far away, skip over this beacon.
if(distance > tracking_range)
continue
var/beacon_name
if(W.renamed)
beacon_name = W.name
else
var/area/A = get_area(W)
beacon_name = A.name
var/D = dir2text(get_dir(sr, tr))
tele_beacons += list(list(name = beacon_name, direction = D, distance = distance))
data["telebeacons"] = tele_beacons
var/list/track_implants = list()
for (var/obj/item/implant/beacon/tracking_beacon in GLOB.tracked_implants)
if (!tracking_beacon.imp_in || !isliving(tracking_beacon.loc))
continue
else
var/mob/living/living_mob = tracking_beacon.loc
if (living_mob.stat == DEAD)
if (living_mob.timeofdeath + tracking_beacon.lifespan_postmortem < world.time)
continue
var/turf/tr = get_turf(tracking_beacon)
var/distance = max(abs(tr.x - sr.x), abs(tr.y - sr.y))
if(distance > tracking_range)
continue
var/D = dir2text(get_dir(sr, tr))
track_implants += list(list(name = tracking_beacon.imp_in.name, direction = D, distance = distance))
data["trackimplants"] = track_implants
return data
#define PORTAL_LOCATION_DANGEROUS "portal_location_dangerous"
#define PORTAL_DANGEROUS_EDGE_LIMIT 8
/*
* Hand-tele
*/
/obj/item/hand_tele
name = "hand tele"
desc = "A portable item using blue-space technology. One of the buttons opens a portal, the other re-opens your last destination."
icon = 'icons/obj/devices/tracker.dmi'
icon_state = "hand_tele"
inhand_icon_state = "electronic"
worn_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 5)
armor_type = /datum/armor/item_hand_tele
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/list/active_portal_pairs
var/max_portal_pairs = 3
/**
* Represents the last place we teleported to, for making quick portals.
* Can be in the following states:
* - null, meaning either this hand tele hasn't been used yet, or the last place it was portalled to was removed.
* - PORTAL_LOCATION_DANGEROUS, meaning the last place it teleported to was the "None (Dangerous)" location.
* - A weakref to a /obj/machinery/computer/teleporter, meaning the last place it teleported to was a pre-setup location.
*/
var/last_portal_location
/datum/armor/item_hand_tele
bomb = 30
fire = 100
acid = 100
/obj/item/hand_tele/Initialize(mapload)
. = ..()
active_portal_pairs = list()
/obj/item/hand_tele/pre_attack(atom/target, mob/user, params)
if(try_dispel_portal(target, user))
return TRUE
return ..()
/obj/item/hand_tele/proc/try_dispel_portal(atom/target, mob/user)
if(is_parent_of_portal(target))
qdel(target)
to_chat(user, span_notice("You dispel [target] with \the [src]!"))
return TRUE
return FALSE
/obj/item/hand_tele/afterattack(atom/target, mob/user)
try_dispel_portal(target, user)
. = ..()
/obj/item/hand_tele/pre_attack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
var/portal_location = last_portal_location
if (isweakref(portal_location))
var/datum/weakref/last_portal_location_ref = last_portal_location
portal_location = last_portal_location_ref.resolve()
if (isnull(portal_location))
to_chat(user, span_warning("[src] flashes briefly. No target is locked in."))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
try_create_portal_to(user, portal_location)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/hand_tele/attack_self(mob/user)
if (!can_teleport_notifies(user))
return
var/list/locations = list()
for(var/obj/machinery/computer/teleporter/computer as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/computer/teleporter))
var/atom/target = computer.target_ref?.resolve()
if(!target)
computer.target_ref = null
continue
var/area/computer_area = get_area(target)
if(!computer_area || (computer_area.area_flags & NOTELEPORT))
continue
if(computer.power_station?.teleporter_hub && computer.power_station.engaged)
locations["[get_area(target)] (Active)"] = computer
else
locations["[get_area(target)] (Inactive)"] = computer
locations["None (Dangerous)"] = PORTAL_LOCATION_DANGEROUS
var/teleport_location_key = tgui_input_list(user, "Teleporter to lock on", "Hand Teleporter", sort_list(locations))
if (isnull(teleport_location_key))
return
if(user.get_active_held_item() != src || user.incapacitated())
return
// Not always a datum, but needed for IS_WEAKREF_OF to cast properly.
var/datum/teleport_location = locations[teleport_location_key]
if (!try_create_portal_to(user, teleport_location))
return
if (teleport_location == PORTAL_LOCATION_DANGEROUS)
last_portal_location = PORTAL_LOCATION_DANGEROUS
else if (!IS_WEAKREF_OF(teleport_location, last_portal_location))
if (isweakref(teleport_location))
var/datum/weakref/about_to_replace_location_ref = last_portal_location
var/obj/machinery/computer/teleporter/about_to_replace_location = about_to_replace_location_ref.resolve()
if (about_to_replace_location)
UnregisterSignal(about_to_replace_location, COMSIG_TELEPORTER_NEW_TARGET)
RegisterSignal(teleport_location, COMSIG_TELEPORTER_NEW_TARGET, PROC_REF(on_teleporter_new_target))
last_portal_location = WEAKREF(teleport_location)
/// Takes either PORTAL_LOCATION_DANGEROUS or an /obj/machinery/computer/teleport/computer.
/obj/item/hand_tele/proc/try_create_portal_to(mob/user, teleport_location)
if (length(active_portal_pairs) >= max_portal_pairs)
user.show_message(span_notice("[src] is recharging!"))
return
var/atom/teleport_target
if (teleport_location == PORTAL_LOCATION_DANGEROUS)
var/list/dangerous_turfs = list()
for(var/turf/dangerous_turf in urange(10, orange=1))
if(dangerous_turf.x > world.maxx - PORTAL_DANGEROUS_EDGE_LIMIT || dangerous_turf.x < PORTAL_DANGEROUS_EDGE_LIMIT)
continue //putting them at the edge is dumb
if(dangerous_turf.y > world.maxy - PORTAL_DANGEROUS_EDGE_LIMIT || dangerous_turf.y < PORTAL_DANGEROUS_EDGE_LIMIT)
continue
var/area/dangerous_area = dangerous_turf.loc
if(dangerous_area.area_flags & NOTELEPORT)
continue
dangerous_turfs += dangerous_turf
teleport_target = pick(dangerous_turfs)
else
var/obj/machinery/computer/teleporter/computer = teleport_location
var/atom/target = computer.target_ref?.resolve()
if(!target)
computer.target_ref = null
teleport_target = target
if (teleport_target == null)
to_chat(user, span_notice("[src] vibrates, then stops. Maybe you should try something else."))
return
var/area/teleport_area = get_area(teleport_target)
if (teleport_area.area_flags & NOTELEPORT)
to_chat(user, span_notice("[src] is malfunctioning."))
return
if (!can_teleport_notifies(user))
return
var/list/obj/effect/portal/created = create_portal_pair(get_turf(user), get_teleport_turf(get_turf(teleport_target)), 300, 1, null)
if(LAZYLEN(created) != 2)
return
var/obj/effect/portal/portal1 = created[1]
var/obj/effect/portal/portal2 = created[2]
RegisterSignal(portal1, COMSIG_QDELETING, PROC_REF(on_portal_destroy))
RegisterSignal(portal2, COMSIG_QDELETING, PROC_REF(on_portal_destroy))
try_move_adjacent(portal1, user.dir)
active_portal_pairs[portal1] = portal2
investigate_log("was used by [key_name(user)] at [AREACOORD(user)] to create a portal pair with destinations [AREACOORD(portal1)] and [AREACOORD(portal2)].", INVESTIGATE_PORTAL)
add_fingerprint(user)
user.show_message(span_notice("Locked in."), MSG_AUDIBLE)
return TRUE
/obj/item/hand_tele/proc/can_teleport_notifies(mob/user)
var/turf/current_location = get_turf(user)
var/area/current_area = current_location.loc
if (!current_location || (current_area.area_flags & NOTELEPORT) || is_away_level(current_location.z) || !isturf(user.loc))
to_chat(user, span_notice("[src] is malfunctioning."))
return FALSE
return TRUE
/obj/item/hand_tele/proc/on_teleporter_new_target(datum/source)
SIGNAL_HANDLER
if (IS_WEAKREF_OF(source, last_portal_location))
last_portal_location = null
UnregisterSignal(source, COMSIG_TELEPORTER_NEW_TARGET)
/obj/item/hand_tele/proc/on_portal_destroy(obj/effect/portal/P)
SIGNAL_HANDLER
active_portal_pairs -= P //If this portal pair is made by us it'll be erased along with the other portal by the portal.
/obj/item/hand_tele/proc/is_parent_of_portal(obj/effect/portal/P)
if(!istype(P))
return FALSE
if(active_portal_pairs[P])
return SOURCE_PORTAL
for(var/i in active_portal_pairs)
if(active_portal_pairs[i] == P)
return DESTINATION_PORTAL
return FALSE
/obj/item/hand_tele/suicide_act(mob/living/user)
if(iscarbon(user))
user.visible_message(span_suicide("[user] is creating a weak portal and sticking [user.p_their()] head through! It looks like [user.p_theyre()] trying to commit suicide!"))
var/mob/living/carbon/itemUser = user
var/obj/item/bodypart/head/head = itemUser.get_bodypart(BODY_ZONE_HEAD)
if(head)
head.drop_limb()
var/list/safeLevels = SSmapping.levels_by_any_trait(list(ZTRAIT_SPACE_RUINS, ZTRAIT_LAVA_RUINS, ZTRAIT_STATION, ZTRAIT_MINING))
head.forceMove(locate(rand(1, world.maxx), rand(1, world.maxy), pick(safeLevels)))
itemUser.visible_message(span_suicide("The portal snaps closed taking [user]'s head with it!"))
else
itemUser.visible_message(span_suicide("[user] looks even further depressed as they realize they do not have a head...and suddenly dies of shame!"))
return BRUTELOSS
/obj/item/syndicate_teleporter
name = "experimental teleporter"
desc = "A reverse-engineered version of the Nanotrasen handheld teleporter. Lacks the advanced safety features of its counterpart. A three-headed serpent can be seen on the back."
icon = 'icons/obj/devices/tracker.dmi'
icon_state = "syndi-tele"
throwforce = 5
w_class = WEIGHT_CLASS_SMALL
throw_speed = 4
throw_range = 10
obj_flags = CONDUCTS_ELECTRICITY
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
//Uses of the device left
var/charges = 4
//The maximum number of stored uses
var/max_charges = 4
///Minimum distance to teleport user forward
var/minimum_teleport_distance = 4
///Maximum distance to teleport user forward
var/maximum_teleport_distance = 8
//How far the emergency teleport checks for a safe position
var/parallel_teleport_distance = 3
/obj/item/syndicate_teleporter/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/syndicate_teleporter/Destroy(force)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/syndicate_teleporter/examine(mob/user)
. = ..()
. += span_notice("[src] has <b>[charges]</b> out of [max_charges] charges left.")
/obj/item/syndicate_teleporter/attack_self(mob/user)
. = ..()
if(.)
return
attempt_teleport(user = user, triggered_by_emp = FALSE)
return TRUE
/obj/item/syndicate_teleporter/process(seconds_per_tick, times_fired)
if(SPT_PROB(10, seconds_per_tick) && charges < max_charges)
charges++
if(ishuman(loc))
var/mob/living/carbon/human/holder = loc
balloon_alert(holder, "teleporter beeps")
playsound(src, 'sound/machines/twobeep.ogg', 10, TRUE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
/obj/item/syndicate_teleporter/emp_act(severity)
. = ..()
if(!prob(50/severity))
return
var/teleported_something = FALSE
if(ishuman(loc))
var/mob/living/carbon/human/holder = loc
balloon_alert(holder, "teleporter buzzes!")
attempt_teleport(user = holder, triggered_by_emp = TRUE)
else
var/turf/teleport_turf = get_turf(src)
for(var/mob/living/mob_on_same_tile in teleport_turf)
if(!teleported_something)
teleported_something = TRUE
attempt_teleport(user = mob_on_same_tile, triggered_by_emp = TRUE, not_holding_tele = TRUE)
if(!teleported_something)
visible_message(span_danger("[src] blinks out of existence!"))
do_sparks(2, 1, src)
qdel(src)
/**
* Tries to teleport the user forward based on random number between min/max teleport distance vars.
* If destination is closed turf, try to save user from gibbing via a panic teleport.
* Wearing bag of holding or triggering teleport via EMP removes panic teleport, higher chance of being gibbed.
* Mobs on same tile as destination get telefragged.
**/
/obj/item/syndicate_teleporter/proc/attempt_teleport(mob/user, triggered_by_emp = FALSE, not_holding_tele = FALSE)
if(!charges && !triggered_by_emp)
balloon_alert(user, "recharging!")
return
var/turf/current_location = get_turf(user)
if(malfunctioning(user, current_location))
if(not_holding_tele)
return
balloon_alert(user, "malfunctioning!")
return
var/teleport_distance = rand(minimum_teleport_distance, maximum_teleport_distance)
var/turf/destination = get_teleport_loc(current_location, user, teleport_distance)
var/bagholdingcheck = FALSE
if(iscarbon(user))
var/mob/living/carbon/teleporting_guy = user
if(locate(/obj/item/storage/backpack/holding) in teleporting_guy.get_all_gear())
bagholdingcheck = TRUE
if(isclosedturf(destination))
if(!triggered_by_emp && !bagholdingcheck)
panic_teleport(user, destination) //We're in a wall, engage emergency parallel teleport.
else
if(bagholdingcheck && !not_holding_tele)
to_chat(user, span_warning("The bluespace interface on your bag of holding interferes with the teleport!"))
get_fragged(user, destination, not_holding_tele) //EMP teleported you into a wall? Wearing a BoH? You're dead.
else
telefrag(destination, user)
do_teleport(user, destination, channel = TELEPORT_CHANNEL_FREE)
charges = max(charges - 1, 0)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(current_location)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(destination)
make_bloods(current_location, destination, user)
playsound(current_location, SFX_SPARKS, 50, 1, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(destination, 'sound/effects/phasein.ogg', 25, 1, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(destination, SFX_SPARKS, 50, 1, SHORT_RANGE_SOUND_EXTRARANGE)
/obj/item/syndicate_teleporter/proc/malfunctioning(mob/guy_teleporting, turf/current_location)
var/area/current_area = get_area(current_location)
if(!current_location)
return TRUE
if(current_area.area_flags & NOTELEPORT)
return TRUE
if(is_away_level(current_location.z))
return TRUE
if(is_centcom_level(current_location.z))
return TRUE
if(is_reserved_level(current_location.z))
return TRUE
if(!isturf(guy_teleporting.loc))
return TRUE
return FALSE
/**
* Checks parallel_teleport_distance amount of tiles parallel to user's teleport destination.
* If no valid closed turfs found, gib user.
**/
/obj/item/syndicate_teleporter/proc/panic_teleport(mob/user, turf/destination)
var/turf/mobloc = get_turf(user)
var/turf/emergency_destination = get_teleport_loc(destination, user, distance = 0, closed_turf_check = TRUE, errorx = parallel_teleport_distance)
if(emergency_destination)
telefrag(emergency_destination, user)
do_teleport(user, emergency_destination, channel = TELEPORT_CHANNEL_FREE)
charges = max(charges - 1, 0)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(mobloc)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(emergency_destination)
balloon_alert(user, "emergency teleport triggered!")
if (!HAS_TRAIT(user, TRAIT_NOBLOOD))
make_bloods(mobloc, emergency_destination, user)
playsound(mobloc, SFX_SPARKS, 50, 1, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(emergency_destination, 'sound/effects/phasein.ogg', 25, 1, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(emergency_destination, SFX_SPARKS, 50, 1, SHORT_RANGE_SOUND_EXTRARANGE)
else //We tried to save. We failed. Death time.
get_fragged(user, destination)
///Force move victim to destination, explode destination, drop all victim's items, gib them
/obj/item/syndicate_teleporter/proc/get_fragged(mob/living/victim, turf/destination, not_holding_tele = FALSE)
var/turf/mobloc = get_turf(victim)
victim.forceMove(destination)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(mobloc)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(destination)
playsound(mobloc, SFX_SPARKS, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(destination, SFX_SPARKS, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(destination, "sound/magic/disintegrate.ogg", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
if(!not_holding_tele)
to_chat(victim, span_userdanger("You teleport into [destination], [src] tries to save you, but..."))
else
to_chat(victim, span_userdanger("You teleport into [destination]."))
destination.ex_act(EXPLODE_HEAVY)
victim.unequip_everything()
victim.investigate_log("has been gibbed by [src].", INVESTIGATE_DEATHS)
victim.gib(DROP_ALL_REMAINS)
///Damage and stun all mobs in fragging_location turf, called after a teleport
/obj/item/syndicate_teleporter/proc/telefrag(turf/fragging_location, mob/user) // Don't let this gib. Never let this gib.
for(var/mob/living/victim in fragging_location)//Hit everything in the turf
victim.apply_damage(20, BRUTE)
victim.Paralyze(6 SECONDS)
to_chat(victim, span_warning("[user] teleports into you, knocking you to the floor with the bluespace wave!"))
///Bleed and make blood splatters at tele start and end points
/obj/item/syndicate_teleporter/proc/make_bloods(turf/old_location, turf/new_location, mob/living/user)
user.add_splatter_floor(old_location)
user.add_splatter_floor(new_location)
if(!iscarbon(user))
return
var/mob/living/carbon/carbon_user = user
carbon_user.bleed(10)
/obj/item/paper/syndicate_teleporter
name = "Teleporter Guide"
default_raw_text = {"
<b>Instructions on your new prototype teleporter:</b><br>
<br>
This teleporter will teleport the user 4-8 meters in the direction they are facing.<br>
<br>
It has 4 charges, and will recharge over time randomly. No, sticking the teleporter into an APC, microwave, or electrified airlock will not make it charge faster.<br>
<br>
<b>Warning:</b> Teleporting into walls will activate a failsafe teleport parallel up to 3 meters, but the user will be ripped apart if it fails to find a safe location.<br>
<br>
Do not expose the teleporter to electromagnetic pulses. Unwanted malfunctions may occur.
<br>
Final word of caution: the technology involved is experimental in nature. Although many years of research have allowed us to prevent leaving your organs behind, it simply cannot account for all of the liquid in your body.
"}
/obj/item/storage/box/syndie_kit/syndicate_teleporter
name = "syndicate teleporter kit"
/obj/item/storage/box/syndie_kit/syndicate_teleporter/PopulateContents()
new /obj/item/syndicate_teleporter(src)
new /obj/item/paper/syndicate_teleporter(src)
/obj/effect/temp_visual/teleport_abductor/syndi_teleporter
duration = 5
#undef PORTAL_LOCATION_DANGEROUS
#undef PORTAL_DANGEROUS_EDGE_LIMIT
#undef SOURCE_PORTAL
#undef DESTINATION_PORTAL