Files
VOREStation/code/game/machinery/bots/mulebot.dm
T
Zuhayr f93ea6a78f Tweaks to previous commits.
More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
2015-12-24 21:13:40 +10:30

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
// Mulebot - carries crates around for Quartermaster
// Navigates via floor navbeacons
// Remote Controlled from QM's PDA
/obj/machinery/bot/mulebot
name = "Mulebot"
desc = "A Multiple Utility Load Effector bot."
icon_state = "mulebot0"
layer = MOB_LAYER
density = 1
anchored = 1
animate_movement=1
health = 150 //yeah, it's tougher than ed209 because it is a big metal box with wheels --rastaf0
maxhealth = 150
fire_dam_coeff = 0.7
brute_dam_coeff = 0.5
var/atom/movable/load = null // the loaded crate (usually)
var/beacon_freq = 1400
var/control_freq = BOT_FREQ
suffix = ""
var/turf/target // this is turf to navigate to (location of beacon)
var/loaddir = 0 // this the direction to unload onto/load from
var/new_destination = "" // pending new destination (waiting for beacon response)
var/destination = "" // destination description
var/home_destination = "" // tag of home beacon
req_access = list(access_cargo) // added robotics access so assembly line drop-off works properly -veyveyr //I don't think so, Tim. You need to add it to the MULE's hidden robot ID card. -NEO
var/path[] = new()
var/mode = 0 //0 = idle/ready
//1 = loading/unloading
//2 = moving to deliver
//3 = returning to home
//4 = blocked
//5 = computing navigation
//6 = waiting for nav computation
//7 = no destination beacon found (or no route)
var/blockcount = 0 //number of times retried a blocked path
var/reached_target = 1 //true if already reached the target
var/refresh = 1 // true to refresh dialogue
var/auto_return = 1 // true if auto return to home beacon after unload
var/auto_pickup = 1 // true if auto-pickup at beacon
var/obj/item/weapon/cell/cell
// the installed power cell
// constants for internal wiring bitflags
var/datum/wires/mulebot/wires = null
var/bloodiness = 0 // count of bloodiness
/obj/machinery/bot/mulebot/New()
..()
wires = new(src)
botcard = new(src)
botcard.access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mining, access_mining_station)
cell = new(src)
cell.charge = 2000
cell.maxcharge = 2000
spawn(5) // must wait for map loading to finish
if(radio_controller)
radio_controller.add_object(src, control_freq, filter = RADIO_MULEBOT)
radio_controller.add_object(src, beacon_freq, filter = RADIO_NAVBEACONS)
var/count = 0
for(var/obj/machinery/bot/mulebot/other in world)
count++
if(!suffix)
suffix = "#[count]"
name = "Mulebot ([suffix])"
/obj/machinery/bot/mulebot/Destroy()
unload(0)
qdel(wires)
wires = null
if(radio_controller)
radio_controller.remove_object(src,beacon_freq)
radio_controller.remove_object(src,control_freq)
return ..()
// attack by item
// emag : lock/unlock,
// screwdriver: open/close hatch
// cell: insert it
// other: chance to knock rider off bot
/obj/machinery/bot/mulebot/attackby(var/obj/item/I, var/mob/user)
if(istype(I,/obj/item/weapon/cell) && open && !cell)
var/obj/item/weapon/cell/C = I
user.drop_item()
C.loc = src
cell = C
updateDialog()
else if(istype(I,/obj/item/weapon/screwdriver))
if(locked)
user << "<span class='notice'>The maintenance hatch cannot be opened or closed while the controls are locked.</span>"
return
open = !open
if(open)
src.visible_message("[user] opens the maintenance hatch of [src]", "<span class='notice'>You open [src]'s maintenance hatch.</span>")
on = 0
icon_state="mulebot-hatch"
else
src.visible_message("[user] closes the maintenance hatch of [src]", "<span class='notice'>You close [src]'s maintenance hatch.</span>")
icon_state = "mulebot0"
updateDialog()
else if (istype(I, /obj/item/weapon/wrench))
if (src.health < maxhealth)
src.health = min(maxhealth, src.health+25)
user.visible_message(
"<span class='notice'>\The [user] repairs \the [src]!</span>",
"<span class='notice'>You repair \the [src]!</span>"
)
else
user << "<span class='notice'>[src] does not need a repair!</span>"
else if(load && ismob(load)) // chance to knock off rider
if(prob(1+I.force * 2))
unload(0)
user.visible_message("<span class='warning'>[user] knocks [load] off [src] with \the [I]!</span>", "<span class='warning'>You knock [load] off [src] with \the [I]!</span>")
else
user << "You hit [src] with \the [I] but to no effect."
else
..()
return
/obj/machinery/bot/mulebot/emag_act(var/remaining_charges, var/user)
locked = !locked
user << "<span class='notice'>You [locked ? "lock" : "unlock"] the mulebot's controls!</span>"
flick("mulebot-emagged", src)
playsound(src.loc, 'sound/effects/sparks1.ogg', 100, 0)
return 1
/obj/machinery/bot/mulebot/ex_act(var/severity)
unload(0)
switch(severity)
if(2)
BITRESET(wires, rand(0,9))
BITRESET(wires, rand(0,9))
BITRESET(wires, rand(0,9))
if(3)
BITRESET(wires, rand(0,9))
..()
return
/obj/machinery/bot/mulebot/bullet_act()
if(prob(50) && !isnull(load))
unload(0)
if(prob(25))
src.visible_message("<span class='warning'>Something shorts out inside [src]!</span>")
var/index = 1<< (rand(0,9))
if(wires & index)
wires &= ~index
else
wires |= index
..()
/obj/machinery/bot/mulebot/attack_ai(var/mob/user)
user.set_machine(src)
interact(user, 1)
/obj/machinery/bot/mulebot/attack_hand(var/mob/user)
. = ..()
if (.)
return
user.set_machine(src)
interact(user, 0)
/obj/machinery/bot/mulebot/interact(var/mob/user, var/ai=0)
var/dat
dat += "<TT><B>Multiple Utility Load Effector Mk. III</B></TT><BR><BR>"
dat += "ID: [suffix]<BR>"
dat += "Power: [on ? "On" : "Off"]<BR>"
if(!open)
dat += "Status: "
switch(mode)
if(0)
dat += "Ready"
if(1)
dat += "Loading/Unloading"
if(2)
dat += "Navigating to Delivery Location"
if(3)
dat += "Navigating to Home"
if(4)
dat += "Waiting for clear path"
if(5,6)
dat += "Calculating navigation path"
if(7)
dat += "Unable to locate destination"
dat += "<BR>Current Load: [load ? load.name : "<i>none</i>"]<BR>"
dat += "Destination: [!destination ? "<i>none</i>" : destination]<BR>"
dat += "Power level: [cell ? cell.percent() : 0]%<BR>"
if(locked && !ai)
dat += "<HR>Controls are locked <A href='byond://?src=\ref[src];op=unlock'><I>(unlock)</I></A>"
else
dat += "<HR>Controls are unlocked <A href='byond://?src=\ref[src];op=lock'><I>(lock)</I></A><BR><BR>"
dat += "<A href='byond://?src=\ref[src];op=power'>Toggle Power</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=stop'>Stop</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=go'>Proceed</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=home'>Return to Home</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=destination'>Set Destination</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=setid'>Set Bot ID</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=sethome'>Set Home</A><BR>"
dat += "<A href='byond://?src=\ref[src];op=autoret'>Toggle Auto Return Home</A> ([auto_return ? "On":"Off"])<BR>"
dat += "<A href='byond://?src=\ref[src];op=autopick'>Toggle Auto Pickup Crate</A> ([auto_pickup ? "On":"Off"])<BR>"
if(load)
dat += "<A href='byond://?src=\ref[src];op=unload'>Unload Now</A><BR>"
dat += "<HR>The maintenance hatch is closed.<BR>"
else
if(!ai)
dat += "The maintenance hatch is open.<BR><BR>"
dat += "Power cell: "
if(cell)
dat += "<A href='byond://?src=\ref[src];op=cellremove'>Installed</A><BR>"
else
dat += "<A href='byond://?src=\ref[src];op=cellinsert'>Removed</A><BR>"
dat += wires.GetInteractWindow()
else
dat += "The bot is in maintenance mode and cannot be controlled.<BR>"
user << browse("<HEAD><TITLE>Mulebot [suffix ? "([suffix])" : ""]</TITLE></HEAD>[dat]", "window=mulebot;size=350x500")
onclose(user, "mulebot")
return
/obj/machinery/bot/mulebot/Topic(href, href_list)
if(..())
return
if (usr.stat)
return
if ((in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon)))
usr.set_machine(src)
switch(href_list["op"])
if("lock", "unlock")
if(src.allowed(usr))
locked = !locked
updateDialog()
else
usr << "<span class='warning'>Access denied.</span>"
return
if("power")
if (src.on)
turn_off()
else if (cell && !open)
if (!turn_on())
usr << "<span class='warning'>You can't switch on [src].</span>"
return
else
return
visible_message("[usr] switches [on ? "on" : "off"] [src].")
updateDialog()
if("cellremove")
if(open && cell && !usr.get_active_hand())
cell.update_icon()
usr.put_in_active_hand(cell)
cell.add_fingerprint(usr)
cell = null
usr.visible_message("<span class='notice'>[usr] removes the power cell from [src].</span>", "<span class='notice'>You remove the power cell from [src].</span>")
updateDialog()
if("cellinsert")
if(open && !cell)
var/obj/item/weapon/cell/C = usr.get_active_hand()
if(istype(C))
usr.drop_item()
cell = C
C.loc = src
C.add_fingerprint(usr)
usr.visible_message("<span class='notice'>[usr] inserts a power cell into [src].</span>", "<span class='notice'>You insert the power cell into [src].</span>")
updateDialog()
if("stop")
if(mode >=2)
mode = 0
updateDialog()
if("go")
if(mode == 0)
start()
updateDialog()
if("home")
if(mode == 0 || mode == 2)
start_home()
updateDialog()
if("destination")
refresh=0
var/new_dest
var/list/beaconlist = new()
for(var/obj/machinery/navbeacon/N in navbeacons)
beaconlist.Add(N.location)
if(beaconlist.len)
new_dest = input("Select new destination tag", "Mulebot [suffix ? "([suffix])" : ""]", destination) in beaconlist
else
alert("No destination beacons available.")
refresh=1
if(new_dest)
set_destination(new_dest)
if("setid")
refresh=0
var/new_id = sanitize(input("Enter new bot ID", "Mulebot [suffix ? "([suffix])" : ""]", suffix) as text|null, MAX_NAME_LEN)
refresh=1
if(new_id)
suffix = new_id
name = "Mulebot ([suffix])"
updateDialog()
if("sethome")
refresh=0
var/new_home = input("Enter new home tag", "Mulebot [suffix ? "([suffix])" : ""]", home_destination) as text|null
refresh=1
if(new_home)
home_destination = new_home
updateDialog()
if("unload")
if(load && mode !=1)
if(loc == target)
unload(loaddir)
else
unload(0)
if("autoret")
auto_return = !auto_return
if("autopick")
auto_pickup = !auto_pickup
if("close")
usr.unset_machine()
usr << browse(null,"window=mulebot")
updateDialog()
//src.updateUsrDialog()
else
usr << browse(null, "window=mulebot")
usr.unset_machine()
return
// returns true if the bot has power
/obj/machinery/bot/mulebot/proc/has_power()
return !open && cell && cell.charge>0 && wires.HasPower()
// mousedrop a crate to load the bot
// can load anything if emagged
/obj/machinery/bot/mulebot/MouseDrop_T(var/atom/movable/C, mob/user)
if(user.stat)
return
if (!on || !istype(C)|| C.anchored || get_dist(user, src) > 1 || get_dist(src,C) > 1 )
return
if(load)
return
load(C)
// called to load a crate
/obj/machinery/bot/mulebot/proc/load(var/atom/movable/C)
if(wires.LoadCheck() && !istype(C,/obj/structure/closet/crate))
src.visible_message("[src] makes a sighing buzz.", "You hear an electronic buzzing sound.")
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
return // if not emagged, only allow crates to be loaded
//I'm sure someone will come along and ask why this is here... well people were dragging screen items onto the mule, and that was not cool.
//So this is a simple fix that only allows a selection of item types to be considered. Further narrowing-down is below.
if(!istype(C,/obj/item) && !istype(C,/obj/machinery) && !istype(C,/obj/structure) && !ismob(C))
return
if(!isturf(C.loc)) //To prevent the loading from stuff from someone's inventory, which wouldn't get handled properly.
return
if(get_dist(C, src) > 1 || load || !on)
return
for(var/obj/structure/plasticflaps/P in src.loc)//Takes flaps into account
if(!CanPass(C,P))
return
mode = 1
// if a create, close before loading
var/obj/structure/closet/crate/crate = C
if(istype(crate))
crate.close()
C.loc = src.loc
sleep(2)
if(C.loc != src.loc) //To prevent you from going onto more thano ne bot.
return
C.loc = src
load = C
C.pixel_y += 9
if(C.layer < layer)
C.layer = layer + 0.1
overlays += C
if(ismob(C))
var/mob/M = C
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
mode = 0
send_status()
// called to unload the bot
// argument is optional direction to unload
// if zero, unload at bot's location
/obj/machinery/bot/mulebot/proc/unload(var/dirn = 0)
if(!load)
return
mode = 1
overlays.Cut()
load.loc = src.loc
load.pixel_y -= 9
load.layer = initial(load.layer)
if(ismob(load))
var/mob/M = load
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
if(dirn)
var/turf/T = src.loc
T = get_step(T,dirn)
if(CanPass(load,T))//Can't get off onto anything that wouldn't let you pass normally
step(load, dirn)
else
load.loc = src.loc//Drops you right there, so you shouldn't be able to get yourself stuck
load = null
// in case non-load items end up in contents, dump every else too
// this seems to happen sometimes due to race conditions
// with items dropping as mobs are loaded
for(var/atom/movable/AM in src)
if(AM == cell || AM == botcard) continue
AM.loc = src.loc
AM.layer = initial(AM.layer)
AM.pixel_y = initial(AM.pixel_y)
if(ismob(AM))
var/mob/M = AM
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
mode = 0
/obj/machinery/bot/mulebot/process()
if(!has_power())
on = 0
return
if(on)
var/speed = (wires.Motor1() ? 1:0) + (wires.Motor2() ? 2:0)
//world << "speed: [speed]"
switch(speed)
if(0)
// do nothing
if(1)
process_bot()
spawn(2)
process_bot()
sleep(2)
process_bot()
sleep(2)
process_bot()
sleep(2)
process_bot()
if(2)
process_bot()
spawn(4)
process_bot()
if(3)
process_bot()
if(refresh) updateDialog()
/obj/machinery/bot/mulebot/proc/process_bot()
//if(mode) world << "Mode: [mode]"
switch(mode)
if(0) // idle
icon_state = "mulebot0"
return
if(1) // loading/unloading
return
if(2,3,4) // navigating to deliver,home, or blocked
if(loc == target) // reached target
at_target()
return
else if(path.len > 0 && target) // valid path
var/turf/next = path[1]
reached_target = 0
if(next == loc)
path -= next
return
if(istype( next, /turf/simulated))
//world << "at ([x],[y]) moving to ([next.x],[next.y])"
if(bloodiness)
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
var/newdir = get_dir(next, loc)
if(newdir == dir)
B.set_dir(newdir)
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.set_dir(newdir)
bloodiness--
var/moved = step_towards(src, next) // attempt to move
if(cell) cell.use(1)
if(moved) // successful move
//world << "Successful move."
blockcount = 0
path -= loc
if(mode==4)
spawn(1)
send_status()
if(destination == home_destination)
mode = 3
else
mode = 2
else // failed to move
//world << "Unable to move."
blockcount++
mode = 4
if(blockcount == 3)
src.visible_message("[src] makes an annoyed buzzing sound", "You hear an electronic buzzing sound.")
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
if(blockcount > 5) // attempt 5 times before recomputing
// find new path excluding blocked turf
src.visible_message("[src] makes a sighing buzz.", "You hear an electronic buzzing sound.")
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
spawn(2)
calc_path(next)
if(path.len > 0)
src.visible_message("[src] makes a delighted ping!", "You hear a ping.")
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
mode = 4
mode =6
return
return
else
src.visible_message("[src] makes an annoyed buzzing sound", "You hear an electronic buzzing sound.")
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
//world << "Bad turf."
mode = 5
return
else
//world << "No path."
mode = 5
return
if(5) // calculate new path
//world << "Calc new path."
mode = 6
spawn(0)
calc_path()
if(path.len > 0)
blockcount = 0
mode = 4
src.visible_message("[src] makes a delighted ping!", "You hear a ping.")
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
else
src.visible_message("[src] makes a sighing buzz.", "You hear an electronic buzzing sound.")
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
mode = 7
//if(6)
//world << "Pending path calc."
//if(7)
//world << "No dest / no route."
return
// calculates a path to the current destination
// given an optional turf to avoid
/obj/machinery/bot/mulebot/proc/calc_path(var/turf/avoid = null)
src.path = AStar(src.loc, src.target, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, id=botcard, exclude=avoid)
if(!src.path)
src.path = list()
// sets the current destination
// signals all beacons matching the delivery code
// beacons will return a signal giving their locations
/obj/machinery/bot/mulebot/proc/set_destination(var/new_dest)
spawn(0)
new_destination = new_dest
post_signal(beacon_freq, "findbeacon", "delivery")
updateDialog()
// starts bot moving to current destination
/obj/machinery/bot/mulebot/proc/start()
if(destination == home_destination)
mode = 3
else
mode = 2
icon_state = "mulebot[wires.MobAvoid()]"
// starts bot moving to home
// sends a beacon query to find
/obj/machinery/bot/mulebot/proc/start_home()
spawn(0)
set_destination(home_destination)
mode = 4
icon_state = "mulebot[wires.MobAvoid()]"
// called when bot reaches current target
/obj/machinery/bot/mulebot/proc/at_target()
if(!reached_target)
src.visible_message("[src] makes a chiming sound!", "You hear a chime.")
playsound(src.loc, 'sound/machines/chime.ogg', 50, 0)
reached_target = 1
if(load) // if loaded, unload at target
unload(loaddir)
else
// not loaded
if(auto_pickup) // find a crate
var/atom/movable/AM
if(!wires.LoadCheck()) // if emagged, load first unanchored thing we find
for(var/atom/movable/A in get_step(loc, loaddir))
if(!A.anchored)
AM = A
break
else // otherwise, look for crates only
AM = locate(/obj/structure/closet/crate) in get_step(loc,loaddir)
if(AM)
load(AM)
// whatever happened, check to see if we return home
if(auto_return && destination != home_destination)
// auto return set and not at home already
start_home()
mode = 4
else
mode = 0 // otherwise go idle
send_status() // report status to anyone listening
return
// called when bot bumps into anything
/obj/machinery/bot/mulebot/Bump(var/atom/obs)
if(!wires.MobAvoid()) //usually just bumps, but if avoidance disabled knock over mobs
var/mob/M = obs
if(ismob(M))
if(istype(M,/mob/living/silicon/robot))
src.visible_message("<span class='warning'>[src] bumps into [M]!</span>")
else
src.visible_message("<span class='warning'>[src] knocks over [M]!</span>")
M.stop_pulling()
M.Stun(8)
M.Weaken(5)
M.lying = 1
..()
// called from mob/living/carbon/human/Crossed()
// when mulebot is in the same loc
/obj/machinery/bot/mulebot/proc/RunOver(var/mob/living/carbon/human/H)
src.visible_message("<span class='warning'>[src] drives over [H]!</span>")
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
var/damage = rand(5,15)
H.apply_damage(2*damage, BRUTE, BP_HEAD)
H.apply_damage(2*damage, BRUTE, BP_TORSO)
H.apply_damage(0.5*damage, BRUTE, BP_L_LEG)
H.apply_damage(0.5*damage, BRUTE, BP_R_LEG)
H.apply_damage(0.5*damage, BRUTE, BP_L_ARM)
H.apply_damage(0.5*damage, BRUTE, BP_R_ARM)
blood_splatter(src,H,1)
bloodiness += 4
// player on mulebot attempted to move
/obj/machinery/bot/mulebot/relaymove(var/mob/user)
if(user.stat)
return
if(load == user)
unload(0)
return
// receive a radio signal
// used for control and beacon reception
/obj/machinery/bot/mulebot/receive_signal(datum/signal/signal)
if(!on)
return
var/recv = signal.data["command"]
// process all-bot input
if(recv=="bot_status" && wires.RemoteRX())
send_status()
recv = signal.data["command [suffix]"]
if(wires.RemoteRX())
// process control input
switch(recv)
if("stop")
mode = 0
return
if("go")
start()
return
if("target")
set_destination(signal.data["destination"] )
return
if("unload")
if(loc == target)
unload(loaddir)
else
unload(0)
return
if("home")
start_home()
return
if("bot_status")
send_status()
return
if("autoret")
auto_return = text2num(signal.data["value"])
return
if("autopick")
auto_pickup = text2num(signal.data["value"])
return
// receive response from beacon
recv = signal.data["beacon"]
if(wires.BeaconRX())
if(recv == new_destination) // if the recvd beacon location matches the set destination
// the we will navigate there
destination = new_destination
target = signal.source.loc
var/direction = signal.data["dir"] // this will be the load/unload dir
if(direction)
loaddir = text2num(direction)
else
loaddir = 0
icon_state = "mulebot[wires.MobAvoid()]"
calc_path()
updateDialog()
// send a radio signal with a single data key/value pair
/obj/machinery/bot/mulebot/proc/post_signal(var/freq, var/key, var/value)
post_signal_multiple(freq, list("[key]" = value) )
// send a radio signal with multiple data key/values
/obj/machinery/bot/mulebot/proc/post_signal_multiple(var/freq, var/list/keyval)
if(freq == beacon_freq && !wires.BeaconRX())
return
if(freq == control_freq && !wires.RemoteTX())
return
var/datum/radio_frequency/frequency = radio_controller.return_frequency(freq)
if(!frequency) return
var/datum/signal/signal = new()
signal.source = src
signal.transmission_method = 1
//for(var/key in keyval)
// signal.data[key] = keyval[key]
signal.data = keyval
//world << "sent [key],[keyval[key]] on [freq]"
if (signal.data["findbeacon"])
frequency.post_signal(src, signal, filter = RADIO_NAVBEACONS)
else if (signal.data["type"] == "mulebot")
frequency.post_signal(src, signal, filter = RADIO_MULEBOT)
else
frequency.post_signal(src, signal)
// signals bot status etc. to controller
/obj/machinery/bot/mulebot/proc/send_status()
var/list/kv = list(
"type" = "mulebot",
"name" = suffix,
"loca" = (loc ? loc.loc : "Unknown"), // somehow loc can be null and cause a runtime - Quarxink
"mode" = mode,
"powr" = (cell ? cell.percent() : 0),
"dest" = destination,
"home" = home_destination,
"load" = load,
"retn" = auto_return,
"pick" = auto_pickup,
)
post_signal_multiple(control_freq, kv)
/obj/machinery/bot/mulebot/emp_act(severity)
if (cell)
cell.emp_act(severity)
if(load)
load.emp_act(severity)
..()
/obj/machinery/bot/mulebot/explode()
src.visible_message("<span class='danger'>[src] blows apart!</span>", 1)
var/turf/Tsec = get_turf(src)
new /obj/item/device/assembly/prox_sensor(Tsec)
PoolOrNew(/obj/item/stack/rods, Tsec)
PoolOrNew(/obj/item/stack/rods, Tsec)
new /obj/item/stack/cable_coil/cut(Tsec)
if (cell)
cell.loc = Tsec
cell.update_icon()
cell = null
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/blood/oil(src.loc)
unload(0)
qdel(src)