Files
Aurora.3/code/modules/power/solar.dm
Matt Atlas 99b4033ca5 Aurora 2: The 3/4thening (#17186)
* after dark

* FIXES

* breakin

* butt

* Update code/game/objects/items/devices/floor_painter.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

* Update code/game/objects/items/devices/floor_painter.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

* Update code/game/objects/structures/lattice.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

* testing 1

* a

* FUCK THIS PRESET!!!

* allah

* OTEMACHI

* tis' done

* Project Exorcism : Sneed's Snairs (Formerly Chuck's)

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

* Update stools.dm

* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm

* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm

* Update stools.dm

* Update chairs.dm

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

* inhand fixes

* airlocks (matt has cooked)

fuck

* my cody plays the mamba

* fuck

* fixes layering issue

* airlocks and everything else Please fucking kill me

* underlays

* unfuck blending

* finished replacing old ass shit

* your ass is geass

* conflicts die now

* public fat'wa

* progress on walls and windows

* more mapping

* baltimore accents be like

* minor progress

* monitors

* fire alarms and apc adjustments

* apcs pixel adjustments, final airlock look

* also grilles

* shuttle wall start plus shuttle windows

* starting consoles

* table outlines

* I love broke ass sprites

* fixing the stupid ass exterior walls

* light fuckery

* terminal directionals, external airlocks, table fixes, blahblahblah

* fix 1

* fix 2

* some more fixes

* fix chairs

* basic untested railings and updating colors from atteria

* bridge and some fixes

* removing some artifacts on the new walls

* breaking wood tables and adding 4 wall materials

* fix

* compile & wood fixes

* make the horizon compile again

* railings, firedoors, ATMs, intercomms and tables again

* mapping begins also some tweaks to map view of icons

* full tile steel walls

* i sure hope nothing bad happens

* airlock updates (untested)

* reverts most wall machinery

* skull

* wall coloring

* makes the tg wood chill out

* work on airlocks

* hull consistency

* cause you live forever in the lights you make

* whoops can't show that in a christian manga

* terminals should be on walls and everything's hunky dory now

also i changed the wood stuff as per atteria's suggestion

* fixing airlocks

* fixes

* window resprite, coloring adjustments

* scc hull resprite

* new grilles, frame edits, and borosilicate

* greyscale wood palette improvement

* shuttle windows

* window frame fix

* apc update

* refit and reshaded fire alarms

* mapping icon fixes

* table fixes

* map fixes, platforms and stairs

* updates cutter, new walls and terminals

* mapping fixes

* fix preview

* preview fix stone

* stairs

* initial work for the map

* railing and windowpane fuckery

* new external airlocks

* a

* fix the maps in preparation

* wall object pixel offsets

* air alarms D1

* extinguisher cabinets

* APC DESTROYED MISSION ACCOMPLISHED GOOD WORK

* deck 3: floor decals, APCs, air alarms, fire extinguisher cabinets

* deck 3: fireaxe cabinet

* /shuttle_landmark/distress/blue, move base_turf from map to obj def

* intercom presets

* formatting

* deck 1: floor decals

* deck 2: named area fix (LMAO), signs to use single quotes

* deck 2: floor decals, APCs, air alarms, fire extinguisher cabinets, fireaxe cabinets

* Platforms and stairs!

* grates and bugfixes

* Angled ship walls + grate color fix

* corrects apc anim overlay

* deck 2 and away site fixes

# Conflicts:
#	maps/sccv_horizon/sccv_horizon-2_deck_2.dmm

* deck 2 missing grate

* warning stripes

* railings and ledges

* windows and fixtures

* windoorsagain

* airlocks pt1

* windows de-seamed and transparent

* airlocks and pixel offsets

* fixes for airlocks

* more airlock fixes

* presets for ringer, request console and newscaster

* 132

* asfsaf

* kitchen tiling

* thicker freezer tile bevels

* More angled walls

* New shutters and blast doors

* directional corrections

* ops railing fixes

* updated window map things and shutters

* value changes and blast door changes

* Ledges and platforms galore (D2/D3)

* all decks: fix door dirs

* all decks: newscasters, intercoms, requests consoles, ringer consoles

* helm light blue decals to dark blue

* supermatter door dir fix

* fix directional presets (dirs/offsets): newscaster, intercom, requests console, ringer console

* firedoor changes

* deck 3: overlapping wall mountables fixes

* map changes

* airlock changes

* map tweaks

* airlock & stair icons

* various mapping modifications

* Double airlocks + fixing denied states + fixing airlocks on all levels

* Rebase

* directional terminals buttons and lights again, platform tweaks

terminal north facing sprites, atm/food terminal directionals
proper door control and lightswitch directionals (presets still need to be set up, mapping)
re-adds new light tube sprites, again
new sprites for floor lights and the other stuff that got added
adjusted platforms to be recolorable, added light and dark versions, fixed some shading

* missing ERT outfit thingy fix

* floor lights fixed

* deck 3: various small fixes

* deck 1: various small fixes

* deck 2: various small fixes

* fixes

* d2 fixes & multitile door fix

* d2 fixes, remove unused airlock files, button icon fixes, window icon fixes

* make it actually compile, oops!

* make it actually compile, pt2

* CE office camera

* pew pew pew

* pew pew pew 2

* fixes

* deck 3: buttons fixes

* deck 3: button and other fixes

* deck 3: fixes and stuff

* D1 fixes & skrell airlocks

* minor D2 tweaks

* a lot of airlock-related fixes, glass tables, paint sprayer fixes, decal fixes, changelog

* maintenance hatch sprites

* fixing double doors

* flips multi-tiles, fixes multi-tiles, adds desk windoors

* new plastic flaps

* deck 2: a few buttons

* side + middle doors

* created paths for 3-tiles doors

* apply to map the 3 tiles airlocks

* some fixes, windoor alpha

* remove this random ass potted plant

* more map fixes

* holodeck disposal pipe fix

* secure airlock sprites

no code or obj definitions yet

* vault airlock

* vault door fixes

* scc window alpha

* adjusts double door glass, firedoor open state

* adjusts construction states for doors

* remove some defunct icons and fix anims

* assembly stuff

* pharma fixes

* vault door dir

* firedoor smart generation moved to its own proc

* lift doors, d1 fixes

* firedoor smart generation: adjacent wall check

* firedoor smart generation: adjacent firedoor check

* all decks: missing firedoor and other fixes

* deck 2: weird maint stairs fix

* oops

* diona airlock fix

* the shuttle wall gigadeath

* fixes

* some fixes for leftover map item paths, and double lattices

* new diona walls

* more fixes

* and more

* deck 1: fix out of bounds keys

* deck 3: fix out of bounds keys

* runtime 3: duplicate APCs fix

* all decks: make all 3 tile wide doors glass

---------

Co-authored-by: Wezzy <wowzewow@gmail.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
Co-authored-by: kyres1 <noodle.buster31@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: atteria <tarkona@protonmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: naut <nautilussplat@gmail.com>
Co-authored-by: naut <55491249+nauticall@users.noreply.github.com>
2023-08-30 21:18:10 +00:00

559 lines
18 KiB
Plaintext

/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/W, mob/user)
if(W.iscrowbar())
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] begins to take the glass off the solar panel.</span>")
if(W.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 class='notice'>[user] takes the glass off the solar panel.</span>")
qdel(src)
return
else if (W)
src.add_fingerprint(user)
src.health -= W.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()
..()
cut_overlays()
if(stat & BROKEN)
add_overlay("solar_panel-b")
else
add_overlay("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(!sun)
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 - sun.angle), 360 - abs(adir - sun.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 || !sun)
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 += sun.dx // do step
ay += sun.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 = ITEMSIZE_LARGE // 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(var/obj/item/W, var/mob/user)
if(!anchored && isturf(loc))
if(W.iswrench())
anchored = 1
user.visible_message("<span class='notice'>[user] wrenches the solar assembly into place.</span>")
playsound(src.loc, W.usesound, 75, 1)
return 1
else
if(W.iswrench())
anchored = 0
user.visible_message("<span class='notice'>[user] unwrenches the solar assembly from it's place.</span>")
playsound(src.loc, W.usesound, 75, 1)
return 1
if(istype(W, /obj/item/stack/material) && (W.get_material_name() == "glass" || W.get_material_name() == MATERIAL_GLASS_REINFORCED))
var/obj/item/stack/material/S = W
if(S.use(2))
glass_type = W.type
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] places the glass on the solar assembly.</span>")
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 class='warning'>You need two sheets of glass to put them into a solar panel.</span>")
return
return 1
if(!tracker)
if(istype(W, /obj/item/tracker_electronics))
tracker = 1
user.drop_from_inventory(W,get_turf(src))
qdel(W)
user.visible_message("<span class='notice'>[user] inserts the electronics into the solar assembly.</span>")
return 1
else
if(W.iscrowbar())
new /obj/item/tracker_electronics(src.loc)
tracker = 0
user.visible_message("<span class='notice'>[user] takes out the electronics from the solar assembly.</span>")
return 1
..()
//
// Solar Control Computer
//
/obj/machinery/power/solar_control
name = "solar panel control"
desc = "A controller for solar panel arrays."
icon = 'icons/obj/machinery/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()
..()
sun.solars -= src
/obj/machinery/power/solar_control/connect_to_network()
var/to_return = ..()
if(powernet) //if connected and not already in solar_list...
sun.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(sun.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>: [sun.angle]&deg ([angle2text(sun.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='?src=\ref[src];track=1'>Timed</A> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
if(1)
t += "<A href='?src=\ref[src];track=0'>Off</A> <span class='linkOn'>Timed</span> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
if(2)
t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?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='?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 class='good'>Found</span>" : "<span class='bad'>Not found</span>"]</div><BR>"
t += "<A href='?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(var/obj/I, user as mob)
if(I.isscrewdriver())
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
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 class='notice'>You disconnect the monitor.</span>")
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(sun.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(sun.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(sun.angle)
set_panels(cdir)
/obj/machinery/power/solar_control/update_icon()
cut_overlays()
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"
holographic_overlay(src, src.icon, "broken")
add_overlay("red_key")
else
holographic_overlay(src, src.icon, "solar")
add_overlay("yellow_key")
//
// MISC
//
/obj/item/paper/solar
name = "paper- 'Going green! Setup your own solar array instructions.'"
info = "<h1>Welcome</h1><p>At greencorps we love the environment, and space. With this package you are able to help mother nature and produce energy without any usage of fossil fuel or phoron! Singularity energy is dangerous while solar energy is safe, which is why it's better. Now here is how you setup your own solar array.</p><p>You can make a solar panel by wrenching the solar assembly onto a cable node. Adding a glass panel, reinforced or regular glass will do, will finish the construction of your solar panel. It is that easy!</p><p>Now after setting up 19 more of these solar panels you will want to create a solar tracker to keep track of our mother nature's gift, the sun. These are the same steps as before except you insert the tracker equipment circuit into the assembly before performing the final step of adding the glass. You now have a tracker! Now the last step is to add a computer to calculate the sun's movements and to send commands to the solar panels to change direction with the sun. Setting up the solar computer is the same as setting up any computer, so you should have no trouble in doing that. You do need to put a wire node under the computer, and the wire needs to be connected to the tracker.</p><p>Congratulations, you should have a working solar 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 deconstruct your creations if you make a mistake.</p><p>That's all to it, be safe, be green!</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='?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