#define SOLAR_GEN_RATE 2500 #define OCCLUSION_DISTANCE 20 #define PANEL_Z_OFFSET 13 #define PANEL_EDGE_Z_OFFSET (PANEL_Z_OFFSET - 2) /obj/machinery/power/solar name = "solar panel" desc = "A solar panel. Generates electricity when in contact with sunlight." icon = 'icons/obj/machines/solar.dmi' icon_state = "sp_base" density = TRUE use_power = NO_POWER_USE idle_power_usage = 0 active_power_usage = 0 max_integrity = 150 integrity_failure = 0.33 var/id var/obscured = FALSE ///`[0-1]` measure of obscuration -- multipllier against power generation var/sunfrac = 0 ///`[0-360)` degrees, which direction are we facing? var/azimuth_current = 0 var/azimuth_target = 0 //same but what way we're going to face next time we turn var/obj/machinery/power/solar_control/control ///do we need to turn next tick? var/needs_to_turn = TRUE ///do we need to call update_solar_exposure() next tick? var/needs_to_update_solar_exposure = TRUE var/obj/effect/overlay/panel var/obj/effect/overlay/panel_edge //used to keep track of what material our panel currently has var/datum/material/material_type = /datum/material/glass ///better glass increases the how much power the solar gives. the power_tier is a multiplier var/power_tier = 1 /obj/machinery/power/solar/Initialize(mapload, obj/item/solar_assembly/S) . = ..() panel_edge = add_panel_overlay("solar_panel_glass_edge", PANEL_EDGE_Z_OFFSET) panel = add_panel_overlay("solar_panel_glass", PANEL_Z_OFFSET) Make(S) connect_to_network() RegisterSignal(SSsun, COMSIG_SUN_MOVED, PROC_REF(queue_update_solar_exposure)) /obj/machinery/power/solar/Destroy() unset_control() //remove from control computer QDEL_NULL(panel) QDEL_NULL(panel_edge) return ..() /obj/machinery/power/solar/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents) . = ..() if(same_z_layer) return SET_PLANE(panel_edge, PLANE_TO_TRUE(panel_edge.plane), new_turf) SET_PLANE(panel, PLANE_TO_TRUE(panel.plane), new_turf) /obj/effect/overlay/solar_panel vis_flags = VIS_INHERIT_ID | VIS_INHERIT_ICON appearance_flags = TILE_BOUND blocks_emissive = EMISSIVE_BLOCK_UNIQUE /obj/machinery/power/solar/proc/add_panel_overlay(icon_state, z_offset) var/obj/effect/overlay/solar_panel/overlay = new(src) overlay.icon_state = icon_state SET_PLANE_EXPLICIT(overlay, ABOVE_GAME_PLANE, src) overlay.pixel_z = z_offset vis_contents += overlay return overlay /obj/machinery/power/solar/should_have_node() return TRUE //set the control of the panel to a given computer /obj/machinery/power/solar/proc/set_control(obj/machinery/power/solar_control/SC) unset_control() control = SC SC.connected_panels += src SC.total_capacity += SOLAR_GEN_RATE * power_tier queue_turn(SC.azimuth_target) //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 -= src control.total_capacity -= SOLAR_GEN_RATE * power_tier control = null /obj/machinery/power/solar/proc/Make(obj/item/solar_assembly/assembly) if(!assembly) assembly= new /obj/item/solar_assembly(src) assembly.glass_type = /obj/item/stack/sheet/glass assembly.set_anchored(TRUE) else assembly.forceMove(src) /obj/machinery/power/solar/crowbar_act(mob/user, obj/item/I) if(I.use_tool(src, user, 0)) playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE) user.visible_message(span_notice("[user] takes the glass off [src]."), span_notice("You take the glass off [src].")) deconstruct(TRUE) return TRUE /obj/machinery/power/solar/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(machine_stat & BROKEN) playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 60, TRUE) else playsound(loc, 'sound/effects/glass/glasshit.ogg', 90, TRUE) if(BURN) playsound(loc, 'sound/items/tools/welder.ogg', 100, TRUE) /obj/machinery/power/solar/atom_break(damage_flag) . = ..() if(.) playsound(loc, 'sound/effects/glass/glassbr3.ogg', 100, TRUE) unset_control() // Make sure user can see it's broken var/new_angle = rand(160, 200) visually_turn(new_angle) azimuth_current = new_angle /obj/machinery/power/solar/on_deconstruction(disassembled) if(disassembled) var/obj/item/solar_assembly/assembly = locate() in src if(assembly) assembly.forceMove(loc) if(machine_stat & BROKEN) new material_type.shard_type(get_turf(src)) new material_type.shard_type(get_turf(src)) else new material_type.sheet_type(get_turf(src)) new material_type.sheet_type(get_turf(src)) else //When smashed to bits playsound(src, SFX_SHATTER, 70, TRUE) new material_type.shard_type(get_turf(src)) new material_type.shard_type(get_turf(src)) /obj/machinery/power/solar/update_overlays() . = ..() panel.icon_state = "solar_panel_[material_type.name][(machine_stat & BROKEN) ? "-b" : null]" panel_edge.icon_state = "solar_panel_[material_type.name][(machine_stat & BROKEN) ? "-b" : "_edge"]" /obj/machinery/power/solar/proc/queue_turn(azimuth) needs_to_turn = TRUE azimuth_target = azimuth /obj/machinery/power/solar/proc/queue_update_solar_exposure() SIGNAL_HANDLER needs_to_update_solar_exposure = TRUE //updating right away would be wasteful if we're also turning later /** * Get the 2.5D transform for the panel, given an angle * Arguments: * * angle - the angle the panel is facing */ /obj/machinery/power/solar/proc/get_panel_transform(angle) // 2.5D solar panel works by using a magic combination of transforms var/matrix/turner = matrix() // Rotate towards sun turner.Turn(angle) // "Tilt" the panel in 3D towards East and West turner.Shear(0, -0.6 * sin(angle)) // Make it skinny when facing north (away), fat south turner.Scale(1, 0.85 * (cos(angle) * -0.5 + 0.5) + 0.15) return turner /obj/machinery/power/solar/proc/visually_turn_part(part, angle) var/mid_azimuth = (azimuth_current + angle) / 2 // actually flip to other direction? if(abs(angle - azimuth_current) > 180) mid_azimuth = REVERSE_ANGLE(mid_azimuth) // Split into 2 parts so it doesn't distort on large changes animate(part, transform = get_panel_transform(mid_azimuth), time = 2.5 SECONDS, easing = CUBIC_EASING|EASE_IN ) animate( transform = get_panel_transform(angle), time = 2.5 SECONDS, easing = CUBIC_EASING|EASE_OUT ) /obj/machinery/power/solar/proc/visually_turn(angle) visually_turn_part(panel, angle) visually_turn_part(panel_edge, angle) /obj/machinery/power/solar/proc/update_turn() needs_to_turn = FALSE if(azimuth_current != azimuth_target) visually_turn(azimuth_target) azimuth_current = azimuth_target occlusion_setup() needs_to_update_solar_exposure = TRUE ///trace towards sun to see if we're in shadow /obj/machinery/power/solar/proc/occlusion_setup() obscured = TRUE var/distance = OCCLUSION_DISTANCE var/target_x = round(sin(SSsun.azimuth), 0.01) var/target_y = round(cos(SSsun.azimuth), 0.01) var/x_hit = x var/y_hit = y var/turf/hit for(var/run in 1 to distance) x_hit += target_x y_hit += target_y hit = locate(round(x_hit, 1), round(y_hit, 1), z) if(IS_OPAQUE_TURF(hit)) return if(hit.x == 1 || hit.x == world.maxx || hit.y == 1 || hit.y == world.maxy) //edge of the map break obscured = FALSE ///calculates the fraction of the sunlight that the panel receives /obj/machinery/power/solar/proc/update_solar_exposure() needs_to_update_solar_exposure = FALSE sunfrac = 0 if(obscured) return 0 var/sun_azimuth = SSsun.azimuth if(azimuth_current == sun_azimuth) //just a quick optimization for the most frequent case . = 1 else //dot product of sun and panel -- Lambert's Cosine Law . = cos(azimuth_current - sun_azimuth) . = clamp(round(., 0.01), 0, 1) sunfrac = . /obj/machinery/power/solar/process() if(machine_stat & BROKEN) return // space vines block out sunlight var/obj/structure/spacevine/vine = locate(/obj/structure/spacevine) in loc if(istype(vine) && !(/datum/spacevine_mutation/transparency in vine.mutations)) unset_control() return if(control && (!powernet || control.powernet != powernet)) unset_control() if(needs_to_turn) update_turn() if(needs_to_update_solar_exposure) update_solar_exposure() if(sunfrac <= 0) return var/sgen = SOLAR_GEN_RATE * sunfrac * power_tier add_avail(power_to_energy(sgen)) if(control) control.gen += sgen //Bit of a hack but this whole type is a hack /obj/machinery/power/solar/fake/Initialize(mapload, obj/item/solar_assembly/S) . = ..() UnregisterSignal(SSsun, COMSIG_SUN_MOVED) /obj/machinery/power/solar/fake/process() return PROCESS_KILL // // 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/machines/solar.dmi' icon_state = "sp_base" inhand_icon_state = "electropack" lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' w_class = WEIGHT_CLASS_BULKY // Pretty big! anchored = FALSE var/tracker = 0 var/glass_type = null var/random_offset = 6 //amount in pixels an unanchored assembly may be offset by /obj/item/solar_assembly/Initialize(mapload) . = ..() if(!anchored && !pixel_x && !pixel_y) randomise_offset(random_offset) /obj/item/solar_assembly/update_icon_state() . = ..() icon_state = tracker ? "tracker_base" : "sp_base" /obj/item/solar_assembly/proc/randomise_offset(amount) pixel_x = base_pixel_x + rand(-amount, amount) pixel_y = base_pixel_y + rand(-amount, amount) /obj/item/solar_assembly/set_anchored(anchorvalue) . = ..() if(isnull(.)) return randomise_offset(anchored ? 0 : random_offset) /obj/item/solar_assembly/attackby(obj/item/item_used, mob/user, list/modifiers, list/attack_modifiers) var/turf/solarturf = get_turf(src) if(item_used.tool_behaviour == TOOL_WRENCH && isturf(loc)) if(!solarturf.can_have_cabling()) //allows catwalks balloon_alert(user, "can't secure in space!") return for(var/obj/stuff_in_the_way in solarturf) //prevent anchoring on other machinery or solar assemblies if(stuff_in_the_way == src) continue if(istype(stuff_in_the_way, /obj/item/solar_assembly) && stuff_in_the_way.anchored) balloon_alert(user, "secured assembly in the way!") return if((stuff_in_the_way.density) && !(stuff_in_the_way.flags_1 & ON_BORDER_1)) balloon_alert(user, "something in the way!") return set_anchored(!anchored) user.visible_message( span_notice("[user] [anchored ? null : "un"]wrenches the solar assembly[anchored ? " into place" : null]."), span_notice("You [anchored ? null : "un"]wrench the solar assembly[anchored ? " into place" : null]."), ) item_used.play_tool_sound(src, 75) return TRUE if(tracker) if(item_used.tool_behaviour == TOOL_CROWBAR) new /obj/item/electronics/tracker(src.loc) tracker = FALSE update_appearance() user.visible_message(span_notice("[user] takes out the electronics from the solar assembly."), span_notice("You take out the electronics from the solar assembly.")) return TRUE //prevent construction if something dense's on our tile if(solarturf.is_blocked_turf(exclude_mobs = TRUE, source_atom = src)) balloon_alert(user, "something in the way!") return if(!istype(item_used, /obj/item/stack/sheet/glass)) to_chat(user, span_warning("The tracker only accepts standard, un-reinforced glass.")) return var/obj/item/stack/sheet/my_sheet = item_used if(!my_sheet.use(2)) to_chat(user, span_warning("You don't have enough glass to complete the tracker.")) return playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) user.visible_message(span_notice("[user] places the glass on the solar assembly."),span_notice("You place the glass on the solar assembly.")) new /obj/machinery/power/tracker/(get_turf(src), src) return TRUE if(!tracker) if(istype(item_used, /obj/item/electronics/tracker)) if(!user.temporarilyRemoveItemFromInventory(item_used)) return tracker = TRUE update_appearance() qdel(item_used) user.visible_message(span_notice("[user] inserts the electronics into the solar assembly."), span_notice("You insert the electronics into the solar assembly.")) return TRUE //make a list of all the glass var/static/list/acceptable_glass_list = typecacheof(list( /obj/item/stack/sheet/glass, /obj/item/stack/sheet/plasmaglass, /obj/item/stack/sheet/titaniumglass, /obj/item/stack/sheet/plastitaniumglass, )) if(!acceptable_glass_list[item_used.type]) //items that arent used above, or arent usable glass will make it here. //so we check if its reinfocred glass, or some other item if(istype(item_used, /obj/item/stack/sheet/rglass) || istype(item_used, /obj/item/stack/sheet/plasmarglass)) to_chat(user, span_warning("The solar array will only accept glass or glass alloys that have not been reinforced.")) //an else statement can be put here if you want something to happen to all the misc items that make it this far return //prevent construction if something dense's on our tile if(solarturf.is_blocked_turf(exclude_mobs = TRUE, source_atom = src)) balloon_alert(user, "something in the way!") return if(is_glass_sheet(item_used)) if(!anchored) to_chat(user, span_warning("You need to secure the assembly before you can add glass.")) return var/list/glass_material_to_tier = list( /datum/material/glass = 1, /datum/material/alloy/titaniumglass = 2, /datum/material/alloy/plasmaglass = 3, /datum/material/alloy/plastitaniumglass = 4, ) var/obj/item/stack/sheet/my_sheet = item_used if(!my_sheet.use(2)) to_chat(user, span_warning("You need at least two sheets of glass to complete a solar panel!")) return var/datum/material/glass_material = my_sheet.material_type playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) user.visible_message(span_notice("[user] places the glass on the solar assembly."), span_notice("You place the glass on the solar assembly.")) var/obj/machinery/power/solar/mySolar = new /obj/machinery/power/solar(get_turf(src), src) mySolar.power_tier = glass_material_to_tier[glass_material] mySolar.material_type = glass_material mySolar.panel.icon_state = "solar_panel_[glass_material.name]" mySolar.panel_edge.icon_state = "solar_panel_[glass_material.name]_edge" return TRUE return ..() // // Solar Control Computer // /obj/machinery/power/solar_control name = "solar panel control" desc = "A controller for solar panel arrays." icon = 'icons/obj/machines/computer.dmi' icon_state = "computer" density = TRUE use_power = IDLE_POWER_USE idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION max_integrity = 200 integrity_failure = 0.5 var/icon_screen = "solar" var/icon_keyboard = "power_key" var/id = 0 var/gen = 0 var/lastgen = 0 var/azimuth_target = 0 var/azimuth_rate = 1 ///degree change per minute var/track = SOLAR_TRACK_OFF ///SOLAR_TRACK_OFF, SOLAR_TRACK_TIMED, SOLAR_TRACK_AUTO var/obj/machinery/power/tracker/connected_tracker = null var/list/connected_panels = list() var/total_capacity //The total amount of power we could generate with all our connected solars ///History of power supply var/list/history = list() ///Size of history, should be equal or bigger than the solar cycle var/record_size = 0 ///Interval between records var/record_interval = 60 SECONDS ///History record timer var/next_record = 0 /obj/machinery/power/solar_control/Initialize(mapload) . = ..() RegisterSignal(SSsun, COMSIG_SUN_MOVED, PROC_REF(timed_track)) connect_to_network() if(powernet) set_panels(azimuth_target) azimuth_rate = SSsun.base_rotation record_interval = SSsun.wait history["supply"] = list() history["capacity"] = list() /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 ..() //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)) // space vines block out sunlight var/obj/structure/spacevine/vine = locate(/obj/structure/spacevine) in loc if(istype(vine) && !(/datum/spacevine_mutation/transparency in vine.mutations)) continue 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) ///Record the generated power supply and capacity for history /obj/machinery/power/solar_control/proc/record() if(record_size == 0) record_size = 1 + ROUND_UP(360 / (azimuth_rate * abs(SSsun.azimuth_mod))) //History contains full sun cycle if(world.time >= next_record) next_record = world.time + record_interval var/list/supply = history["supply"] if(powernet) supply += round(lastgen) if(supply.len > record_size) supply.Cut(1, 2) var/list/capacity = history["capacity"] if(powernet) capacity += total_capacity if(capacity.len > record_size) capacity.Cut(1, 2) /obj/machinery/power/solar_control/update_overlays() . = ..() if(machine_stat & NOPOWER) . += mutable_appearance(icon, "[icon_keyboard]_off") return . += mutable_appearance(icon, icon_keyboard) if(machine_stat & BROKEN) . += mutable_appearance(icon, "[icon_state]_broken") return . += mutable_appearance(icon, icon_screen) /obj/machinery/power/solar_control/ui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "SolarControl", name) ui.open() /obj/machinery/power/solar_control/ui_data() var/data = list() data["supply"] = round(lastgen) data["capacity"] = total_capacity data["azimuth_current"] = azimuth_target data["azimuth_rate"] = azimuth_rate data["max_rotation_rate"] = SSsun.base_rotation * 2 data["tracking_state"] = track data["connected_panels"] = connected_panels.len data["connected_tracker"] = (connected_tracker ? TRUE : FALSE) data["history"] = history return data /obj/machinery/power/solar_control/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state) . = ..() if(.) return if(action == "azimuth") var/adjust = text2num(params["adjust"]) var/value = text2num(params["value"]) if(adjust) value = azimuth_target + adjust if(value != null) set_panels(value) return TRUE return FALSE if(action == "azimuth_rate") var/adjust = text2num(params["adjust"]) var/value = text2num(params["value"]) if(adjust) value = azimuth_rate + adjust if(value != null) azimuth_rate = round(clamp(value, -2 * SSsun.base_rotation, 2 * SSsun.base_rotation), 0.01) return TRUE return FALSE if(action == "tracking") var/mode = text2num(params["mode"]) track = mode if(mode == SOLAR_TRACK_AUTO) if(connected_tracker) connected_tracker.sun_update(SSsun, SSsun.azimuth) else track = SOLAR_TRACK_OFF return TRUE if(action == "refresh") search_for_connected() return TRUE return FALSE /obj/machinery/power/solar_control/attackby(obj/item/I, mob/living/user, list/modifiers, list/attack_modifiers) if(I.tool_behaviour == TOOL_SCREWDRIVER) if(I.use_tool(src, user, 20, volume=50)) if (src.machine_stat & BROKEN) to_chat(user, span_notice("The broken glass falls out.")) var/obj/structure/frame/computer/A = new /obj/structure/frame/computer( src.loc ) new /obj/item/shard( src.loc ) var/obj/item/circuitboard/computer/solar_control/M = new /obj/item/circuitboard/computer/solar_control( A ) for (var/obj/C in src) C.forceMove(drop_location()) A.circuit = M A.state = 3 A.icon_state = "3" A.set_anchored(TRUE) qdel(src) else to_chat(user, span_notice("You disconnect the monitor.")) var/obj/structure/frame/computer/A = new /obj/structure/frame/computer( src.loc ) var/obj/item/circuitboard/computer/solar_control/M = new /obj/item/circuitboard/computer/solar_control( A ) for (var/obj/C in src) C.forceMove(drop_location()) A.circuit = M A.state = 4 A.icon_state = "4" A.set_anchored(TRUE) qdel(src) else if(!user.combat_mode && !(I.item_flags & NOBLUDGEON)) attack_hand(user) else return ..() /obj/machinery/power/solar_control/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(machine_stat & BROKEN) playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE) else playsound(src.loc, 'sound/effects/glass/glasshit.ogg', 75, TRUE) if(BURN) playsound(src.loc, 'sound/items/tools/welder.ogg', 100, TRUE) /obj/machinery/power/solar_control/atom_break(damage_flag) . = ..() if(.) playsound(loc, 'sound/effects/glass/glassbr3.ogg', 100, TRUE) /obj/machinery/power/solar_control/process() lastgen = gen gen = 0 if(connected_tracker && (!powernet || connected_tracker.powernet != powernet)) connected_tracker.unset_control() record() ///Ran every time the sun updates. /obj/machinery/power/solar_control/proc/timed_track() SIGNAL_HANDLER if(track == SOLAR_TRACK_TIMED) azimuth_target += azimuth_rate set_panels(azimuth_target) ///Rotates the panel to the passed angles /obj/machinery/power/solar_control/proc/set_panels(azimuth) azimuth = clamp(round(azimuth, 0.01), -360, 719.99) if(azimuth >= 360) azimuth -= 360 if(azimuth < 0) azimuth += 360 azimuth_target = azimuth for(var/obj/machinery/power/solar/S in connected_panels) S.queue_turn(azimuth) // // MISC // /obj/item/paper/guides/jobs/engi/solars name = "paper- 'Going green! Setup your own solar array instructions.'" default_raw_text = "

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, any non reinforced 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!

" #undef SOLAR_GEN_RATE #undef OCCLUSION_DISTANCE #undef PANEL_Z_OFFSET #undef PANEL_EDGE_Z_OFFSET