Paradise
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Adds the bluespace anchor cybernetic implant
What Does This PR Do
Adds the bluespace anchor cybernetic implant, inspired by tg's teleport blocking biochip that has been worked on by https://github.com/tgstation/tgstation/pull/86597 and others before it.
This implant will block most* teleportations. This is good for perma prisoners with access to teleports (vampires, mindflayers**), where people teleport into perma to break people out, or for security officers when cultists or telegunners are abound, to block themselfs from being teleported.
*Admin teleports, and being set to contractor jail, still work. I likely missed some teleports because we have teleportation bullshit all over the place. Anything impacted by a bag of holding is currently blocked properly. I will attempt to find them all, but there is always niche features. Pulse demons / shadow currently not impacted as they are not humanoids. **note: Mindflayers can still teleport with their spell unless the TM is updated after this is merged
The implant does NOT work with tracking biochips. The implant will short out any tracking implants inside the implantee, or that are attempted to be implanted. One or another, it is a tradeoff! Of course, their suit sensors and AI tracking still work.
In cargo for 250 credits (backup), but primarily available through rnd at bluespace 7 (deconstruct 2 bluespace crystals)
Why It's Good For The Game
An alternative method to help keep people in perma, or extra protection for a vampire or mindflayer who might not be as blood drained as you thought. A way for officers or crew to counter a telegun user or cultist or hiero staff, etc. However, said counter comes at the cost of a hardstun, so don't be alone. Or hope you live 5 seconds for the cult that teleported with a cult run to get a good head start. It shorts out tracking implants, so it is not an extra requirement people will do 24/7, and instead is a choice. As for why it is not a biochip, mainly because we do not need officers carrying these on cult rounds or any teleport antag rounds, where they biochip the cultist / antagonist right after they are stunned so they have a zero% chance to get away, even if they have a teleport ability or other cultists to recall them.
Testing
tested: jaunt blink bloodcrawl teleportation procs (bluespace crystal, teleporter) blood cult teleport veil shifter experimental teleporter tarot cards warp cubes hiero staff vamp teleport spells printing at rnd interactions with tracking implants
Declaration
- [x] I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.
Changelog
:cl: add: Adds the bluespace anchor cybernetic implant, orderable from cargo or producable in rnd, which blocks almost all forms of teleportation, outside being contracted or admin teleported. /:cl: