":""][input_level]/[output_level] | Charge: [charge] | Output-mode: [output_attempt?"on":"off"] | Input-mode: [input_attempt?"auto":"off"] by [user]","singulo")
+
+
+/obj/machinery/power/smes/emp_act(severity)
+ input_attempt = rand(0,1)
+ inputting = input_attempt
+ output_attempt = rand(0,1)
+ outputting = output_attempt
+ output_level = rand(0, output_level_max)
+ input_level = rand(0, input_level_max)
+ charge -= 1e6/severity
+ if (charge < 0)
+ charge = 0
+ update_icon()
+ log_smes("an emp")
+ ..()
+
+/obj/machinery/power/smes/engineering
+ charge = 1.5e6 // Engineering starts with some charge for singulo
+
+/obj/machinery/power/smes/magical
+ name = "magical power storage unit"
+ desc = "A high-capacity superconducting magnetic energy storage (SMES) unit. Magically produces power."
+ process()
+ capacity = INFINITY
+ charge = INFINITY
+ ..()
+
+
+#undef SMESRATE
+
+#undef SMES_CLEVEL_1
+#undef SMES_CLEVEL_2
+#undef SMES_CLEVEL_3
+#undef SMES_CLEVEL_4
+#undef SMES_CLEVEL_5
+#undef SMES_OUTPUTTING
+#undef SMES_NOT_OUTPUTTING
+#undef SMES_INPUTTING
#undef SMES_INPUT_ATTEMPT
\ No newline at end of file
diff --git a/code/modules/power/solar.dm b/code/modules/power/solar.dm
index 7992fd85fdc..58f62ad9f8f 100644
--- a/code/modules/power/solar.dm
+++ b/code/modules/power/solar.dm
@@ -1,518 +1,518 @@
-#define SOLAR_MAX_DIST 40
-#define SOLARGENRATE 1500
-
-/obj/machinery/power/solar
- name = "solar panel"
- desc = "A solar panel. Generates electricity when in contact with sunlight."
- icon = 'icons/obj/power.dmi'
- icon_state = "sp_base"
- anchored = 1
- density = 1
- use_power = 0
- 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/New(var/turf/loc, var/obj/item/solar_assembly/S)
- ..(loc)
- 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(obj/machinery/power/solar_control/SC)
- if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
- return 0
- control = SC
- SC.connected_panels |= src
- 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
-
-/obj/machinery/power/solar/proc/Make(obj/item/solar_assembly/S)
- if(!S)
- S = new /obj/item/solar_assembly(src)
- S.glass_type = /obj/item/stack/sheet/glass
- S.anchored = 1
- S.loc = src
- if(S.glass_type == /obj/item/stack/sheet/rglass) //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/weapon/W, mob/user, params)
- if(istype(W, /obj/item/weapon/crowbar))
- playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
- user.visible_message("[user] begins to take the glass off the solar panel.", "You begin to take the glass off the solar panel...")
- if(do_after(user, 50/W.toolspeed, target = src))
- var/obj/item/solar_assembly/S = locate() in src
- if(S)
- S.loc = src.loc
- S.give_glass(stat & BROKEN)
-
- playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
- user.visible_message("[user] takes the glass off the solar panel.", "You take the glass off the solar panel.")
- 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))
- set_broken()
- else
- new /obj/item/weapon/shard(src.loc)
- new /obj/item/weapon/shard(src.loc)
- qdel(src)
- return
- return
-
-
-/obj/machinery/power/solar/update_icon()
- ..()
- overlays.Cut()
- if(stat & BROKEN)
- overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
- else
- overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
- src.dir = angle2dir(adir)
- return
-
-//calculates the fraction of the sunlight that the panel recieves
-/obj/machinery/power/solar/proc/update_solar_exposure()
- 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 recieved from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ?
-
-/obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
- if(stat & BROKEN)
- return
- if(!control) //if there's no sun or the panel is not linked to a solar control computer, no need to proceed
- return
-
- if(powernet)
- if(powernet == control.powernet)//check if the panel is still connected to the computer
- 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/set_broken()
- . = (!(stat & BROKEN))
- stat |= BROKEN
- unset_control()
- update_icon()
- return
-
-
-/obj/machinery/power/solar/ex_act(severity, target)
- ..()
- if(!gc_destroyed)
- switch(severity)
- if(2)
- if(prob(50))
- set_broken()
- if(3)
- if(prob(25))
- set_broken()
-
-/obj/machinery/power/solar/fake/New(var/turf/loc, var/obj/item/solar_assembly/S)
- ..(loc, S, 0)
-
-/obj/machinery/power/solar/fake/process()
- . = PROCESS_KILL
- return
-
-//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
- var/dx = SSsun.dx
- var/dy = SSsun.dy
-
- for(var/i = 1 to 20) // 20 steps is enough
- ax += dx // do step
- ay += dy
-
- T = locate( round(ax,0.5),round(ay,0.5),z)
-
- if(T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge
- break
-
- if(T.density) // 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 = 4 // Pretty big!
- anchored = 0
- var/tracker = 0
- var/glass_type = null
-
-/obj/item/solar_assembly/attack_hand(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(device_broken)
- if(device_broken)
- new /obj/item/weapon/shard(loc)
- new /obj/item/weapon/shard(loc)
- else if(glass_type)
- var/obj/item/stack/sheet/S = new glass_type(loc)
- S.amount = 2
- glass_type = null
-
-
-/obj/item/solar_assembly/attackby(obj/item/weapon/W, mob/user, params)
- if(istype(W, /obj/item/weapon/wrench) && isturf(loc))
- if(isinspace())
- user << "You can't secure [src] here."
- return
- anchored = !anchored
- if(anchored)
- user.visible_message("[user] wrenches the solar assembly into place.", "You wrench the solar assembly into place.")
- playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
- else
- user.visible_message("[user] unwrenches the solar assembly from its place.", "You unwrench the solar assembly from its place.")
- playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
- return 1
-
- if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass))
- if(!anchored)
- user << "You need to secure the assembly before you can add glass."
- return
- var/obj/item/stack/sheet/S = W
- if(S.use(2))
- glass_type = W.type
- playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
- user.visible_message("[user] places the glass on the solar assembly.", "You place 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
- user << "You need two sheets of glass to put them into a solar panel!"
- return
- return 1
-
- if(!tracker)
- if(istype(W, /obj/item/weapon/electronics/tracker))
- if(!user.drop_item())
- return
- tracker = 1
- qdel(W)
- user.visible_message("[user] inserts the electronics into the solar assembly.", "You insert the electronics into the solar assembly.")
- return 1
- else
- if(istype(W, /obj/item/weapon/crowbar))
- new /obj/item/weapon/electronics/tracker(src.loc)
- tracker = 0
- user.visible_message("[user] takes out the electronics from the solar assembly.", "You take 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/computer.dmi'
- icon_state = "computer"
- anchored = 1
- density = 1
- use_power = 1
- idle_power_usage = 250
- var/icon_screen = "solar"
- var/icon_keyboard = "power_key"
- 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/New()
- ..()
- if(ticker)
- initialize()
- connect_to_network()
-
-/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.Remove(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)
- 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
- 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.set_angle(SSsun.angle)
-
- set_panels(cdir)
- updateDialog()
-
-
-/obj/machinery/power/solar_control/initialize()
- ..()
- if(!powernet) return
- set_panels(cdir)
-
-/obj/machinery/power/solar_control/update_icon()
- overlays.Cut()
- if(stat & NOPOWER)
- overlays += "[icon_keyboard]_off"
- return
- overlays += icon_keyboard
- if(stat & BROKEN)
- overlays += "[icon_state]_broken"
- else
- overlays += icon_screen
- if(cdir > -1)
- overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
-
-/obj/machinery/power/solar_control/attack_hand(mob/user)
- if (..() || !user)
- return
- add_fingerprint(user)
- interact(user)
-
-/obj/machinery/power/solar_control/interact(mob/user)
- if (stat & BROKEN)
- return
- ui_interact(user)
-
-/obj/machinery/power/solar_control/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
- ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
- if (!ui)
- ui = new(user, src, ui_key, "solar_control", name, 515, 425)
- ui.open()
-
-/obj/machinery/power/solar_control/get_ui_data()
- var/data = list()
-
- data["generated"] = round(lastgen)
- data["angle"] = cdir
- data["direction"] = angle2text(cdir)
-
- data["tracking_state"] = track
- data["tracking_rate"] = trackrate
- data["rotating_way"] = (trackrate<0 ? "CCW" : "CW")
-
- data["connected_panels"] = connected_panels.len
- data["connected_tracker"] = (connected_tracker ? 1 : 0)
- return data
-
-/obj/machinery/power/solar_control/attackby(obj/item/I, mob/user, params)
- if(istype(I, /obj/item/weapon/screwdriver))
- playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
- if(do_after(user, 20/I.toolspeed, target = src))
- if (src.stat & BROKEN)
- user << "The broken glass falls out."
- var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
- new /obj/item/weapon/shard( src.loc )
- var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
- for (var/obj/C in src)
- C.loc = src.loc
- A.circuit = M
- A.state = 3
- A.icon_state = "3"
- A.anchored = 1
- qdel(src)
- else
- user << "You disconnect the monitor."
- var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
- var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
- for (var/obj/C in src)
- C.loc = 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°
-
-/obj/machinery/power/solar_control/ui_act(action, params)
- if(..())
- return
-
- switch(action)
- if("control")
- if(params["cdir"])
- src.cdir = dd_range(0,359,(360+src.cdir+text2num(params["cdir"]))%360)
- src.targetdir = src.cdir
- if(track == 2) //manual update, so losing auto-tracking
- track = 0
- spawn(1)
- set_panels(cdir)
- if(params["tdir"])
- src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(params["tdir"]))
- if(src.trackrate) nexttime = world.time + 36000/abs(trackrate)
- if("tracking")
- track = text2num(params["mode"])
- if(track == 2)
- if(connected_tracker)
- connected_tracker.set_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("refresh")
- search_for_connected()
- if(connected_tracker && track == 2)
- connected_tracker.set_angle(SSsun.angle)
- set_panels(cdir)
- return 1
-
-
-//rotates the panel to the passed angle
-/obj/machinery/power/solar_control/proc/set_panels(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()
-
-
-/obj/machinery/power/solar_control/proc/set_broken()
- stat |= BROKEN
- update_icon()
-
-
-/obj/machinery/power/solar_control/ex_act(severity, target)
- ..()
- if(!gc_destroyed)
- switch(severity)
- if(2)
- if(prob(50))
- set_broken()
- if(3)
- if(prob(25))
- set_broken()
-
-/obj/machinery/power/solar_control/blob_act()
- if (prob(75))
- set_broken()
- src.density = 0
-
-
-//
-// MISC
-//
-
-/obj/item/weapon/paper/solar
- name = "paper- 'Going green! Setup your own solar array instructions.'"
- info = "Welcome
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 plasma! 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.
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!
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.
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.
That's all to it, be safe, be green!
"
+#define SOLAR_MAX_DIST 40
+#define SOLARGENRATE 1500
+
+/obj/machinery/power/solar
+ name = "solar panel"
+ desc = "A solar panel. Generates electricity when in contact with sunlight."
+ icon = 'icons/obj/power.dmi'
+ icon_state = "sp_base"
+ anchored = 1
+ density = 1
+ use_power = 0
+ 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/New(var/turf/loc, var/obj/item/solar_assembly/S)
+ ..(loc)
+ 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(obj/machinery/power/solar_control/SC)
+ if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
+ return 0
+ control = SC
+ SC.connected_panels |= src
+ 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
+
+/obj/machinery/power/solar/proc/Make(obj/item/solar_assembly/S)
+ if(!S)
+ S = new /obj/item/solar_assembly(src)
+ S.glass_type = /obj/item/stack/sheet/glass
+ S.anchored = 1
+ S.loc = src
+ if(S.glass_type == /obj/item/stack/sheet/rglass) //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/weapon/W, mob/user, params)
+ if(istype(W, /obj/item/weapon/crowbar))
+ playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
+ user.visible_message("[user] begins to take the glass off the solar panel.", "You begin to take the glass off the solar panel...")
+ if(do_after(user, 50/W.toolspeed, target = src))
+ var/obj/item/solar_assembly/S = locate() in src
+ if(S)
+ S.loc = src.loc
+ S.give_glass(stat & BROKEN)
+
+ playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
+ user.visible_message("[user] takes the glass off the solar panel.", "You take the glass off the solar panel.")
+ 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))
+ set_broken()
+ else
+ new /obj/item/weapon/shard(src.loc)
+ new /obj/item/weapon/shard(src.loc)
+ qdel(src)
+ return
+ return
+
+
+/obj/machinery/power/solar/update_icon()
+ ..()
+ overlays.Cut()
+ if(stat & BROKEN)
+ overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
+ else
+ overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
+ src.dir = angle2dir(adir)
+ return
+
+//calculates the fraction of the sunlight that the panel recieves
+/obj/machinery/power/solar/proc/update_solar_exposure()
+ 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 recieved from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ?
+
+/obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
+ if(stat & BROKEN)
+ return
+ if(!control) //if there's no sun or the panel is not linked to a solar control computer, no need to proceed
+ return
+
+ if(powernet)
+ if(powernet == control.powernet)//check if the panel is still connected to the computer
+ 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/set_broken()
+ . = (!(stat & BROKEN))
+ stat |= BROKEN
+ unset_control()
+ update_icon()
+ return
+
+
+/obj/machinery/power/solar/ex_act(severity, target)
+ ..()
+ if(!gc_destroyed)
+ switch(severity)
+ if(2)
+ if(prob(50))
+ set_broken()
+ if(3)
+ if(prob(25))
+ set_broken()
+
+/obj/machinery/power/solar/fake/New(var/turf/loc, var/obj/item/solar_assembly/S)
+ ..(loc, S, 0)
+
+/obj/machinery/power/solar/fake/process()
+ . = PROCESS_KILL
+ return
+
+//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
+ var/dx = SSsun.dx
+ var/dy = SSsun.dy
+
+ for(var/i = 1 to 20) // 20 steps is enough
+ ax += dx // do step
+ ay += dy
+
+ T = locate( round(ax,0.5),round(ay,0.5),z)
+
+ if(T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge
+ break
+
+ if(T.density) // 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 = 4 // Pretty big!
+ anchored = 0
+ var/tracker = 0
+ var/glass_type = null
+
+/obj/item/solar_assembly/attack_hand(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(device_broken)
+ if(device_broken)
+ new /obj/item/weapon/shard(loc)
+ new /obj/item/weapon/shard(loc)
+ else if(glass_type)
+ var/obj/item/stack/sheet/S = new glass_type(loc)
+ S.amount = 2
+ glass_type = null
+
+
+/obj/item/solar_assembly/attackby(obj/item/weapon/W, mob/user, params)
+ if(istype(W, /obj/item/weapon/wrench) && isturf(loc))
+ if(isinspace())
+ user << "You can't secure [src] here."
+ return
+ anchored = !anchored
+ if(anchored)
+ user.visible_message("[user] wrenches the solar assembly into place.", "You wrench the solar assembly into place.")
+ playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
+ else
+ user.visible_message("[user] unwrenches the solar assembly from its place.", "You unwrench the solar assembly from its place.")
+ playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
+ return 1
+
+ if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass))
+ if(!anchored)
+ user << "You need to secure the assembly before you can add glass."
+ return
+ var/obj/item/stack/sheet/S = W
+ if(S.use(2))
+ glass_type = W.type
+ playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
+ user.visible_message("[user] places the glass on the solar assembly.", "You place 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
+ user << "You need two sheets of glass to put them into a solar panel!"
+ return
+ return 1
+
+ if(!tracker)
+ if(istype(W, /obj/item/weapon/electronics/tracker))
+ if(!user.drop_item())
+ return
+ tracker = 1
+ qdel(W)
+ user.visible_message("[user] inserts the electronics into the solar assembly.", "You insert the electronics into the solar assembly.")
+ return 1
+ else
+ if(istype(W, /obj/item/weapon/crowbar))
+ new /obj/item/weapon/electronics/tracker(src.loc)
+ tracker = 0
+ user.visible_message("[user] takes out the electronics from the solar assembly.", "You take 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/computer.dmi'
+ icon_state = "computer"
+ anchored = 1
+ density = 1
+ use_power = 1
+ idle_power_usage = 250
+ var/icon_screen = "solar"
+ var/icon_keyboard = "power_key"
+ 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/New()
+ ..()
+ if(ticker)
+ initialize()
+ connect_to_network()
+
+/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.Remove(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)
+ 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
+ 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.set_angle(SSsun.angle)
+
+ set_panels(cdir)
+ updateDialog()
+
+
+/obj/machinery/power/solar_control/initialize()
+ ..()
+ if(!powernet) return
+ set_panels(cdir)
+
+/obj/machinery/power/solar_control/update_icon()
+ overlays.Cut()
+ if(stat & NOPOWER)
+ overlays += "[icon_keyboard]_off"
+ return
+ overlays += icon_keyboard
+ if(stat & BROKEN)
+ overlays += "[icon_state]_broken"
+ else
+ overlays += icon_screen
+ if(cdir > -1)
+ overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
+
+/obj/machinery/power/solar_control/attack_hand(mob/user)
+ if (..() || !user)
+ return
+ add_fingerprint(user)
+ interact(user)
+
+/obj/machinery/power/solar_control/interact(mob/user)
+ if (stat & BROKEN)
+ return
+ ui_interact(user)
+
+/obj/machinery/power/solar_control/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
+ ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
+ if (!ui)
+ ui = new(user, src, ui_key, "solar_control", name, 515, 425)
+ ui.open()
+
+/obj/machinery/power/solar_control/get_ui_data()
+ var/data = list()
+
+ data["generated"] = round(lastgen)
+ data["angle"] = cdir
+ data["direction"] = angle2text(cdir)
+
+ data["tracking_state"] = track
+ data["tracking_rate"] = trackrate
+ data["rotating_way"] = (trackrate<0 ? "CCW" : "CW")
+
+ data["connected_panels"] = connected_panels.len
+ data["connected_tracker"] = (connected_tracker ? 1 : 0)
+ return data
+
+/obj/machinery/power/solar_control/attackby(obj/item/I, mob/user, params)
+ if(istype(I, /obj/item/weapon/screwdriver))
+ playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
+ if(do_after(user, 20/I.toolspeed, target = src))
+ if (src.stat & BROKEN)
+ user << "The broken glass falls out."
+ var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
+ new /obj/item/weapon/shard( src.loc )
+ var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
+ for (var/obj/C in src)
+ C.loc = src.loc
+ A.circuit = M
+ A.state = 3
+ A.icon_state = "3"
+ A.anchored = 1
+ qdel(src)
+ else
+ user << "You disconnect the monitor."
+ var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
+ var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
+ for (var/obj/C in src)
+ C.loc = 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°
+
+/obj/machinery/power/solar_control/ui_act(action, params)
+ if(..())
+ return
+
+ switch(action)
+ if("control")
+ if(params["cdir"])
+ src.cdir = dd_range(0,359,(360+src.cdir+text2num(params["cdir"]))%360)
+ src.targetdir = src.cdir
+ if(track == 2) //manual update, so losing auto-tracking
+ track = 0
+ spawn(1)
+ set_panels(cdir)
+ if(params["tdir"])
+ src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(params["tdir"]))
+ if(src.trackrate) nexttime = world.time + 36000/abs(trackrate)
+ if("tracking")
+ track = text2num(params["mode"])
+ if(track == 2)
+ if(connected_tracker)
+ connected_tracker.set_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("refresh")
+ search_for_connected()
+ if(connected_tracker && track == 2)
+ connected_tracker.set_angle(SSsun.angle)
+ set_panels(cdir)
+ return 1
+
+
+//rotates the panel to the passed angle
+/obj/machinery/power/solar_control/proc/set_panels(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()
+
+
+/obj/machinery/power/solar_control/proc/set_broken()
+ stat |= BROKEN
+ update_icon()
+
+
+/obj/machinery/power/solar_control/ex_act(severity, target)
+ ..()
+ if(!gc_destroyed)
+ switch(severity)
+ if(2)
+ if(prob(50))
+ set_broken()
+ if(3)
+ if(prob(25))
+ set_broken()
+
+/obj/machinery/power/solar_control/blob_act()
+ if (prob(75))
+ set_broken()
+ src.density = 0
+
+
+//
+// MISC
+//
+
+/obj/item/weapon/paper/solar
+ name = "paper- 'Going green! Setup your own solar array instructions.'"
+ info = "Welcome
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 plasma! 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.
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!
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.
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.
That's all to it, be safe, be green!
"
diff --git a/code/modules/reagents/chemistry/machinery/chem_dispenser.dm b/code/modules/reagents/chemistry/machinery/chem_dispenser.dm
index fef849aaac3..e29f2604fe5 100644
--- a/code/modules/reagents/chemistry/machinery/chem_dispenser.dm
+++ b/code/modules/reagents/chemistry/machinery/chem_dispenser.dm
@@ -1,354 +1,354 @@
-/obj/machinery/chem_dispenser
- name = "chem dispenser"
- desc = "Creates and dispenses chemicals."
- density = 1
- anchored = 1
- icon = 'icons/obj/chemical.dmi'
- icon_state = "dispenser"
- use_power = 1
- idle_power_usage = 40
- interact_offline = 1
- var/energy = 100
- var/max_energy = 100
- var/amount = 30
- var/recharged = 0
- var/recharge_delay = 5
- var/image/icon_beaker = null
- var/obj/item/weapon/reagent_containers/beaker = null
- var/list/dispensable_reagents = list(
- "hydrogen",
- "lithium",
- "carbon",
- "nitrogen",
- "oxygen",
- "fluorine",
- "sodium",
- "aluminium",
- "silicon",
- "phosphorus",
- "sulfur",
- "chlorine",
- "potassium",
- "iron",
- "copper",
- "mercury",
- "radium",
- "water",
- "ethanol",
- "sugar",
- "sacid",
- "welding_fuel",
- "silver",
- "iodine",
- "bromine",
- "stable_plasma"
- )
-
-/obj/machinery/chem_dispenser/New()
- ..()
- recharge()
- dispensable_reagents = sortList(dispensable_reagents)
-
-/obj/machinery/chem_dispenser/power_change()
- if(powered())
- stat &= ~NOPOWER
- else
- spawn(rand(0, 15))
- stat |= NOPOWER
-
-/obj/machinery/chem_dispenser/process()
-
- if(recharged < 0)
- recharge()
- recharged = recharge_delay
- else
- recharged -= 1
-
-/obj/machinery/chem_dispenser/proc/recharge()
- if(stat & (BROKEN|NOPOWER)) return
- var/addenergy = 1
- var/oldenergy = energy
- energy = min(energy + addenergy, max_energy)
- if(energy != oldenergy)
- use_power(2500)
-
-/obj/machinery/chem_dispenser/ex_act(severity, target)
- if(severity < 3)
- ..()
-
-/obj/machinery/chem_dispenser/blob_act()
- if(prob(50))
- qdel(src)
-
-/obj/machinery/chem_dispenser/interact(mob/user)
- if(stat & BROKEN)
- return
- ui_interact(user)
-
-/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
- ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
- if (!ui)
- ui = new(user, src, ui_key, "chem_dispenser", name, 530, 700)
- ui.open()
-
-/obj/machinery/chem_dispenser/get_ui_data()
- var/data = list()
- data["amount"] = amount
- data["energy"] = energy
- data["maxEnergy"] = max_energy
- data["isBeakerLoaded"] = beaker ? 1 : 0
-
- var beakerContents[0]
- var beakerCurrentVolume = 0
- if(beaker && beaker.reagents && beaker.reagents.reagent_list.len)
- for(var/datum/reagent/R in beaker.reagents.reagent_list)
- beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
- beakerCurrentVolume += R.volume
- data["beakerContents"] = beakerContents
-
- if (beaker)
- data["beakerCurrentVolume"] = beakerCurrentVolume
- data["beakerMaxVolume"] = beaker.volume
- data["beakerTransferAmounts"] = beaker.possible_transfer_amounts
- else
- data["beakerCurrentVolume"] = null
- data["beakerMaxVolume"] = null
- data["beakerTransferAmounts"] = null
-
- var chemicals[0]
- for(var/re in dispensable_reagents)
- var/datum/reagent/temp = chemical_reagents_list[re]
- if(temp)
- chemicals.Add(list(list("title" = temp.name, "id" = temp.id, "commands" = list("reagent" = temp.id))))
- data["chemicals"] = chemicals
- return data
-
-/obj/machinery/chem_dispenser/ui_act(action, params)
- if(..())
- return
-
- switch(action)
- if("amount")
- amount = round(text2num(params["set"]), 5) // round to nearest 5
- if (amount < 0) // Since the user can actually type the commands himself, some sanity checking
- amount = 0
- if (amount > 100)
- amount = 100
- if("dispense")
- if(beaker && dispensable_reagents.Find(params["reagent"]))
- var/datum/reagents/R = beaker.reagents
- var/space = R.maximum_volume - R.total_volume
-
- R.add_reagent(params["reagent"], min(amount, energy * 10, space))
- energy = max(energy - min(amount, energy * 10, space) / 10, 0)
- if("remove")
- if(beaker)
- var/amount = text2num(params["amount"])
- if(isnum(amount) && (amount > 0) && (amount in beaker.possible_transfer_amounts))
- beaker.reagents.remove_all(amount)
- if("eject")
- if(beaker)
- beaker.loc = loc
- beaker = null
- overlays.Cut()
- return 1
-
-/obj/machinery/chem_dispenser/attackby(obj/item/I, mob/user, params)
- if(default_unfasten_wrench(user, I))
- return
-
- if(isrobot(user))
- return
-
- var/obj/item/weapon/reagent_containers/B = I // Get a beaker from it?
- if(!istype(B))
- return // Not a beaker?
-
- if(beaker)
- user << "A beaker is already loaded into the machine!"
- return
-
- if(!user.drop_item()) // Can't let go?
- return
-
- beaker = B
- beaker.loc = src
- user << "You add the beaker to the machine."
-
- if(!icon_beaker)
- icon_beaker = image('icons/obj/chemical.dmi', src, "disp_beaker") //randomize beaker overlay position.
- icon_beaker.pixel_x = rand(-10,5)
- overlays += icon_beaker
-
-/obj/machinery/chem_dispenser/attack_hand(mob/user)
- if (!user)
- return
- interact(user)
-
-
-/obj/machinery/chem_dispenser/constructable
- name = "portable chem dispenser"
- icon = 'icons/obj/chemical.dmi'
- icon_state = "minidispenser"
- energy = 10
- max_energy = 10
- amount = 5
- recharge_delay = 30
- dispensable_reagents = list()
- var/list/dispensable_reagent_tiers = list(
- list(
- "hydrogen",
- "oxygen",
- "silicon",
- "phosphorus",
- "sulfur",
- "carbon",
- "nitrogen",
- "water"
- ),
- list(
- "lithium",
- "sugar",
- "sacid",
- "copper",
- "mercury",
- "sodium",
- "iodine",
- "bromine"
- ),
- list(
- "ethanol",
- "chlorine",
- "potassium",
- "aluminium",
- "radium",
- "fluorine",
- "iron",
- "welding_fuel",
- "silver",
- "stable_plasma"
- ),
- list(
- "oil",
- "ash",
- "acetone",
- "saltpetre",
- "ammonia",
- "diethylamine"
- )
- )
-
-/obj/machinery/chem_dispenser/constructable/New()
- ..()
- component_parts = list()
- component_parts += new /obj/item/weapon/circuitboard/chem_dispenser(null)
- component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
- component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
- component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
- component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
- component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
- component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
- RefreshParts()
-
-/obj/machinery/chem_dispenser/constructable/RefreshParts()
- var/time = 0
- var/temp_energy = 0
- var/i
- for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
- temp_energy += M.rating
- temp_energy--
- max_energy = temp_energy * 5 //max energy = (bin1.rating + bin2.rating - 1) * 5, 5 on lowest 25 on highest
- for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
- time += C.rating
- for(var/obj/item/weapon/stock_parts/cell/P in component_parts)
- time += round(P.maxcharge, 10000) / 10000
- recharge_delay /= time/2 //delay between recharges, double the usual time on lowest 50% less than usual on highest
- for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
- for(i=1, i<=M.rating, i++)
- dispensable_reagents |= dispensable_reagent_tiers[i]
- dispensable_reagents = sortList(dispensable_reagents)
-
-/obj/machinery/chem_dispenser/constructable/attackby(var/obj/item/I, var/mob/user, params)
- ..()
- if(default_deconstruction_screwdriver(user, "minidispenser-o", "minidispenser", I))
- return
-
- if(exchange_parts(user, I))
- return
-
- if(panel_open)
- if(istype(I, /obj/item/weapon/crowbar))
- if(beaker)
- beaker.loc = loc
- beaker = null
- default_deconstruction_crowbar(I)
- return 1
-
-/obj/machinery/chem_dispenser/drinks
- name = "soda dispenser"
- anchored = 1
- icon = 'icons/obj/chemical.dmi'
- icon_state = "soda_dispenser"
- amount = 10
- dispensable_reagents = list(
- "water",
- "ice",
- "coffee",
- "cream",
- "tea",
- "icetea",
- "cola",
- "spacemountainwind",
- "dr_gibb",
- "space_up",
- "tonic",
- "sodawater",
- "lemon_lime",
- "sugar",
- "orangejuice",
- "limejuice",
- "tomatojuice"
- )
-
-/obj/machinery/chem_dispenser/drinks/attackby(obj/item/I, mob/user)
- if(default_unfasten_wrench(user, I))
- return
-
- if (istype(I, /obj/item/weapon/reagent_containers/glass) || \
- istype(I, /obj/item/weapon/reagent_containers/food/drinks/drinkingglass) || \
- istype(I, /obj/item/weapon/reagent_containers/food/drinks/shaker))
-
- if (beaker)
- return 1
- else
- if(!user.drop_item())
- return 1
- src.beaker = I
- beaker.loc = src
- update_icon()
- return
-
-/obj/machinery/chem_dispenser/drinks/beer
- name = "booze dispenser"
- anchored = 1
- icon = 'icons/obj/chemical.dmi'
- icon_state = "booze_dispenser"
- dispensable_reagents = list(
- "lemon_lime",
- "sugar",
- "orangejuice",
- "limejuice",
- "sodawater",
- "tonic",
- "beer",
- "kahlua",
- "whiskey",
- "wine",
- "vodka",
- "gin",
- "rum",
- "tequila",
- "vermouth",
- "cognac",
- "ale"
- )
+/obj/machinery/chem_dispenser
+ name = "chem dispenser"
+ desc = "Creates and dispenses chemicals."
+ density = 1
+ anchored = 1
+ icon = 'icons/obj/chemical.dmi'
+ icon_state = "dispenser"
+ use_power = 1
+ idle_power_usage = 40
+ interact_offline = 1
+ var/energy = 100
+ var/max_energy = 100
+ var/amount = 30
+ var/recharged = 0
+ var/recharge_delay = 5
+ var/image/icon_beaker = null
+ var/obj/item/weapon/reagent_containers/beaker = null
+ var/list/dispensable_reagents = list(
+ "hydrogen",
+ "lithium",
+ "carbon",
+ "nitrogen",
+ "oxygen",
+ "fluorine",
+ "sodium",
+ "aluminium",
+ "silicon",
+ "phosphorus",
+ "sulfur",
+ "chlorine",
+ "potassium",
+ "iron",
+ "copper",
+ "mercury",
+ "radium",
+ "water",
+ "ethanol",
+ "sugar",
+ "sacid",
+ "welding_fuel",
+ "silver",
+ "iodine",
+ "bromine",
+ "stable_plasma"
+ )
+
+/obj/machinery/chem_dispenser/New()
+ ..()
+ recharge()
+ dispensable_reagents = sortList(dispensable_reagents)
+
+/obj/machinery/chem_dispenser/power_change()
+ if(powered())
+ stat &= ~NOPOWER
+ else
+ spawn(rand(0, 15))
+ stat |= NOPOWER
+
+/obj/machinery/chem_dispenser/process()
+
+ if(recharged < 0)
+ recharge()
+ recharged = recharge_delay
+ else
+ recharged -= 1
+
+/obj/machinery/chem_dispenser/proc/recharge()
+ if(stat & (BROKEN|NOPOWER)) return
+ var/addenergy = 1
+ var/oldenergy = energy
+ energy = min(energy + addenergy, max_energy)
+ if(energy != oldenergy)
+ use_power(2500)
+
+/obj/machinery/chem_dispenser/ex_act(severity, target)
+ if(severity < 3)
+ ..()
+
+/obj/machinery/chem_dispenser/blob_act()
+ if(prob(50))
+ qdel(src)
+
+/obj/machinery/chem_dispenser/interact(mob/user)
+ if(stat & BROKEN)
+ return
+ ui_interact(user)
+
+/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
+ ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
+ if (!ui)
+ ui = new(user, src, ui_key, "chem_dispenser", name, 530, 700)
+ ui.open()
+
+/obj/machinery/chem_dispenser/get_ui_data()
+ var/data = list()
+ data["amount"] = amount
+ data["energy"] = energy
+ data["maxEnergy"] = max_energy
+ data["isBeakerLoaded"] = beaker ? 1 : 0
+
+ var beakerContents[0]
+ var beakerCurrentVolume = 0
+ if(beaker && beaker.reagents && beaker.reagents.reagent_list.len)
+ for(var/datum/reagent/R in beaker.reagents.reagent_list)
+ beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
+ beakerCurrentVolume += R.volume
+ data["beakerContents"] = beakerContents
+
+ if (beaker)
+ data["beakerCurrentVolume"] = beakerCurrentVolume
+ data["beakerMaxVolume"] = beaker.volume
+ data["beakerTransferAmounts"] = beaker.possible_transfer_amounts
+ else
+ data["beakerCurrentVolume"] = null
+ data["beakerMaxVolume"] = null
+ data["beakerTransferAmounts"] = null
+
+ var chemicals[0]
+ for(var/re in dispensable_reagents)
+ var/datum/reagent/temp = chemical_reagents_list[re]
+ if(temp)
+ chemicals.Add(list(list("title" = temp.name, "id" = temp.id, "commands" = list("reagent" = temp.id))))
+ data["chemicals"] = chemicals
+ return data
+
+/obj/machinery/chem_dispenser/ui_act(action, params)
+ if(..())
+ return
+
+ switch(action)
+ if("amount")
+ amount = round(text2num(params["set"]), 5) // round to nearest 5
+ if (amount < 0) // Since the user can actually type the commands himself, some sanity checking
+ amount = 0
+ if (amount > 100)
+ amount = 100
+ if("dispense")
+ if(beaker && dispensable_reagents.Find(params["reagent"]))
+ var/datum/reagents/R = beaker.reagents
+ var/space = R.maximum_volume - R.total_volume
+
+ R.add_reagent(params["reagent"], min(amount, energy * 10, space))
+ energy = max(energy - min(amount, energy * 10, space) / 10, 0)
+ if("remove")
+ if(beaker)
+ var/amount = text2num(params["amount"])
+ if(isnum(amount) && (amount > 0) && (amount in beaker.possible_transfer_amounts))
+ beaker.reagents.remove_all(amount)
+ if("eject")
+ if(beaker)
+ beaker.loc = loc
+ beaker = null
+ overlays.Cut()
+ return 1
+
+/obj/machinery/chem_dispenser/attackby(obj/item/I, mob/user, params)
+ if(default_unfasten_wrench(user, I))
+ return
+
+ if(isrobot(user))
+ return
+
+ var/obj/item/weapon/reagent_containers/B = I // Get a beaker from it?
+ if(!istype(B))
+ return // Not a beaker?
+
+ if(beaker)
+ user << "A beaker is already loaded into the machine!"
+ return
+
+ if(!user.drop_item()) // Can't let go?
+ return
+
+ beaker = B
+ beaker.loc = src
+ user << "You add the beaker to the machine."
+
+ if(!icon_beaker)
+ icon_beaker = image('icons/obj/chemical.dmi', src, "disp_beaker") //randomize beaker overlay position.
+ icon_beaker.pixel_x = rand(-10,5)
+ overlays += icon_beaker
+
+/obj/machinery/chem_dispenser/attack_hand(mob/user)
+ if (!user)
+ return
+ interact(user)
+
+
+/obj/machinery/chem_dispenser/constructable
+ name = "portable chem dispenser"
+ icon = 'icons/obj/chemical.dmi'
+ icon_state = "minidispenser"
+ energy = 10
+ max_energy = 10
+ amount = 5
+ recharge_delay = 30
+ dispensable_reagents = list()
+ var/list/dispensable_reagent_tiers = list(
+ list(
+ "hydrogen",
+ "oxygen",
+ "silicon",
+ "phosphorus",
+ "sulfur",
+ "carbon",
+ "nitrogen",
+ "water"
+ ),
+ list(
+ "lithium",
+ "sugar",
+ "sacid",
+ "copper",
+ "mercury",
+ "sodium",
+ "iodine",
+ "bromine"
+ ),
+ list(
+ "ethanol",
+ "chlorine",
+ "potassium",
+ "aluminium",
+ "radium",
+ "fluorine",
+ "iron",
+ "welding_fuel",
+ "silver",
+ "stable_plasma"
+ ),
+ list(
+ "oil",
+ "ash",
+ "acetone",
+ "saltpetre",
+ "ammonia",
+ "diethylamine"
+ )
+ )
+
+/obj/machinery/chem_dispenser/constructable/New()
+ ..()
+ component_parts = list()
+ component_parts += new /obj/item/weapon/circuitboard/chem_dispenser(null)
+ component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
+ component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
+ component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
+ component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
+ component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
+ component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
+ RefreshParts()
+
+/obj/machinery/chem_dispenser/constructable/RefreshParts()
+ var/time = 0
+ var/temp_energy = 0
+ var/i
+ for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
+ temp_energy += M.rating
+ temp_energy--
+ max_energy = temp_energy * 5 //max energy = (bin1.rating + bin2.rating - 1) * 5, 5 on lowest 25 on highest
+ for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
+ time += C.rating
+ for(var/obj/item/weapon/stock_parts/cell/P in component_parts)
+ time += round(P.maxcharge, 10000) / 10000
+ recharge_delay /= time/2 //delay between recharges, double the usual time on lowest 50% less than usual on highest
+ for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
+ for(i=1, i<=M.rating, i++)
+ dispensable_reagents |= dispensable_reagent_tiers[i]
+ dispensable_reagents = sortList(dispensable_reagents)
+
+/obj/machinery/chem_dispenser/constructable/attackby(var/obj/item/I, var/mob/user, params)
+ ..()
+ if(default_deconstruction_screwdriver(user, "minidispenser-o", "minidispenser", I))
+ return
+
+ if(exchange_parts(user, I))
+ return
+
+ if(panel_open)
+ if(istype(I, /obj/item/weapon/crowbar))
+ if(beaker)
+ beaker.loc = loc
+ beaker = null
+ default_deconstruction_crowbar(I)
+ return 1
+
+/obj/machinery/chem_dispenser/drinks
+ name = "soda dispenser"
+ anchored = 1
+ icon = 'icons/obj/chemical.dmi'
+ icon_state = "soda_dispenser"
+ amount = 10
+ dispensable_reagents = list(
+ "water",
+ "ice",
+ "coffee",
+ "cream",
+ "tea",
+ "icetea",
+ "cola",
+ "spacemountainwind",
+ "dr_gibb",
+ "space_up",
+ "tonic",
+ "sodawater",
+ "lemon_lime",
+ "sugar",
+ "orangejuice",
+ "limejuice",
+ "tomatojuice"
+ )
+
+/obj/machinery/chem_dispenser/drinks/attackby(obj/item/I, mob/user)
+ if(default_unfasten_wrench(user, I))
+ return
+
+ if (istype(I, /obj/item/weapon/reagent_containers/glass) || \
+ istype(I, /obj/item/weapon/reagent_containers/food/drinks/drinkingglass) || \
+ istype(I, /obj/item/weapon/reagent_containers/food/drinks/shaker))
+
+ if (beaker)
+ return 1
+ else
+ if(!user.drop_item())
+ return 1
+ src.beaker = I
+ beaker.loc = src
+ update_icon()
+ return
+
+/obj/machinery/chem_dispenser/drinks/beer
+ name = "booze dispenser"
+ anchored = 1
+ icon = 'icons/obj/chemical.dmi'
+ icon_state = "booze_dispenser"
+ dispensable_reagents = list(
+ "lemon_lime",
+ "sugar",
+ "orangejuice",
+ "limejuice",
+ "sodawater",
+ "tonic",
+ "beer",
+ "kahlua",
+ "whiskey",
+ "wine",
+ "vodka",
+ "gin",
+ "rum",
+ "tequila",
+ "vermouth",
+ "cognac",
+ "ale"
+ )
diff --git a/code/modules/reagents/chemistry/machinery/chem_heater.dm b/code/modules/reagents/chemistry/machinery/chem_heater.dm
index b900f40dcac..2e19186075b 100644
--- a/code/modules/reagents/chemistry/machinery/chem_heater.dm
+++ b/code/modules/reagents/chemistry/machinery/chem_heater.dm
@@ -1,126 +1,126 @@
-/obj/machinery/chem_heater
- name = "chemical heater"
- density = 1
- anchored = 1
- icon = 'icons/obj/chemical.dmi'
- icon_state = "mixer0b"
- use_power = 1
- idle_power_usage = 40
- var/obj/item/weapon/reagent_containers/beaker = null
- var/desired_temp = 300
- var/heater_coefficient = 0.10
- var/on = FALSE
-
-/obj/machinery/chem_heater/New()
- ..()
- component_parts = list()
- component_parts += new /obj/item/weapon/circuitboard/chem_heater(null)
- component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
- component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
- RefreshParts()
-
-/obj/machinery/chem_heater/RefreshParts()
- heater_coefficient = 0.10
- for(var/obj/item/weapon/stock_parts/micro_laser/M in component_parts)
- heater_coefficient *= M.rating
-
-/obj/machinery/chem_heater/process()
- ..()
- if(stat & NOPOWER)
- return
- if(on)
- if(beaker)
- if(beaker.reagents.chem_temp > desired_temp)
- beaker.reagents.chem_temp += min(-1, (desired_temp - beaker.reagents.chem_temp) * heater_coefficient)
- if(beaker.reagents.chem_temp < desired_temp)
- beaker.reagents.chem_temp += max(1, (desired_temp - beaker.reagents.chem_temp) * heater_coefficient)
- beaker.reagents.chem_temp = round(beaker.reagents.chem_temp) //stops stuff like 456.12312312302
-
- beaker.reagents.handle_reactions()
-
-/obj/machinery/chem_heater/power_change()
- if(powered())
- stat &= ~NOPOWER
- else
- spawn(rand(0, 15))
- stat |= NOPOWER
-
-/obj/machinery/chem_heater/attackby(obj/item/I, mob/user, params)
- if(isrobot(user))
- return
-
- if(istype(I, /obj/item/weapon/reagent_containers/glass))
- if(beaker)
- user << "A beaker is already loaded into the machine!"
- return
-
- if(user.drop_item())
- beaker = I
- I.loc = src
- user << "You add the beaker to the machine."
- icon_state = "mixer1b"
-
- if(default_deconstruction_screwdriver(user, "mixer0b", "mixer0b", I))
- return
-
- if(exchange_parts(user, I))
- return
-
- if(panel_open)
- if(istype(I, /obj/item/weapon/crowbar))
- eject_beaker()
- default_deconstruction_crowbar(I)
- return 1
-
-/obj/machinery/chem_heater/attack_hand(mob/user)
- if (!user)
- return
- interact(user)
-
-/obj/machinery/chem_heater/ui_act(action, params)
- if(..())
- return
-
- switch(action)
- if("power")
- on = !on
- if("temperature")
- desired_temp = Clamp(input("Please input the target temperature", name) as num, 0, 1000)
- if("eject")
- eject_beaker()
- return 1
-
-/obj/machinery/chem_heater/interact(mob/user)
- if(stat & BROKEN)
- return
- ui_interact(user)
-
-/obj/machinery/chem_heater/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
- ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
- if (!ui)
- ui = new(user, src, ui_key, "chem_heater", name, 350, 400)
- ui.open()
-
-/obj/machinery/chem_heater/get_ui_data()
- var/data = list()
- data["targetTemp"] = desired_temp
- data["isActive"] = on
- data["isBeakerLoaded"] = beaker ? 1 : 0
-
- data["currentTemp"] = beaker ? beaker.reagents.chem_temp : null
- data["beakerCurrentVolume"] = beaker ? beaker.reagents.total_volume : null
- data["beakerMaxVolume"] = beaker ? beaker.volume : null
-
- var beakerContents[0]
- if(beaker)
- for(var/datum/reagent/R in beaker.reagents.reagent_list)
- beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
- data["beakerContents"] = beakerContents
- return data
-
-/obj/machinery/chem_heater/proc/eject_beaker()
- if(beaker)
- beaker.loc = get_turf(src)
- beaker.reagents.handle_reactions()
- beaker = null
+/obj/machinery/chem_heater
+ name = "chemical heater"
+ density = 1
+ anchored = 1
+ icon = 'icons/obj/chemical.dmi'
+ icon_state = "mixer0b"
+ use_power = 1
+ idle_power_usage = 40
+ var/obj/item/weapon/reagent_containers/beaker = null
+ var/desired_temp = 300
+ var/heater_coefficient = 0.10
+ var/on = FALSE
+
+/obj/machinery/chem_heater/New()
+ ..()
+ component_parts = list()
+ component_parts += new /obj/item/weapon/circuitboard/chem_heater(null)
+ component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
+ component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
+ RefreshParts()
+
+/obj/machinery/chem_heater/RefreshParts()
+ heater_coefficient = 0.10
+ for(var/obj/item/weapon/stock_parts/micro_laser/M in component_parts)
+ heater_coefficient *= M.rating
+
+/obj/machinery/chem_heater/process()
+ ..()
+ if(stat & NOPOWER)
+ return
+ if(on)
+ if(beaker)
+ if(beaker.reagents.chem_temp > desired_temp)
+ beaker.reagents.chem_temp += min(-1, (desired_temp - beaker.reagents.chem_temp) * heater_coefficient)
+ if(beaker.reagents.chem_temp < desired_temp)
+ beaker.reagents.chem_temp += max(1, (desired_temp - beaker.reagents.chem_temp) * heater_coefficient)
+ beaker.reagents.chem_temp = round(beaker.reagents.chem_temp) //stops stuff like 456.12312312302
+
+ beaker.reagents.handle_reactions()
+
+/obj/machinery/chem_heater/power_change()
+ if(powered())
+ stat &= ~NOPOWER
+ else
+ spawn(rand(0, 15))
+ stat |= NOPOWER
+
+/obj/machinery/chem_heater/attackby(obj/item/I, mob/user, params)
+ if(isrobot(user))
+ return
+
+ if(istype(I, /obj/item/weapon/reagent_containers/glass))
+ if(beaker)
+ user << "A beaker is already loaded into the machine!"
+ return
+
+ if(user.drop_item())
+ beaker = I
+ I.loc = src
+ user << "You add the beaker to the machine."
+ icon_state = "mixer1b"
+
+ if(default_deconstruction_screwdriver(user, "mixer0b", "mixer0b", I))
+ return
+
+ if(exchange_parts(user, I))
+ return
+
+ if(panel_open)
+ if(istype(I, /obj/item/weapon/crowbar))
+ eject_beaker()
+ default_deconstruction_crowbar(I)
+ return 1
+
+/obj/machinery/chem_heater/attack_hand(mob/user)
+ if (!user)
+ return
+ interact(user)
+
+/obj/machinery/chem_heater/ui_act(action, params)
+ if(..())
+ return
+
+ switch(action)
+ if("power")
+ on = !on
+ if("temperature")
+ desired_temp = Clamp(input("Please input the target temperature", name) as num, 0, 1000)
+ if("eject")
+ eject_beaker()
+ return 1
+
+/obj/machinery/chem_heater/interact(mob/user)
+ if(stat & BROKEN)
+ return
+ ui_interact(user)
+
+/obj/machinery/chem_heater/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 0)
+ ui = SSnano.try_update_ui(user, src, ui_key, ui, force_open = force_open)
+ if (!ui)
+ ui = new(user, src, ui_key, "chem_heater", name, 350, 400)
+ ui.open()
+
+/obj/machinery/chem_heater/get_ui_data()
+ var/data = list()
+ data["targetTemp"] = desired_temp
+ data["isActive"] = on
+ data["isBeakerLoaded"] = beaker ? 1 : 0
+
+ data["currentTemp"] = beaker ? beaker.reagents.chem_temp : null
+ data["beakerCurrentVolume"] = beaker ? beaker.reagents.total_volume : null
+ data["beakerMaxVolume"] = beaker ? beaker.volume : null
+
+ var beakerContents[0]
+ if(beaker)
+ for(var/datum/reagent/R in beaker.reagents.reagent_list)
+ beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
+ data["beakerContents"] = beakerContents
+ return data
+
+/obj/machinery/chem_heater/proc/eject_beaker()
+ if(beaker)
+ beaker.loc = get_turf(src)
+ beaker.reagents.handle_reactions()
+ beaker = null
icon_state = "mixer0b"
\ No newline at end of file
diff --git a/code/modules/shuttle/shuttle.dm b/code/modules/shuttle/shuttle.dm
index 4666b639b2e..8c3330b9045 100644
--- a/code/modules/shuttle/shuttle.dm
+++ b/code/modules/shuttle/shuttle.dm
@@ -1,638 +1,638 @@
-//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
-//#define DOCKING_PORT_HIGHLIGHT
-
-//NORTH default dir
-/obj/docking_port
- invisibility = 101
- icon = 'icons/obj/device.dmi'
- //icon = 'icons/dirsquare.dmi'
- icon_state = "pinonfar"
-
- unacidable = 1
- anchored = 1
-
- var/id
- dir = NORTH //this should point -away- from the dockingport door, ie towards the ship
- var/width = 0 //size of covered area, perpendicular to dir
- var/height = 0 //size of covered area, paralell to dir
- var/dwidth = 0 //position relative to covered area, perpendicular to dir
- var/dheight = 0 //position relative to covered area, parallel to dir
-
- //these objects are indestructable
-/obj/docking_port/Destroy()
- return QDEL_HINT_LETMELIVE
-/obj/docking_port/singularity_pull()
- return
-/obj/docking_port/singularity_act()
- return 0
-/obj/docking_port/shuttleRotate()
- return //we don't rotate with shuttles via this code.
-//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
-/obj/docking_port/proc/return_coords(_x, _y, _dir)
- if(!_dir)
- _dir = dir
- if(!_x)
- _x = x
- if(!_y)
- _y = y
-
- //byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
- var/cos = 1
- var/sin = 0
- switch(_dir)
- if(WEST)
- cos = 0
- sin = 1
- if(SOUTH)
- cos = -1
- sin = 0
- if(EAST)
- cos = 0
- sin = -1
-
- return list(
- _x + (-dwidth*cos) - (-dheight*sin),
- _y + (-dwidth*sin) + (-dheight*cos),
- _x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
- _y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
- )
-
-
-//returns turfs within our projected rectangle in a specific order.
-//this ensures that turfs are copied over in the same order, regardless of any rotation
-/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir, area/A)
- if(!_dir)
- _dir = dir
- if(!_x)
- _x = x
- if(!_y)
- _y = y
- if(!_z)
- _z = z
- var/cos = 1
- var/sin = 0
- switch(_dir)
- if(WEST)
- cos = 0
- sin = 1
- if(SOUTH)
- cos = -1
- sin = 0
- if(EAST)
- cos = 0
- sin = -1
-
- . = list()
-
- var/xi
- var/yi
- for(var/dx=0, dx S.dwidth)
- return 2
- if(width-dwidth > S.width-S.dwidth)
- return 3
- if(dheight > S.dheight)
- return 4
- if(height-dheight > S.height-S.dheight)
- return 5
- //check the dock isn't occupied
- if(S.get_docked())
- return 6
- return 0 //0 means we can dock
-
-//call the shuttle to destination S
-/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
- if(canDock(S))
- . = 1
- throw EXCEPTION("request(): shuttle cannot dock")
- return 1 //we can't dock at S
-
- switch(mode)
- if(SHUTTLE_CALL)
- if(S == destination)
- if(world.time <= timer)
- timer = world.time
- else
- destination = S
- timer = world.time
- if(SHUTTLE_RECALL)
- if(S == destination)
- timer = world.time - timeLeft(1)
- else
- destination = S
- timer = world.time
- mode = SHUTTLE_CALL
- else
- destination = S
- mode = SHUTTLE_CALL
- timer = world.time
- enterTransit() //hyperspace
-
-//recall the shuttle to where it was previously
-/obj/docking_port/mobile/proc/cancel()
- if(mode != SHUTTLE_CALL)
- return
-
- timer = world.time - timeLeft(1)
- mode = SHUTTLE_RECALL
-
-/obj/docking_port/mobile/proc/enterTransit()
- previous = null
-// if(!destination)
-// return
- var/obj/docking_port/stationary/S0 = get_docked()
- var/obj/docking_port/stationary/S1 = findTransitDock()
- if(S1)
- if(dock(S1))
- WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
- else
- previous = S0
- else
- WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]")
-
-//default shuttleRotate
-/atom/proc/shuttleRotate(rotation)
- //rotate our direction
- dir = angle2dir(rotation+dir2angle(dir))
-
- //resmooth if need be.
- if(smooth)
- smooth_icon(src)
-
- //rotate the pixel offsets too.
- if (pixel_x || pixel_y)
- if (rotation < 0)
- rotation += 360
- for (var/turntimes=rotation/90;turntimes>0;turntimes--)
- var/oldPX = pixel_x
- var/oldPY = pixel_y
- pixel_x = oldPY
- pixel_y = (oldPX*(-1))
-
-
-
-//this is the main proc. It instantly moves our mobile port to stationary port S1
-//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
-/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1)
- . = canDock(S1)
- if(.)
- throw EXCEPTION("dock(): shuttle cannot dock")
- return .
-
- if(canMove())
- return -1
-
- closePortDoors()
-
-// //rotate transit docking ports, so we don't need zillions of variants
-// if(istype(S1, /obj/docking_port/stationary/transit))
-// S1.dir = turn(NORTH, -travelDir)
-
- var/obj/docking_port/stationary/S0 = get_docked()
- var/turf_type = /turf/space
- var/area_type = /area/space
- if(S0)
- if(S0.turf_type)
- turf_type = S0.turf_type
- if(S0.area_type)
- area_type = S0.area_type
-
- var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
- var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
-
- var/rotation = dir2angle(S1.dir)-dir2angle(dir)
- if ((rotation % 90) != 0)
- rotation += (rotation % 90) //diagonal rotations not allowed, round up
- rotation = SimplifyDegrees(rotation)
-
-
-
- //remove area surrounding docking port
- if(areaInstance.contents.len)
- var/area/A0 = locate("[area_type]")
- if(!A0)
- A0 = new area_type(null)
- for(var/turf/T0 in L0)
- A0.contents += T0
-
- //move or squish anything in the way ship at destination
- roadkill(L1, S1.dir)
-
- for(var/i=1, i<=L0.len, ++i)
- var/turf/T0 = L0[i]
- if(!T0)
- continue
- var/turf/T1 = L1[i]
- if(!T1)
- continue
- if(T0.type != T0.baseturf) //So if there is a hole in the shuttle we don't drag along the space/asteroid/etc to wherever we are going next
- T0.copyTurf(T1)
- areaInstance.contents += T1
-
- //copy over air
- if(istype(T1, /turf/simulated))
- var/turf/simulated/Ts1 = T1
- Ts1.copy_air_with_tile(T0)
-
- //move mobile to new location
-
-
- for(var/atom/movable/AM in T0)
- if (rotation)
- AM.shuttleRotate(rotation)
-
- if (istype(AM,/obj))
- var/obj/O = AM
- if(O.invisibility >= 101)
- continue
- if(O == T0.lighting_object)
- continue
- O.loc = T1
-
- //close open doors
- if(istype(O, /obj/machinery/door))
- var/obj/machinery/door/Door = O
- spawn(-1)
- if(Door)
- Door.close()
- else if (istype(AM,/mob))
- var/mob/M = AM
- if(!M.move_on_shuttle)
- continue
- M.loc = T1
-
- //docking turbulence
- if(M.client)
- spawn(0)
- if(M.buckled)
- shake_camera(M, 2, 1) // turn it down a bit come on
- else
- shake_camera(M, 7, 1)
- if(istype(M, /mob/living/carbon))
- if(!M.buckled)
- M.Weaken(3)
-
-
- if (rotation)
- T1.shuttleRotate(rotation)
-
- //lighting stuff
- T1.redraw_lighting()
- SSair.remove_from_active(T1)
- T1.CalculateAdjacentTurfs()
- SSair.add_to_active(T1,1)
-
- T0.ChangeTurf(turf_type)
-
- T0.redraw_lighting()
- SSair.remove_from_active(T0)
- T0.CalculateAdjacentTurfs()
- SSair.add_to_active(T0,1)
-
- loc = S1.loc
- dir = S1.dir
-
-/*
- if(istype(S1, /obj/docking_port/stationary/transit))
- var/d = turn(dir, 180 + travelDir)
- for(var/turf/space/transit/T in S1.return_ordered_turfs())
- T.pushdirection = d
- T.update_icon()
-*/
-
-
-
-/obj/docking_port/mobile/proc/findTransitDock()
- var/obj/docking_port/stationary/transit/T = SSshuttle.getDock("[id]_transit")
- if(T && !canDock(T))
- return T
-/* commented out due to issues with rotation
- for(var/obj/docking_port/stationary/transit/S in SSshuttle.transit)
- if(S.id)
- continue
- if(!canDock(S))
- return S
-*/
-
-
-//shuttle-door closing is handled in the dock() proc whilst looping through turfs
-//this one closes the door where we are docked at, if there is one there.
-/obj/docking_port/mobile/proc/closePortDoors()
- var/turf/T = get_step(loc, turn(dir,180))
- if(T)
- var/obj/machinery/door/Door = locate() in T
- if(Door)
- spawn(-1)
- Door.close()
-
-/obj/docking_port/mobile/proc/roadkill(list/L, dir, x, y)
- for(var/turf/T in L)
- for(var/atom/movable/AM in T)
- if(ismob(AM))
- if(istype(AM, /mob/living))
- var/mob/living/M = AM
- M.Paralyse(10)
- M.take_organ_damage(80)
- M.anchored = 0
- else
- continue
-
- if(!AM.anchored)
- step(AM, dir)
- else
- qdel(AM)
-/*
-//used to check if atom/A is within the shuttle's bounding box
-/obj/docking_port/mobile/proc/onShuttleCheck(atom/A)
- var/turf/T = get_turf(A)
- if(!T)
- return 0
-
- var/list/L = return_coords()
- if(L[1] > L[3])
- L.Swap(1,3)
- if(L[2] > L[4])
- L.Swap(2,4)
-
- if(L[1] <= T.x && T.x <= L[3])
- if(L[2] <= T.y && T.y <= L[4])
- return 1
- return 0
-*/
-//used by shuttle subsystem to check timers
-/obj/docking_port/mobile/proc/check()
- var/timeLeft = timeLeft(1)
- if(timeLeft <= 0)
- switch(mode)
- if(SHUTTLE_CALL)
- if(dock(destination))
- setTimer(20) //can't dock for some reason, try again in 2 seconds
- return
- if(SHUTTLE_RECALL)
- if(dock(previous))
- setTimer(20) //can't dock for some reason, try again in 2 seconds
- return
- mode = SHUTTLE_IDLE
- timer = 0
- destination = null
-
-
-/obj/docking_port/mobile/proc/setTimer(wait)
- if(timer <= 0)
- timer = world.time
- timer += wait - timeLeft(1)
-
-//returns timeLeft
-/obj/docking_port/mobile/proc/timeLeft(divisor)
- if(divisor <= 0)
- divisor = 10
- if(!timer)
- return round(callTime/divisor, 1)
- return max( round((timer+callTime-world.time)/divisor,1), 0 )
-
-/obj/docking_port/mobile/proc/getStatusText()
- var/obj/docking_port/stationary/dockedAt = get_docked()
- . = (dockedAt && dockedAt.name) ? dockedAt.name : "unknown"
- if(istype(dockedAt, /obj/docking_port/stationary/transit))
- var/obj/docking_port/stationary/dst
- if(mode == SHUTTLE_RECALL)
- dst = previous
- else
- dst = destination
- . += " towards [dst ? dst.name : "unknown location"] ([timeLeft(600)]mins)"
-
-/obj/machinery/computer/shuttle
- name = "Shuttle Console"
- icon_screen = "shuttle"
- icon_keyboard = "tech_key"
- req_access = list( )
- circuit = /obj/item/weapon/circuitboard/shuttle
- var/shuttleId
- var/possible_destinations = ""
- var/admin_controlled
-
-/obj/machinery/computer/shuttle/New(location, obj/item/weapon/circuitboard/shuttle/C)
- ..()
- if(istype(C))
- possible_destinations = C.possible_destinations
- shuttleId = C.shuttleId
-
-/obj/machinery/computer/shuttle/attack_hand(mob/user)
- if(..(user))
- return
- src.add_fingerprint(usr)
-
- var/list/options = params2list(possible_destinations)
- var/obj/docking_port/mobile/M = SSshuttle.getShuttle(shuttleId)
- var/dat = "Status: [M ? M.getStatusText() : "*Missing*"]
"
- if(M)
- var/destination_found
- for(var/obj/docking_port/stationary/S in SSshuttle.stationary)
- if(!options.Find(S.id))
- continue
- if(M.canDock(S))
- continue
- destination_found = 1
- dat += "Send to [S.name]
"
- if(!destination_found)
- dat += "Shuttle Locked
"
- if(admin_controlled)
- dat += "Authorized personnel only
"
- dat += "Request Authorization
"
- dat += "Close"
-
- var/datum/browser/popup = new(user, "computer", M ? M.name : "shuttle", 300, 200)
- popup.set_content("[dat]")
- popup.set_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
- popup.open()
-
-/obj/machinery/computer/shuttle/Topic(href, href_list)
- if(..())
- return
- usr.set_machine(src)
- src.add_fingerprint(usr)
- if(!allowed(usr))
- usr << "Access denied."
- return
-
- if(href_list["move"])
- switch(SSshuttle.moveShuttle(shuttleId, href_list["move"], 1))
- if(0) usr << "Shuttle received message and will be sent shortly."
- if(1) usr << "Invalid shuttle requested."
- else usr << "Unable to comply."
-
-/obj/machinery/computer/shuttle/emag_act(mob/user)
- if(!emagged)
- src.req_access = list()
- emagged = 1
- user << "You fried the consoles ID checking system."
-
-/obj/machinery/computer/shuttle/ferry
- name = "transport ferry console"
- circuit = /obj/item/weapon/circuitboard/ferry
- shuttleId = "ferry"
- possible_destinations = "ferry_home;ferry_away"
-
-
-/obj/machinery/computer/shuttle/ferry/request
- name = "ferry console"
- circuit = /obj/item/weapon/circuitboard/ferry/request
- var/cooldown //prevents spamming admins
- possible_destinations = "ferry_home"
- admin_controlled = 1
-
-/obj/machinery/computer/shuttle/ferry/request/Topic(href, href_list)
- ..()
- if(href_list["request"])
- if(cooldown)
- return
- cooldown = 1
- usr << "Your request has been recieved by Centcom."
- admins << "FERRY: [key_name_admin(usr)] (?) (FLW) (Move Ferry) is requesting to move the transport ferry to Centcom."
- spawn(600) //One minute cooldown
- cooldown = 0
-
-
-#undef DOCKING_PORT_HIGHLIGHT
-
-
-/turf/proc/copyTurf(turf/T)
- if(T.type != type)
- var/obj/O
- if(underlays.len) //we have underlays, which implies some sort of transparency, so we want to a snapshot of the previous turf as an underlay
- O = new()
- O.underlays.Add(T)
- T.ChangeTurf(type)
- if(underlays.len)
- T.underlays = O.underlays
- if(T.icon_state != icon_state)
- T.icon_state = icon_state
- if(T.icon != icon)
- T.icon = icon
- if(T.color != color)
- T.color = color
- if(T.dir != dir)
- T.dir = dir
- return T
+//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
+//#define DOCKING_PORT_HIGHLIGHT
+
+//NORTH default dir
+/obj/docking_port
+ invisibility = 101
+ icon = 'icons/obj/device.dmi'
+ //icon = 'icons/dirsquare.dmi'
+ icon_state = "pinonfar"
+
+ unacidable = 1
+ anchored = 1
+
+ var/id
+ dir = NORTH //this should point -away- from the dockingport door, ie towards the ship
+ var/width = 0 //size of covered area, perpendicular to dir
+ var/height = 0 //size of covered area, paralell to dir
+ var/dwidth = 0 //position relative to covered area, perpendicular to dir
+ var/dheight = 0 //position relative to covered area, parallel to dir
+
+ //these objects are indestructable
+/obj/docking_port/Destroy()
+ return QDEL_HINT_LETMELIVE
+/obj/docking_port/singularity_pull()
+ return
+/obj/docking_port/singularity_act()
+ return 0
+/obj/docking_port/shuttleRotate()
+ return //we don't rotate with shuttles via this code.
+//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
+/obj/docking_port/proc/return_coords(_x, _y, _dir)
+ if(!_dir)
+ _dir = dir
+ if(!_x)
+ _x = x
+ if(!_y)
+ _y = y
+
+ //byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
+ var/cos = 1
+ var/sin = 0
+ switch(_dir)
+ if(WEST)
+ cos = 0
+ sin = 1
+ if(SOUTH)
+ cos = -1
+ sin = 0
+ if(EAST)
+ cos = 0
+ sin = -1
+
+ return list(
+ _x + (-dwidth*cos) - (-dheight*sin),
+ _y + (-dwidth*sin) + (-dheight*cos),
+ _x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
+ _y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
+ )
+
+
+//returns turfs within our projected rectangle in a specific order.
+//this ensures that turfs are copied over in the same order, regardless of any rotation
+/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir, area/A)
+ if(!_dir)
+ _dir = dir
+ if(!_x)
+ _x = x
+ if(!_y)
+ _y = y
+ if(!_z)
+ _z = z
+ var/cos = 1
+ var/sin = 0
+ switch(_dir)
+ if(WEST)
+ cos = 0
+ sin = 1
+ if(SOUTH)
+ cos = -1
+ sin = 0
+ if(EAST)
+ cos = 0
+ sin = -1
+
+ . = list()
+
+ var/xi
+ var/yi
+ for(var/dx=0, dx