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https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-26 15:28:25 +01:00
4ecb0bc21c
Repaths obj/machinery to obj/structure/machinery. **Note for reviewers:** the only meaningful changed code exists within **code/game/objects/structures.dm** and **code/game/objects/structures/_machinery.dm**, largely concerning damage procs. With the exception of moving airlock defines to their own file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES. Objects, _categorically_, are largely divided between those you can hold in your hand/inventory and those you can't. Machinery objects are already subtypes of Structures behaviorally, this PR just makes their pathing reflect that, and allows for future work (tool actions, more health/destruction functionality) to be developed without unnecessary code duplication. I have tested this PR by loading up the Horizon and dismantling various machines and structures with tools, shooting guns of various types throughout the ship, and detonating a bunch of explosions throughout the ship.
552 lines
19 KiB
Plaintext
552 lines
19 KiB
Plaintext
/obj/structure/machinery/power/solar
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name = "solar panel"
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desc = "A solar electrical generator."
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icon = 'icons/obj/power.dmi'
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icon_state = "sp_base"
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anchored = 1
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density = 1
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use_power = POWER_USE_OFF
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idle_power_usage = 0
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active_power_usage = 0
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var/id = 0
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var/obscured = 0
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var/sunfrac = 0
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var/adir = SOUTH // actual dir
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var/ndir = SOUTH // target dir
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var/turn_angle = 0
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var/obj/structure/machinery/power/solar_control/control = null
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/obj/structure/machinery/power/solar/drain_power()
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return -1
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/obj/structure/machinery/power/solar/Initialize(mapload, var/obj/item/solar_assembly/S)
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. = ..()
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Make(S)
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connect_to_network()
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/obj/structure/machinery/power/solar/Destroy()
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unset_control() //remove from control computer
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return ..()
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//set the control of the panel to a given computer if closer than SOLAR_MAX_DIST
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/obj/structure/machinery/power/solar/proc/set_control(var/obj/structure/machinery/power/solar_control/SC)
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if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST))
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return 0
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control = SC
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START_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF)
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return 1
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//set the control of the panel to null and removes it from the control list of the previous control computer if needed
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/obj/structure/machinery/power/solar/proc/unset_control()
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if(control)
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control.connected_panels.Remove(src)
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control = null
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STOP_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF)
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/obj/structure/machinery/power/solar/proc/Make(var/obj/item/solar_assembly/S)
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if(!S)
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S = new /obj/item/solar_assembly(src)
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S.glass_type = /obj/item/stack/material/glass
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S.anchored = 1
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S.forceMove(src)
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if(S.glass_type == /obj/item/stack/material/glass/reinforced) //if the panel is in reinforced glass
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set_maxhealth(maxhealth * 2, TRUE) //this need to be placed here, because panels already on the map don't have an assembly linked to
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update_icon()
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/obj/structure/machinery/power/solar/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_CROWBAR)
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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user.visible_message(SPAN_NOTICE("[user] begins to take the glass off the solar panel."))
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if(attacking_item.use_tool(src, user, 50, volume = 50))
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var/obj/item/solar_assembly/S = locate() in src
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if(S)
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S.forceMove(src.loc)
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S.give_glass()
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user.visible_message(SPAN_NOTICE("[user] takes the glass off the solar panel."))
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qdel(src)
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return
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else if (attacking_item)
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src.add_fingerprint(user)
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add_damage(attacking_item.force)
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..()
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/obj/structure/machinery/power/solar/on_death(damage, damage_flags, damage_type, armor_penetration, obj/weapon)
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if(!(stat & BROKEN))
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broken()
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else
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new /obj/item/material/shard(src.loc)
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new /obj/item/material/shard(src.loc)
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qdel(src)
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/obj/structure/machinery/power/solar/update_icon()
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..()
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ClearOverlays()
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if(stat & BROKEN)
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AddOverlays("solar_panel-b")
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else
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AddOverlays("solar_panel")
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set_angle(adir)
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return
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//calculates the fraction of the sunlight that the panel receives
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/obj/structure/machinery/power/solar/proc/update_solar_exposure()
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if(!SSsun)
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return
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if(obscured)
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sunfrac = 0
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return
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//find the smaller angle between the direction the panel is facing and the direction of the sun (the sign is not important here)
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var/p_angle = min(abs(adir - SSsun.angle), 360 - abs(adir - SSsun.angle))
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if(p_angle > 90) // if facing more than 90deg from sun, zero output
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sunfrac = 0
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return
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sunfrac = cos(p_angle) ** 2
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//isn't the power received from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ?
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/obj/structure/machinery/power/solar/process()
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if(stat & BROKEN || !control || !SSsun)
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return PROCESS_KILL
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if(powernet && powernet == control.powernet)
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if(obscured) //get no light from the sun, so don't generate power
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return
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var/sgen = SOLARGENRATE * sunfrac
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ADD_TO_POWERNET(src, sgen)
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control.gen += sgen
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else //if we're no longer on the same powernet, remove from control computer
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unset_control()
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/obj/structure/machinery/power/solar/proc/broken()
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stat |= BROKEN
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unset_control()
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update_icon()
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/obj/structure/machinery/power/solar/ex_act(severity)
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switch(severity)
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if(1.0)
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if(prob(15))
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new /obj/item/material/shard( src.loc )
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qdel(src)
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return
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if(2.0)
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if (prob(25))
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new /obj/item/material/shard( src.loc )
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qdel(src)
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return
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if (prob(50))
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broken()
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if(3.0)
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if (prob(25))
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broken()
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return
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/obj/structure/machinery/power/solar/fake/Initialize(mapload, var/obj/item/solar_assembly/S)
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. = ..(mapload, S, 0)
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/obj/structure/machinery/power/solar/fake/process()
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return PROCESS_KILL
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//trace towards sun to see if we're in shadow
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/obj/structure/machinery/power/solar/proc/occlusion()
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var/ax = x // start at the solar panel
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var/ay = y
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var/turf/T = null
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for(var/i = 1 to 20) // 20 steps is enough
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ax += SSsun.dx // do step
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ay += SSsun.dy
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T = locate( round(ax,0.5),round(ay,0.5),z)
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if(!T || T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge
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break
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if(T.opacity) // if we hit a solid turf, panel is obscured
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obscured = 1
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return
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obscured = 0 // if hit the edge or stepped 20 times, not obscured
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update_solar_exposure()
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//
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// Solar Assembly - For construction of solar arrays.
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//
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/obj/item/solar_assembly
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name = "solar panel assembly"
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desc = "A solar panel assembly kit, allows constructions of a solar panel, or with a tracking circuit board, a solar tracker"
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icon = 'icons/obj/power.dmi'
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icon_state = "sp_base"
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item_state = "electropack"
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w_class = WEIGHT_CLASS_BULKY // Pretty big!
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anchored = 0
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var/tracker = 0
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var/glass_type = null
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/obj/item/solar_assembly/attack_hand(var/mob/user)
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if(!anchored && isturf(loc)) // You can't pick it up
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..()
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// Give back the glass type we were supplied with
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/obj/item/solar_assembly/proc/give_glass()
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if(glass_type)
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var/obj/item/stack/material/S = new glass_type(src.loc)
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S.amount = 2
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glass_type = null
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/obj/item/solar_assembly/attackby(obj/item/attacking_item, mob/user)
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if(!anchored && isturf(loc))
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if(attacking_item.tool_behaviour == TOOL_WRENCH)
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anchored = 1
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user.visible_message(SPAN_NOTICE("[user] wrenches the solar assembly into place."))
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attacking_item.play_tool_sound(get_turf(src), 75)
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return 1
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else
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if(attacking_item.tool_behaviour == TOOL_WRENCH)
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anchored = 0
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user.visible_message(SPAN_NOTICE("[user] unwrenches the solar assembly from it's place."))
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attacking_item.play_tool_sound(get_turf(src), 75)
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return 1
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if(istype(attacking_item, /obj/item/stack/material) && (attacking_item.get_material_name() == "glass" || attacking_item.get_material_name() == MATERIAL_GLASS_REINFORCED))
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var/obj/item/stack/material/S = attacking_item
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if(S.use(2))
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glass_type = attacking_item.type
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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user.visible_message(SPAN_NOTICE("[user] places the glass on the solar assembly."))
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if(tracker)
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new /obj/structure/machinery/power/tracker(get_turf(src), src)
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else
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new /obj/structure/machinery/power/solar(get_turf(src), src)
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else
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to_chat(user, SPAN_WARNING("You need two sheets of glass to put them into a solar panel."))
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return
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return 1
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if(!tracker)
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if(istype(attacking_item, /obj/item/tracker_electronics))
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tracker = 1
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user.drop_from_inventory(attacking_item, get_turf(src))
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qdel(attacking_item)
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user.visible_message(SPAN_NOTICE("[user] inserts the electronics into the solar assembly."))
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return 1
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else
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if(attacking_item.tool_behaviour == TOOL_CROWBAR)
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new /obj/item/tracker_electronics(src.loc)
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tracker = 0
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user.visible_message(SPAN_NOTICE("[user] takes out the electronics from the solar assembly."))
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return 1
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..()
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//
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// Solar Control Computer
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//
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/obj/structure/machinery/power/solar_control
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name = "solar panel control"
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desc = "A controller for solar panel arrays."
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icon = 'icons/obj/modular_computers/modular_console.dmi'
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icon_state = "computer"
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light_color = LIGHT_COLOR_YELLOW
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anchored = 1
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density = 1
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use_power = POWER_USE_IDLE
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idle_power_usage = 250
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var/id = 0
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var/cdir = 0
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var/targetdir = 0 // target angle in manual tracking (since it updates every game minute)
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var/gen = 0
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var/lastgen = 0
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var/track = 0 // 0= off 1=timed 2=auto (tracker)
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var/trackrate = 600 // 300-900 seconds
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var/nexttime = 0 // time for a panel to rotate of 1° in manual tracking
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var/obj/structure/machinery/power/tracker/connected_tracker = null
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var/list/connected_panels = list()
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/obj/structure/machinery/power/solar_control/drain_power()
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return -1
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/obj/structure/machinery/power/solar_control/Destroy()
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for(var/obj/structure/machinery/power/solar/M in connected_panels)
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M.unset_control()
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if(connected_tracker)
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connected_tracker.unset_control()
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return ..()
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/obj/structure/machinery/power/solar_control/disconnect_from_network()
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..()
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SSsun.solars -= src
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/obj/structure/machinery/power/solar_control/connect_to_network()
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var/to_return = ..()
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if(powernet) //if connected and not already in solar_list...
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SSsun.solars |= src //... add it
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return to_return
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//search for unconnected panels and trackers in the computer powernet and connect them
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/obj/structure/machinery/power/solar_control/proc/search_for_connected()
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if(powernet)
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for(var/obj/structure/machinery/power/M in powernet.nodes)
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if(istype(M, /obj/structure/machinery/power/solar))
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var/obj/structure/machinery/power/solar/S = M
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if(!S.control) //i.e unconnected
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S.set_control(src)
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connected_panels |= S
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else if(istype(M, /obj/structure/machinery/power/tracker))
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if(!connected_tracker) //if there's already a tracker connected to the computer don't add another
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var/obj/structure/machinery/power/tracker/T = M
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if(!T.control) //i.e unconnected
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connected_tracker = T
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T.set_control(src)
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//called by the sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly
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/obj/structure/machinery/power/solar_control/proc/update()
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if(stat & (NOPOWER | BROKEN))
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return
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switch(track)
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if(1)
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if(trackrate) //we're manual tracking. If we set a rotation speed...
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cdir = targetdir //...the current direction is the targetted one (and rotates panels to it)
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if(2) // auto-tracking
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if(connected_tracker)
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connected_tracker.modify_angle(SSsun.angle)
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set_panels(cdir)
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updateDialog()
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/obj/structure/machinery/power/solar_control/Initialize()
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. = ..()
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if(!connect_to_network()) return
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set_panels(cdir)
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/obj/structure/machinery/power/solar_control/attack_hand(mob/user)
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if(!..())
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interact(user)
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/obj/structure/machinery/power/solar_control/interact(mob/user)
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var/t = "<B><span class='highlight'>Generated power</span></B> : [round(lastgen)] W<BR>"
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t += "<B><span class='highlight'>Star Orientation</span></B>: [SSsun.angle]° ([angle2text(SSsun.angle)])<BR>"
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t += "<B><span class='highlight'>Array Orientation</span></B>: [rate_control(src,"cdir","[cdir]°",1,15)] ([angle2text(cdir)])<BR>"
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t += "<B><span class='highlight'>Tracking:</span></B><div class='statusDisplay'>"
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switch(track)
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if(0)
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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>"
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if(1)
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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>"
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if(2)
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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>"
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t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",1,30,180)]</div><BR>"
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t += "<B><span class='highlight'>Connected devices:</span></B><div class='statusDisplay'>"
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t += "<A href='byond://?src=[REF(src)];search_connected=1'>Search for devices</A><BR>"
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t += "Solar panels : [connected_panels.len] connected<BR>"
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t += "Solar tracker : [connected_tracker ? SPAN_GOOD("Found") : SPAN_BAD("Not found")]</div><BR>"
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t += "<A href='byond://?src=[REF(src)];close=1'>Close</A>"
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var/datum/browser/popup = new(user, "solar", name)
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popup.set_content(t)
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popup.open()
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return
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/obj/structure/machinery/power/solar_control/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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if(do_after(user, 2 SECONDS, src, DO_REPAIR_CONSTRUCT))
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if (src.stat & BROKEN)
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to_chat(user, SPAN_NOTICE("The broken glass falls out."))
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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new /obj/item/material/shard( src.loc )
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var/obj/item/circuitboard/solar_control/M = new /obj/item/circuitboard/solar_control( A )
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for (var/obj/C in src)
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C.forceMove(src.loc)
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A.circuit = M
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A.state = 3
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A.icon_state = "3"
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A.anchored = 1
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qdel(src)
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else
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to_chat(user, SPAN_NOTICE("You disconnect the monitor."))
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/circuitboard/solar_control/M = new /obj/item/circuitboard/solar_control( A )
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for (var/obj/C in src)
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C.forceMove(src.loc)
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A.circuit = M
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A.state = 4
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A.icon_state = "4"
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A.anchored = 1
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qdel(src)
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else
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src.attack_hand(user)
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return
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/obj/structure/machinery/power/solar_control/process()
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lastgen = gen
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gen = 0
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if(stat & (NOPOWER | BROKEN))
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return
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if(connected_tracker) //NOTE : handled here so that we don't add trackers to the processing list
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if(connected_tracker.powernet != powernet)
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connected_tracker.unset_control()
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if(track==1 && trackrate) //manual tracking and set a rotation speed
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if(nexttime <= world.time) //every time we need to increase/decrease the angle by 1°...
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targetdir = (targetdir + trackrate/abs(trackrate) + 360) % 360 //... do it
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nexttime += 36000/abs(trackrate) //reset the counter for the next 1°
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updateDialog()
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/obj/structure/machinery/power/solar_control/Topic(href, href_list)
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if(..())
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usr << browse(null, "window=solcon")
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usr.unset_machine()
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return 0
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if(href_list["close"] )
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usr << browse(null, "window=solcon")
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usr.unset_machine()
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return 0
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if(href_list["rate control"])
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if(href_list["cdir"])
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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/structure/machinery/power/solar_control/proc/set_panels(var/cdir)
|
|
|
|
for(var/obj/structure/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/structure/machinery/power/solar_control/power_change()
|
|
..()
|
|
update_icon()
|
|
if(stat & NOPOWER)
|
|
set_light(0)
|
|
else
|
|
set_light(2, 1.3, light_color)
|
|
|
|
|
|
/obj/structure/machinery/power/solar_control/proc/broken()
|
|
stat |= BROKEN
|
|
update_icon()
|
|
|
|
|
|
/obj/structure/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/structure/machinery/power/solar_control/autostart
|
|
track = 2 // Auto tracking mode
|
|
|
|
/obj/structure/machinery/power/solar_control/autostart/Initialize()
|
|
. = ..()
|
|
power_change()
|
|
update_icon()
|
|
addtimer(CALLBACK(src, PROC_REF(do_solars)), 1800)
|
|
|
|
/obj/structure/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/structure/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
|