/obj/machinery/power/solar name = "solar panel" desc = "A solar electrical generator." icon = 'icons/obj/power.dmi' icon_state = "sp_base" anchored = 1 density = 1 use_power = POWER_USE_OFF idle_power_usage = 0 active_power_usage = 0 var/id = 0 var/health = 10 var/obscured = 0 var/sunfrac = 0 var/adir = SOUTH // actual dir var/ndir = SOUTH // target dir var/turn_angle = 0 var/obj/machinery/power/solar_control/control = null /obj/machinery/power/solar/drain_power() return -1 /obj/machinery/power/solar/Initialize(mapload, var/obj/item/solar_assembly/S) . = ..() Make(S) connect_to_network() /obj/machinery/power/solar/Destroy() unset_control() //remove from control computer return ..() //set the control of the panel to a given computer if closer than SOLAR_MAX_DIST /obj/machinery/power/solar/proc/set_control(var/obj/machinery/power/solar_control/SC) if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST)) return 0 control = SC START_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF) return 1 //set the control of the panel to null and removes it from the control list of the previous control computer if needed /obj/machinery/power/solar/proc/unset_control() if(control) control.connected_panels.Remove(src) control = null STOP_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF) /obj/machinery/power/solar/proc/Make(var/obj/item/solar_assembly/S) if(!S) S = new /obj/item/solar_assembly(src) S.glass_type = /obj/item/stack/material/glass S.anchored = 1 S.forceMove(src) if(S.glass_type == /obj/item/stack/material/glass/reinforced) //if the panel is in reinforced glass health *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to update_icon() /obj/machinery/power/solar/attackby(obj/item/attacking_item, mob/user) if(attacking_item.tool_behaviour == TOOL_CROWBAR) playsound(src.loc, 'sound/machines/click.ogg', 50, 1) user.visible_message(SPAN_NOTICE("[user] begins to take the glass off the solar panel.")) if(attacking_item.use_tool(src, user, 50, volume = 50)) var/obj/item/solar_assembly/S = locate() in src if(S) S.forceMove(src.loc) S.give_glass() playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) user.visible_message(SPAN_NOTICE("[user] takes the glass off the solar panel.")) qdel(src) return else if (attacking_item) src.add_fingerprint(user) src.health -= attacking_item.force src.healthcheck() ..() /obj/machinery/power/solar/proc/healthcheck() if (src.health <= 0) if(!(stat & BROKEN)) broken() else new /obj/item/material/shard(src.loc) new /obj/item/material/shard(src.loc) qdel(src) return return /obj/machinery/power/solar/update_icon() ..() ClearOverlays() if(stat & BROKEN) AddOverlays("solar_panel-b") else AddOverlays("solar_panel") set_angle(adir) return //calculates the fraction of the sunlight that the panel receives /obj/machinery/power/solar/proc/update_solar_exposure() if(!SSsun) return if(obscured) sunfrac = 0 return //find the smaller angle between the direction the panel is facing and the direction of the sun (the sign is not important here) var/p_angle = min(abs(adir - SSsun.angle), 360 - abs(adir - SSsun.angle)) if(p_angle > 90) // if facing more than 90deg from sun, zero output sunfrac = 0 return sunfrac = cos(p_angle) ** 2 //isn't the power received from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ? /obj/machinery/power/solar/process() if(stat & BROKEN || !control || !SSsun) return PROCESS_KILL if(powernet && powernet == control.powernet) if(obscured) //get no light from the sun, so don't generate power return var/sgen = SOLARGENRATE * sunfrac add_avail(sgen) control.gen += sgen else //if we're no longer on the same powernet, remove from control computer unset_control() /obj/machinery/power/solar/proc/broken() stat |= BROKEN unset_control() update_icon() return /obj/machinery/power/solar/ex_act(severity) switch(severity) if(1.0) if(prob(15)) new /obj/item/material/shard( src.loc ) qdel(src) return if(2.0) if (prob(25)) new /obj/item/material/shard( src.loc ) qdel(src) return if (prob(50)) broken() if(3.0) if (prob(25)) broken() return /obj/machinery/power/solar/fake/Initialize(mapload, var/obj/item/solar_assembly/S) . = ..(mapload, S, 0) /obj/machinery/power/solar/fake/process() return PROCESS_KILL //trace towards sun to see if we're in shadow /obj/machinery/power/solar/proc/occlusion() var/ax = x // start at the solar panel var/ay = y var/turf/T = null for(var/i = 1 to 20) // 20 steps is enough ax += SSsun.dx // do step ay += SSsun.dy T = locate( round(ax,0.5),round(ay,0.5),z) if(!T || T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge break if(T.opacity) // if we hit a solid turf, panel is obscured obscured = 1 return obscured = 0 // if hit the edge or stepped 20 times, not obscured update_solar_exposure() // // Solar Assembly - For construction of solar arrays. // /obj/item/solar_assembly name = "solar panel assembly" desc = "A solar panel assembly kit, allows constructions of a solar panel, or with a tracking circuit board, a solar tracker" icon = 'icons/obj/power.dmi' icon_state = "sp_base" item_state = "electropack" w_class = WEIGHT_CLASS_BULKY // Pretty big! anchored = 0 var/tracker = 0 var/glass_type = null /obj/item/solar_assembly/attack_hand(var/mob/user) if(!anchored && isturf(loc)) // You can't pick it up ..() // Give back the glass type we were supplied with /obj/item/solar_assembly/proc/give_glass() if(glass_type) var/obj/item/stack/material/S = new glass_type(src.loc) S.amount = 2 glass_type = null /obj/item/solar_assembly/attackby(obj/item/attacking_item, mob/user) if(!anchored && isturf(loc)) if(attacking_item.tool_behaviour == TOOL_WRENCH) anchored = 1 user.visible_message(SPAN_NOTICE("[user] wrenches the solar assembly into place.")) attacking_item.play_tool_sound(get_turf(src), 75) return 1 else if(attacking_item.tool_behaviour == TOOL_WRENCH) anchored = 0 user.visible_message(SPAN_NOTICE("[user] unwrenches the solar assembly from it's place.")) attacking_item.play_tool_sound(get_turf(src), 75) return 1 if(istype(attacking_item, /obj/item/stack/material) && (attacking_item.get_material_name() == "glass" || attacking_item.get_material_name() == MATERIAL_GLASS_REINFORCED)) var/obj/item/stack/material/S = attacking_item if(S.use(2)) glass_type = attacking_item.type playsound(src.loc, 'sound/machines/click.ogg', 50, 1) user.visible_message(SPAN_NOTICE("[user] places the glass on the solar assembly.")) if(tracker) new /obj/machinery/power/tracker(get_turf(src), src) else new /obj/machinery/power/solar(get_turf(src), src) else to_chat(user, SPAN_WARNING("You need two sheets of glass to put them into a solar panel.")) return return 1 if(!tracker) if(istype(attacking_item, /obj/item/tracker_electronics)) tracker = 1 user.drop_from_inventory(attacking_item, get_turf(src)) qdel(attacking_item) user.visible_message(SPAN_NOTICE("[user] inserts the electronics into the solar assembly.")) return 1 else if(attacking_item.tool_behaviour == TOOL_CROWBAR) new /obj/item/tracker_electronics(src.loc) tracker = 0 user.visible_message(SPAN_NOTICE("[user] takes out the electronics from the solar assembly.")) return 1 ..() // // Solar Control Computer // /obj/machinery/power/solar_control name = "solar panel control" desc = "A controller for solar panel arrays." icon = 'icons/obj/modular_computers/modular_console.dmi' icon_state = "computer" light_color = LIGHT_COLOR_YELLOW anchored = 1 density = 1 use_power = POWER_USE_IDLE idle_power_usage = 250 var/id = 0 var/cdir = 0 var/targetdir = 0 // target angle in manual tracking (since it updates every game minute) var/gen = 0 var/lastgen = 0 var/track = 0 // 0= off 1=timed 2=auto (tracker) var/trackrate = 600 // 300-900 seconds var/nexttime = 0 // time for a panel to rotate of 1° in manual tracking var/obj/machinery/power/tracker/connected_tracker = null var/list/connected_panels = list() /obj/machinery/power/solar_control/drain_power() return -1 /obj/machinery/power/solar_control/Destroy() for(var/obj/machinery/power/solar/M in connected_panels) M.unset_control() if(connected_tracker) connected_tracker.unset_control() return ..() /obj/machinery/power/solar_control/disconnect_from_network() ..() SSsun.solars -= src /obj/machinery/power/solar_control/connect_to_network() var/to_return = ..() if(powernet) //if connected and not already in solar_list... SSsun.solars |= src //... add it return to_return //search for unconnected panels and trackers in the computer powernet and connect them /obj/machinery/power/solar_control/proc/search_for_connected() if(powernet) for(var/obj/machinery/power/M in powernet.nodes) if(istype(M, /obj/machinery/power/solar)) var/obj/machinery/power/solar/S = M if(!S.control) //i.e unconnected S.set_control(src) connected_panels |= S else if(istype(M, /obj/machinery/power/tracker)) if(!connected_tracker) //if there's already a tracker connected to the computer don't add another var/obj/machinery/power/tracker/T = M if(!T.control) //i.e unconnected connected_tracker = T T.set_control(src) //called by the sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly /obj/machinery/power/solar_control/proc/update() if(stat & (NOPOWER | BROKEN)) return switch(track) if(1) if(trackrate) //we're manual tracking. If we set a rotation speed... cdir = targetdir //...the current direction is the targetted one (and rotates panels to it) if(2) // auto-tracking if(connected_tracker) connected_tracker.modify_angle(SSsun.angle) set_panels(cdir) updateDialog() /obj/machinery/power/solar_control/Initialize() . = ..() if(!connect_to_network()) return set_panels(cdir) /obj/machinery/power/solar_control/attack_hand(mob/user) if(!..()) interact(user) /obj/machinery/power/solar_control/interact(mob/user) var/t = "Generated power : [round(lastgen)] W
" t += "Star Orientation: [SSsun.angle]° ([angle2text(SSsun.angle)])
" t += "Array Orientation: [rate_control(src,"cdir","[cdir]°",1,15)] ([angle2text(cdir)])
" t += "Tracking:
" switch(track) if(0) t += "Off Timed Auto
" if(1) t += "Off Timed Auto
" if(2) t += "Off Timed Auto
" t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",1,30,180)]

" t += "Connected devices:
" t += "Search for devices
" t += "Solar panels : [connected_panels.len] connected
" t += "Solar tracker : [connected_tracker ? SPAN_GOOD("Found") : SPAN_BAD("Not found")]

" t += "Close" var/datum/browser/popup = new(user, "solar", name) popup.set_content(t) popup.open() return /obj/machinery/power/solar_control/attackby(obj/item/attacking_item, mob/user) if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER) playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) if(do_after(user, 2 SECONDS, src, DO_REPAIR_CONSTRUCT)) if (src.stat & BROKEN) to_chat(user, SPAN_NOTICE("The broken glass falls out.")) var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) new /obj/item/material/shard( src.loc ) var/obj/item/circuitboard/solar_control/M = new /obj/item/circuitboard/solar_control( A ) for (var/obj/C in src) C.forceMove(src.loc) A.circuit = M A.state = 3 A.icon_state = "3" A.anchored = 1 qdel(src) else to_chat(user, SPAN_NOTICE("You disconnect the monitor.")) var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) var/obj/item/circuitboard/solar_control/M = new /obj/item/circuitboard/solar_control( A ) for (var/obj/C in src) C.forceMove(src.loc) A.circuit = M A.state = 4 A.icon_state = "4" A.anchored = 1 qdel(src) else src.attack_hand(user) return /obj/machinery/power/solar_control/process() lastgen = gen gen = 0 if(stat & (NOPOWER | BROKEN)) return if(connected_tracker) //NOTE : handled here so that we don't add trackers to the processing list if(connected_tracker.powernet != powernet) connected_tracker.unset_control() if(track==1 && trackrate) //manual tracking and set a rotation speed if(nexttime <= world.time) //every time we need to increase/decrease the angle by 1°... targetdir = (targetdir + trackrate/abs(trackrate) + 360) % 360 //... do it nexttime += 36000/abs(trackrate) //reset the counter for the next 1° updateDialog() /obj/machinery/power/solar_control/Topic(href, href_list) if(..()) usr << browse(null, "window=solcon") usr.unset_machine() return 0 if(href_list["close"] ) usr << browse(null, "window=solcon") usr.unset_machine() return 0 if(href_list["rate control"]) if(href_list["cdir"]) src.cdir = dd_range(0,359,(360+src.cdir+text2num(href_list["cdir"]))%360) src.targetdir = src.cdir if(track == 2) //manual update, so losing auto-tracking track = 0 spawn(1) set_panels(cdir) if(href_list["tdir"]) src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(href_list["tdir"])) if(src.trackrate) nexttime = world.time + 36000/abs(trackrate) if(href_list["track"]) track = text2num(href_list["track"]) if(track == 2) if(connected_tracker) connected_tracker.modify_angle(SSsun.angle) set_panels(cdir) else if (track == 1) //begin manual tracking src.targetdir = src.cdir if(src.trackrate) nexttime = world.time + 36000/abs(trackrate) set_panels(targetdir) if(href_list["search_connected"]) src.search_for_connected() if(connected_tracker && track == 2) connected_tracker.modify_angle(SSsun.angle) src.set_panels(cdir) interact(usr) return 1 //rotates the panel to the passed angle /obj/machinery/power/solar_control/proc/set_panels(var/cdir) for(var/obj/machinery/power/solar/S in connected_panels) S.adir = cdir //instantly rotates the panel S.occlusion()//and S.update_icon() //update it update_icon() /obj/machinery/power/solar_control/power_change() ..() update_icon() if(stat & NOPOWER) set_light(0) else set_light(2, 1.3, light_color) /obj/machinery/power/solar_control/proc/broken() stat |= BROKEN update_icon() /obj/machinery/power/solar_control/ex_act(severity) switch(severity) if(1.0) //SN src = null qdel(src) return if(2.0) if (prob(50)) broken() if(3.0) if (prob(25)) broken() return // Used for mapping in solar array which automatically starts itself (telecomms, for example) /obj/machinery/power/solar_control/autostart track = 2 // Auto tracking mode /obj/machinery/power/solar_control/autostart/Initialize() . = ..() power_change() update_icon() addtimer(CALLBACK(src, PROC_REF(do_solars)), 1800) /obj/machinery/power/solar_control/autostart/proc/do_solars() search_for_connected() if(connected_tracker && track == 2) connected_tracker.modify_angle(SSsun.angle) set_panels(cdir) /obj/machinery/power/solar_control/update_icon() ClearOverlays() if(stat & NOPOWER) set_light(0) return else set_light(2, 1.3, light_color) icon_state = initial(icon_state) if(stat & BROKEN) icon_state = "[initial(icon_state)]-broken" var/mutable_appearance/image_overlay = overlay_image(src.icon, "broken") AddOverlays(image_overlay) AddOverlays("red_key") else var/mutable_appearance/image_overlay = overlay_image(src.icon, "solar") AddOverlays(image_overlay) AddOverlays("yellow_key") // // MISC // /obj/item/paper/solar name = "solar panel instructions" info = "

Welcome!

By following these instructions, you will have all the knowledge necessary to construct a beautiful and low-maintenance array of solar (also known as photovaltaic) panels for your installation, colony, or interstellar vessel.

First, secure a solar assembly to a cable node with a wrench. Next, add a panel of either standard or reinforced glass.

Repeat this process as many times as needed; the package contains twenty assemblies in total.

Next, you'll want to create a solar tracker. This device will track the nearest star. To build the solar tracker, take one of the assemblies and follow the same steps as before, this time being mindful to add the tracker equipment circuit before installing the glass panel. The last step is to build a computer to calculate the nearest star's movements and to send commands to the solar panels to change their angle. Setting up the solar computer is the same as setting up any computer, so you should have no trouble in doing that. However, you do need to place a wire node under the computer, and the wire needs to be connected to the tracker.

After following these instructions, you should have a fully functional solar panel array. If you are having trouble, here are some tips. Make sure all solar equipment are on a cable node, even the computer. You can always disassemble the solar panels or tracker if you make a mistake.

You've come to the end of this instructional pamphlet; by now, your solar panel array should be doing all the work for you.

This package was brought to you by ConTec, a subsidiary company of Zavodskoi Interstellar. 'Have confidence in Confiance.'

" /proc/rate_control(var/S, var/V, var/C, var/Min=1, var/Max=5, var/Limit=null) //How not to name vars var/href = "-[href]=-[Min]'>- [(C?C : 0)] [href]=[Min]'>+[href]=[Max]'>+" if(Limit) return "[href]=-[Limit]'>-"+rate+"[href]=[Limit]'>+" return rate