Files
vgstation13/code/game/machinery/bots/mulebot.dm
ShiftyRail 4a11790d40 Bot bugfixes (#26184)
* Bot bugfixes

* frick
2020-04-13 10:38:20 -03:00

753 lines
23 KiB
Plaintext

//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
var/global/mulebot_count = 0
#define MODE_IDLE 0
#define MODE_LOADING 1
#define MODE_MOVING 2
#define MODE_RETURNING 3
#define MODE_BLOCKED 4
#define MODE_COMPUTING 5
#define MODE_WAITING 6
#define MODE_NOROUTE 7
/datum/locking_category/mulebot
/obj/machinery/bot/mulebot
name = "\improper MULEbot"
desc = "A Multiple Utility Load Effector bot."
icon_state = "mulebot0"
icon_initial = "mulebot"
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
can_take_pai = TRUE
beacon_freq = 1400
control_freq = 1447
control_filter = RADIO_MULEBOT
bot_flags = BOT_DENSE|BOT_NOT_CHASING
suffix = ""
var/loaddir = 0 // this the direction to unload onto/load from
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/mode = MODE_IDLE //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/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
var/datum/wires/mulebot/wires = null
// the installed power cell
// constants for internal wiring bitflags
/*
var/wires = 1023 // all flags on
var/list/wire_text // list of wire colours
var/list/wire_order // order of wire indices
*/
var/list/can_load = list()
var/bloodiness = 0 // count of bloodiness
var/currentBloodColor = DEFAULT_BLOOD
var/run_over_cooldown = 3 SECONDS //how often a pAI-controlled MULEbot can damage a mob by running over them
var/coolingdown = FALSE
/obj/machinery/bot/mulebot/get_cell()
return cell
/obj/machinery/bot/mulebot/New()
..()
wires = new(src)
botcard = new(src)
var/datum/job/cargo_tech/J = new/datum/job/cargo_tech
botcard.access = J.get_access()
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)
mulebot_count += 1
if(!suffix)
suffix = "#[mulebot_count]"
name = "\improper Mulebot ([suffix])"
can_load = list(
/obj/structure/closet/crate,
/obj/structure/vendomatpack,
/obj/structure/stackopacks,
/obj/item/weapon/gift,
)
/obj/machinery/bot/mulebot/Destroy()
if(radio_controller)
radio_controller.remove_object(src, control_freq)
radio_controller.remove_object(src, beacon_freq)
if(wires)
qdel(wires)
wires = null
..()
// 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(obj/item/I, mob/user)
user.delayNextAttack(I.attack_delay)
if(istype(I,/obj/item/weapon/card/emag))
toggle_lock(user, TRUE)
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] [src]'s controls!</span>")
flick("[icon_initial]-emagged", src)
playsound(src, 'sound/effects/sparks1.ogg', 100, 0)
else if(istype(I, /obj/item/weapon/card/id))
if(toggle_lock(user))
to_chat(user, "<span class='notice'>Controls [(locked ? "locked" : "unlocked")].</span>")
else if(istype(I,/obj/item/weapon/cell) && open && !cell && user.a_intent != I_HURT)
var/obj/item/weapon/cell/C = I
if(user.drop_item(C, src))
cell = C
updateDialog()
else if((istype(I,/obj/item/weapon/wirecutters)||istype(I,/obj/item/device/multitool)) && user.a_intent != I_HURT)
attack_hand(user)
else if(I.is_screwdriver(user) && user.a_intent != I_HURT)
if(locked)
to_chat(user, "<span class='notice'>The maintenance hatch cannot be opened or closed while the controls are locked.</span>")
return
I.playtoolsound(src, 25, extrarange = -6)
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="[icon_initial]-hatch"
else
src.visible_message("[user] closes the maintenance hatch of [src]", "<span class='notice'>You close [src]'s maintenance hatch.</span>")
icon_state = "[icon_initial]0"
updateDialog()
else if (I.is_wrench(user) && user.a_intent != I_HURT)
if (src.health < maxhealth)
src.health = min(maxhealth, src.health+25)
user.visible_message(
"<span class='warning'>[user] repairs [src]!</span>",
"<span class='notice'>You repair [src]!</span>"
)
else
to_chat(user, "<span class='notice'>[src] does not need a repair!</span>")
else
var/atom/movable/load = is_locking(/datum/locking_category/mulebot) && get_locked(/datum/locking_category/mulebot)[1]
if(ismob(load) && prob(1+I.force * 2)) // chance to knock off rider
unload(0)
var/mob/living/rider = load
rider.Knockdown(2)
rider.Stun(2)
playsound(rider, "sound/effects/bodyfall.ogg", 50, 1)
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>")
. = ..()
/obj/machinery/bot/mulebot/ex_act(var/severity)
unload(0)
switch(severity)
if(2)
for(var/i = 1; i < 3; i++)
wires.RandomCut()
if(3)
wires.RandomCut()
..()
return
/obj/machinery/bot/mulebot/bullet_act()
if(prob(50) && is_locking(/datum/locking_category/mulebot))
unload(0)
if(prob(25))
src.visible_message("<span class='warning'>Something shorts out inside [src]!</span>")
wires.RandomCut()
..()
/obj/machinery/bot/mulebot/attack_ai(var/mob/user)
src.add_hiddenprint(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 reach destination"
var/atom/movable/load = is_locking(/datum/locking_category/mulebot) && get_locked(/datum/locking_category/mulebot)[1]
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()
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
// returns the wire panel text
/obj/machinery/bot/mulebot/proc/wires()
return wires.GetInteractWindow()
/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")
toggle_lock(usr)
if("power")
if (src.on)
turn_off()
else if (cell && !open)
if (!turn_on())
to_chat(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.updateicon()
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))
if(usr.drop_item(C, src))
cell = C
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 != MODE_LOADING || mode != MODE_IDLE)
mode = MODE_IDLE
updateDialog()
if("go")
start()
updateDialog()
if("home")
start_home()
updateDialog()
if("destination")
refresh=0
var/new_dest = input("Enter new destination tag", "Mulebot [suffix ? "([suffix])" : ""]", destination) as text|null
refresh=1
if(new_dest && Adjacent(usr) && !usr.stat)
set_destination(new_dest)
if("setid")
refresh=0
var/new_id = copytext(sanitize(input("Enter new bot ID", "Mulebot [suffix ? "([suffix])" : ""]", suffix) as text|null),1,MAX_NAME_LEN)
refresh=1
if(new_id && Adjacent(usr) && !usr.stat)
suffix = new_id
name = "\improper 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 && Adjacent(usr) && !usr.stat)
home_destination = new_home
updateDialog()
if("unload")
var/atom/movable/load = is_locking(/datum/locking_category/mulebot) && get_locked(/datum/locking_category/mulebot)[1]
if(load && mode != MODE_LOADING)
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()
/obj/machinery/bot/mulebot/proc/toggle_lock(mob/user, ignore_access = FALSE)
if(allowed(user) || ignore_access)
locked = !locked
updateDialog()
return 1
else
to_chat(user, "<span class='warning'>Access denied.</span>")
return 0
// mousedrop a crate to load the bot
// can load anything if emagged
/obj/machinery/bot/mulebot/MouseDropTo(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(is_locking(/datum/locking_category/mulebot))
return
load(C)
/obj/machinery/bot/mulebot/lock_atom(var/atom/movable/AM)
. = ..()
if(!.)
return
AM.layer = layer + 0.1
AM.plane = plane
AM.pixel_y += 9 * PIXEL_MULTIPLIER
/obj/machinery/bot/mulebot/unlock_atom(var/atom/movable/AM)
. = ..()
if(!.)
return
AM.reset_plane_and_layer()
AM.pixel_y = initial(AM.pixel_y)
// called to load a crate
/obj/machinery/bot/mulebot/proc/load(var/atom/movable/C)
if(wires.LoadCheck() && !is_type_in_list(C,can_load))
src.visible_message("[src] makes a sighing buzz.", "You hear an electronic buzzing sound.")
playsound(src, '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(C.locked_to || C.is_locking())
return
if(get_dist(C, src) > 1 || is_locking(/datum/locking_category/mulebot) || !on)
return
for(var/obj/structure/plasticflaps/P in src.loc)//Takes flaps into account
if(!Cross(C,P))
return
mode = MODE_LOADING
// if a crate, close before loading
var/obj/structure/closet/crate/crate = C
if(istype(crate))
crate.close()
lock_atom(C, /datum/locking_category/mulebot)
// 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(!is_locking(/datum/locking_category/mulebot))
return
mode = MODE_LOADING
overlays.len = 0
if(integratedpai)
overlays += image('icons/obj/aibots.dmi', "mulebot1_pai")
var/atom/movable/load = get_locked(/datum/locking_category/mulebot)[1]
unlock_atom(load)
if(dirn)
var/turf/T = src.loc
T = get_step(T,dirn)
if(Cross(load,T))//Can't get off onto anything that wouldn't let you pass normally
step(load, dirn)
else
load.forceMove(src.loc)//Drops you right there, so you shouldn't be able to get yourself stuck
// in case non-load items end up in contents, dump every else too
// this seems to happen sometimes due to race conditions //There are no race conditions in BYOND. It's single-threaded.
// with items dropping as mobs are loaded
for(var/atom/movable/AM in src)
if(AM == cell || AM == botcard || AM == integratedpai)
continue
AM.forceMove(src.loc)
mode = MODE_IDLE
/obj/machinery/bot/mulebot/process_pathing()
if (mode == MODE_IDLE)
return
return ..()
/obj/machinery/bot/mulebot/process_bot()
if(!has_power())
on = 0
return
steps_per = 2 + (wires.Motor1() ? 1 : 0) + (wires.Motor2() ? 2 : 0) // The more motor wires active, the faster we go
/obj/machinery/bot/mulebot/on_path_step(var/turf/simulated/next)
if (istype(next))
var/goingdir=0
var/newdir = get_dir(next, loc)
if(newdir == dir)
goingdir = newdir
else
newdir = newdir | dir
if(newdir == (NORTH + SOUTH))
newdir = NORTH
else if(newdir == (EAST + WEST))
newdir = EAST
goingdir = newdir
next.AddTracks(/obj/effect/decal/cleanable/blood/tracks/wheels,list(),0,goingdir,currentBloodColor)
// starts bot moving to current destination
/obj/machinery/bot/mulebot/proc/start()
if(destination == home_destination)
mode = MODE_RETURNING
else
mode = MODE_MOVING
icon_state = "[icon_initial][(wires.MobAvoid() != 0)]"
/obj/machinery/bot/mulebot/set_destination(var/new_dest)
request_path(new_dest)
log_astar_beacon("new_destination [new_dest]")
new_destination = new_dest
request_path(new_dest)
/obj/machinery/bot/mulebot/proc/request_path(var/new_dest)
var/datum/radio_frequency/frequency = radio_controller.return_frequency(beacon_freq)
var/datum/signal/signal = getFromPool(/datum/signal)
signal.source = src
signal.transmission_method = 1
var/list/keyval = list(
"findbeacon" = new_dest
)
signal.data = keyval
frequency.post_signal(src, signal, filter = RADIO_NAVBEACONS)
/obj/machinery/bot/mulebot/receive_signal(datum/signal/signal)
var/recv = signal.data["beacon"]
if(recv == new_destination) // if the recvd beacon location matches the set destination, then we will navigate there
log_astar_beacon("[src] : new destination chosen, [recv]")
destination = new_destination
new_destination = ""
target = signal.source.loc
awaiting_beacon = 0
return 1
// starts bot moving to home
// sends a beacon query to find
/obj/machinery/bot/mulebot/proc/start_home()
spawn(0)
set_destination(home_destination)
icon_state = "[icon_initial][(wires.MobAvoid() != 0)]"
/obj/machinery/bot/mulebot/proc/RunOverCreature(var/mob/living/H,var/bloodcolor)
if(integratedpai && coolingdown)
return
src.visible_message("<span class='warning'>[src] drives over [H]!</span>")
playsound(src, 'sound/effects/splat.ogg', 50, 1)
var/damage = rand(5,15)
if(integratedpai)
damage = round(damage/3.33)
H.apply_damage(2*damage, BRUTE, LIMB_HEAD)
H.apply_damage(2*damage, BRUTE, LIMB_CHEST)
H.apply_damage(0.5*damage, BRUTE, LIMB_LEFT_LEG)
H.apply_damage(0.5*damage, BRUTE, LIMB_RIGHT_LEG)
H.apply_damage(0.5*damage, BRUTE, LIMB_LEFT_ARM)
H.apply_damage(0.5*damage, BRUTE, LIMB_RIGHT_ARM)
bloodiness += 4
currentBloodColor=bloodcolor // For if species get different blood colors.
if(run_over_cooldown)
run_over_coolingdown()
/obj/machinery/bot/mulebot/proc/run_over_coolingdown()
coolingdown = TRUE
spawn(run_over_cooldown)
coolingdown = FALSE
/obj/machinery/bot/mulebot/at_path_target()
src.visible_message("[src] makes a chiming sound!", "You hear a chime.")
playsound(src, 'sound/machines/chime.ogg', 50, 0)
if(is_locking(/datum/locking_category/mulebot)) // 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
for(var/i=1,i<=can_load.len,i++)
var/loadin_type = can_load[i]
AM = locate(loadin_type) in get_step(loc,loaddir)
if(AM)
load(AM)
break
// 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()
else
mode = MODE_IDLE // otherwise go idle
return
// called when bot bumps into anything
/obj/machinery/bot/mulebot/to_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()
if(integratedpai)
M.Stun(1)
M.Knockdown(1)
else
M.Stun(8)
M.Knockdown(5)
M.lying = 1
..()
// player INSIDE mulebot attempted to move
/obj/machinery/bot/mulebot/relaymove(var/mob/user)
unload()
// receive a radio signal
// used for control and beacon reception
/obj/machinery/bot/mulebot/install_pai(obj/item/device/paicard/P)
..()
overlays += image('icons/obj/aibots.dmi', "mulebot1_pai")
/obj/machinery/bot/mulebot/eject_integratedpai_if_present()
if(..())
overlays -= image('icons/obj/aibots.dmi', "mulebot1_pai")
/obj/machinery/bot/mulebot/getpAIMovementDelay()
return ((wires.Motor1() ? 1 : 0) + (wires.Motor2() ? 2 : 0) - 1) * 2
/obj/machinery/bot/mulebot/pAImove(mob/living/silicon/pai/user, dir)
if(getpAIMovementDelay() < 0)
to_chat(user, "There seems to be something wrong with the motor. Have a technician check the wires.")
return
if(!..())
return
if(!on)
to_chat(user, "You can't move \the [src] while it's turned off.")
return
var/turf/T = loc
if(!T.has_gravity())
return
step(src, dir)
/obj/machinery/bot/mulebot/on_integrated_pai_click(mob/living/silicon/pai/user, var/atom/movable/A)
if(!istype(A) || !Adjacent(A) || A.anchored)
return
load(A)
if(is_locking(/datum/locking_category/mulebot))
to_chat(user, "You load \the [A] onto \the [src].")
/obj/machinery/bot/mulebot/attack_integrated_pai(mob/living/silicon/pai/user)
var/atom/movable/load = is_locking(/datum/locking_category/mulebot) && get_locked(/datum/locking_category/mulebot)[1]
if(load)
to_chat(user, "You unload \the [load].")
unload()
/obj/machinery/bot/mulebot/npc_tamper_act(mob/living/L)
if(L.loc == src) //Gremlins on the mule get out if the mule has stopped
if(mode == MODE_NOROUTE || !wires.RemoteRX() || !wires.HasPower() || !(wires.Motor1() || wires.Motor2())) //Jump ship if the MULE is broken
unload()
return NPC_TAMPER_ACT_NOMSG
if(prob(80)) //80% chance to RIDE THE MULE
//If the MULE hasn't been modified to accept non-orthodox cargo, do it now
if(!wires)
return
if(!wires.IsIndexCut(WIRE_LOADCHECK))
wires.CutWireIndex(WIRE_LOADCHECK)
//Turn the MULE ON
if(!on && !turn_on())
return
//Mount the MULE
load(L)
var/list/possible_destinations = list()
for(var/obj/machinery/navbeacon/N in navbeacons)
if(!N.location || !isturf(N.loc))
continue
if(N.freq != src.beacon_freq) //If the navbeacon is on a different frequency, the mulebot can't navigate to it
continue
possible_destinations.Add(N)
//Type in a destination for the MULE
var/obj/machinery/navbeacon/new_destination = pick(possible_destinations)
set_destination(new_destination.location)
//GO!
start()
message_admins("[key_name(L)] has mounted \the [src] and is riding it to [new_destination.location] ([formatJumpTo(new_destination)])! [formatJumpTo(src)]")
else
if(!panel_open)
togglePanelOpen(null, L)
if(wires)
wires.npc_tamper(L)
/obj/machinery/bot/mulebot/emp_act(severity)
if (cell)
cell.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)
new /obj/item/stack/rods(Tsec)
new /obj/item/stack/rods(Tsec)
new /obj/item/stack/cable_coil/cut(Tsec)
if (cell)
cell.forceMove(Tsec)
cell.update_icon()
cell = null
spark(src)
var/obj/effect/decal/cleanable/blood/oil/O = getFromPool(/obj/effect/decal/cleanable/blood/oil, src.loc)
O.New(O.loc)
unload(0)
qdel(src)