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GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00

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#define SOLAR_GEN_RATE 2500
#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
/// Tracks if the sun is obscured from the panel by the station (or something else)
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
var/turf/sun_turf = get_turf(src)
obscured = isnull(sun_turf) ? TRUE : sun_turf.is_sunlight_blocked()
needs_to_update_solar_exposure = TRUE
///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 the turf is sun blocked directly we have no hope of being able to see the sun so don't bother processing
// On the other hand if the station is blocking the sun we might we might be able to see it later, so check for that (in update_turn)
if((machine_stat & BROKEN) || isnull(loc) || HAS_TRAIT(loc, TRAIT_TURF_SUN_BLOCKED))
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
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.75, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT)
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/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
var/turf/solarturf = get_turf(src)
if(tracker)
//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 ITEM_INTERACT_BLOCKING
if(!istype(tool, /obj/item/stack/sheet/glass))
to_chat(user, span_warning("The tracker only accepts standard, un-reinforced glass."))
return ITEM_INTERACT_BLOCKING
var/obj/item/stack/sheet/my_sheet = tool
if(!my_sheet.use(2))
to_chat(user, span_warning("You don't have enough glass to complete the tracker."))
return ITEM_INTERACT_BLOCKING
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 ITEM_INTERACT_SUCCESS
if(istype(tool, /obj/item/electronics/tracker))
if(!user.temporarilyRemoveItemFromInventory(tool))
return ITEM_INTERACT_BLOCKING
tracker = TRUE
update_appearance()
qdel(tool)
user.visible_message(span_notice("[user] inserts the electronics into the solar assembly."), span_notice("You insert the electronics into the solar assembly."))
return ITEM_INTERACT_SUCCESS
//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[tool.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(tool, /obj/item/stack/sheet/rglass) || istype(tool, /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 ITEM_INTERACT_BLOCKING
//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 ITEM_INTERACT_BLOCKING
if(is_glass_sheet(tool))
if(!anchored)
to_chat(user, span_warning("You need to secure the assembly before you can add glass."))
return ITEM_INTERACT_BLOCKING
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 = tool
if(!my_sheet.use(2))
to_chat(user, span_warning("You need at least two sheets of glass to complete a solar panel!"))
return ITEM_INTERACT_BLOCKING
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 ITEM_INTERACT_SUCCESS
return NONE
/obj/item/solar_assembly/wrench_act(mob/living/user, obj/item/tool)
var/turf/solarturf = get_turf(src)
if(!isturf(loc))
return NONE
if(!solarturf.can_have_cabling()) //allows catwalks
balloon_alert(user, "can't secure in space!")
return ITEM_INTERACT_BLOCKING
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 ITEM_INTERACT_BLOCKING
if((stuff_in_the_way.density) && !(stuff_in_the_way.flags_1 & ON_BORDER_1))
balloon_alert(user, "something in the way!")
return ITEM_INTERACT_BLOCKING
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]."),
)
tool.play_tool_sound(src, 75)
return ITEM_INTERACT_SUCCESS
/obj/item/solar_assembly/crowbar_act(mob/living/user, obj/item/tool)
if(!tracker)
return NONE
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 ITEM_INTERACT_SUCCESS
//
// 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/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(user.combat_mode || (tool.item_flags & NOBLUDGEON))
return ..()
attack_hand(user)
return ITEM_INTERACT_SUCCESS
/obj/machinery/power/solar_control/screwdriver_act(mob/living/user, obj/item/tool)
if(tool.use_tool(src, user, 20, volume=50))
return ITEM_INTERACT_BLOCKING
var/obj/structure/frame/computer/new_computer = new /obj/structure/frame/computer(src.loc)
if (src.machine_stat & BROKEN)
to_chat(user, span_notice("The broken glass falls out."))
new /obj/item/shard( src.loc )
new_computer.state = 3
new_computer.icon_state = "3"
else
to_chat(user, span_notice("You disconnect the monitor."))
new_computer.state = 4
new_computer.icon_state = "4"
for (var/obj/within in src)
within.forceMove(drop_location())
new_computer.circuit = new /obj/item/circuitboard/computer/solar_control(new_computer)
new_computer.set_anchored(TRUE)
qdel(src)
return ITEM_INTERACT_SUCCESS
/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 = "<h1>Welcome</h1><p>At greencorps we love the environment, and space. With this package you are able to help mother nature and produce energy without any usage of fossil fuel or 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.</p><p>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!</p><p>Now after setting up 19 more of these solar panels you will want to create a solar tracker to keep track of our mother nature's gift, the sun. These are the same steps as before except you insert the tracker equipment circuit into the assembly before performing the final step of adding the glass. You now have a tracker! Now the last step is to add a computer to calculate the sun's movements and to send commands to the solar panels to change direction with the sun. Setting up the solar computer is the same as setting up any computer, so you should have no trouble in doing that. You do need to put a wire node under the computer, and the wire needs to be connected to the tracker.</p><p>Congratulations, you should have a working solar array. If you are having trouble, here are some tips. Make sure all solar equipment are on a cable node, even the computer. You can always deconstruct your creations if you make a mistake.</p><p>That's all to it, be safe, be green!</p>"
#undef SOLAR_GEN_RATE
#undef PANEL_Z_OFFSET
#undef PANEL_EDGE_Z_OFFSET