Files
Batrachophreno 8111a8489b Restore many missing inhand sprites for items, add/port others (#21831)
Many, many, many items have inhand sprites in their .dmis but for
whatever reasons do not display them in-game. This PR:

1. Updates many item definitions to point to their already-existing
inhands correctly. This consists largely of held tools, but also gas
tanks and jetpacks mounted in the suit storage slot.

2. Adds a few codersprites made by me for objects with either missing
inhands or poorly matching mishands (IE, the tape recorder, which has a
black case, reused the white inhand sprites of the health analyzer). The
new sprites are modified or recolored variations of other inhand sprites
from our repo, except for circuitboards which are new.
<img width="444" height="400" alt="image"
src="https://github.com/user-attachments/assets/7f107b9a-fe24-4e31-8f16-4d34768ee117"
/>


3. Adds inhand sprites for Inflatables and Inflatable Boxes made by
Tomixcomics.
<img width="424" height="101" alt="image"
src="https://github.com/user-attachments/assets/434107c4-8577-49a2-a58e-d6b014c03933"
/>

4. Ports inhand sprites for the Hydraulic Rescue Tool from tg's Jaws of
Life.
<img width="224" height="94" alt="Screenshot 2026-02-07 172931"
src="https://github.com/user-attachments/assets/070c7956-f6a8-4fb5-870f-10c64afcc8b3"
/>

5. Some additional cleanup while in the area. The 'analyzer' has been
renamed the 'gas analyzer' to be consistent with the other analyzer
objects, standardized icon_state naming conventions where I saw
oddballs, updated code docs to use DMDocs when in the area, etc.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/hydraulic_rescue_tool.dmi | [SomeAngryMiner (bee
station)](https://github.com/BeeStation/BeeStation-Hornet/pull/2487),
[maxymax
(/tg/station)](https://github.com/tgstation/tgstation/pull/58616) |
CC-BY-SA |
| icons/obj/item/inflatables.dmi |
[Tomixcomics](https://github.com/tomixcomics) | CC-BY-SA |
2026-02-17 17:51:22 +00:00

561 lines
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/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 = "<B><span class='highlight'>Generated power</span></B> : [round(lastgen)] W<BR>"
t += "<B><span class='highlight'>Star Orientation</span></B>: [SSsun.angle]&deg ([angle2text(SSsun.angle)])<BR>"
t += "<B><span class='highlight'>Array Orientation</span></B>: [rate_control(src,"cdir","[cdir]&deg",1,15)] ([angle2text(cdir)])<BR>"
t += "<B><span class='highlight'>Tracking:</span></B><div class='statusDisplay'>"
switch(track)
if(0)
t += "<span class='linkOn'>Off</span> <A href='byond://?src=[REF(src)];track=1'>Timed</A> <A href='byond://?src=[REF(src)];track=2'>Auto</A><BR>"
if(1)
t += "<A href='byond://?src=[REF(src)];track=0'>Off</A> <span class='linkOn'>Timed</span> <A href='byond://?src=[REF(src)];track=2'>Auto</A><BR>"
if(2)
t += "<A href='byond://?src=[REF(src)];track=0'>Off</A> <A href='byond://?src=[REF(src)];track=1'>Timed</A> <span class='linkOn'>Auto</span><BR>"
t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",1,30,180)]</div><BR>"
t += "<B><span class='highlight'>Connected devices:</span></B><div class='statusDisplay'>"
t += "<A href='byond://?src=[REF(src)];search_connected=1'>Search for devices</A><BR>"
t += "Solar panels : [connected_panels.len] connected<BR>"
t += "Solar tracker : [connected_tracker ? SPAN_GOOD("Found") : SPAN_BAD("Not found")]</div><BR>"
t += "<A href='byond://?src=[REF(src)];close=1'>Close</A>"
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 = "<h1>Welcome!</h1><p>By following these instructions, you will have all the knowledge necessary to construct a beautiful and low-maintenance array of solar (also known as <i>photovaltaic</i>) panels for your installation, colony, or interstellar vessel.</p><p>First, secure a solar assembly to a cable node with a wrench. Next, add a panel of either standard or reinforced glass.</p><p>Repeat this process as many times as needed; the package contains twenty assemblies in total.</p><p>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.</p><p>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.</p><p>You've come to the end of this instructional pamphlet; by now, your solar panel array should be doing all the work for you.</p><p>This package was brought to you by ConTec, a subsidiary company of Zavodskoi Interstellar. 'Have confidence in Confiance.'</p>"
/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 = "<A href='byond://?src=[REF(S)];rate control=1;[V]"
var/rate = "[href]=-[Max]'>-</A>[href]=-[Min]'>-</A> [(C?C : 0)] [href]=[Min]'>+</A>[href]=[Max]'>+</A>"
if(Limit) return "[href]=-[Limit]'>-</A>"+rate+"[href]=[Limit]'>+</A>"
return rate