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removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can) this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc. also applies materials to everything, with fixes, which can close #46299
94 lines
3.0 KiB
Plaintext
94 lines
3.0 KiB
Plaintext
//Solar tracker
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//Machine that tracks the sun and reports it's direction to the solar controllers
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//As long as this is working, solar panels on same powernet will track automatically
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/obj/machinery/power/tracker
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name = "solar tracker"
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desc = "A solar directional tracker."
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icon = 'goon/icons/obj/power.dmi'
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icon_state = "tracker"
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density = TRUE
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use_power = NO_POWER_USE
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max_integrity = 250
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integrity_failure = 0.2
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var/id = 0
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var/sun_angle = 0 // sun angle as set by sun datum
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var/obj/machinery/power/solar_control/control = null
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/obj/machinery/power/tracker/Initialize(mapload, obj/item/solar_assembly/S)
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. = ..()
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Make(S)
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connect_to_network()
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/obj/machinery/power/tracker/Destroy()
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unset_control() //remove from control computer
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return ..()
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//set the control of the tracker to a given computer if closer than SOLAR_MAX_DIST
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/obj/machinery/power/tracker/proc/set_control(obj/machinery/power/solar_control/SC)
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if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
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return 0
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control = SC
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SC.connected_tracker = src
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return 1
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//set the control of the tracker to null and removes it from the previous control computer if needed
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/obj/machinery/power/tracker/proc/unset_control()
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if(control)
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control.connected_tracker = null
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control = null
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/obj/machinery/power/tracker/proc/Make(obj/item/solar_assembly/S)
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if(!S)
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S = new /obj/item/solar_assembly(src)
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S.glass_type = /obj/item/stack/sheet/glass
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S.tracker = 1
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S.anchored = TRUE
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S.forceMove(src)
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update_icon()
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//updates the tracker icon and the facing angle for the control computer
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/obj/machinery/power/tracker/proc/set_angle(angle)
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sun_angle = angle
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//set icon dir to show sun illumination
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setDir(turn(NORTH, -angle - 22.5) )// 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST
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if(powernet && (powernet == control.powernet)) //update if we're still in the same powernet
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control.currentdir = angle
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/obj/machinery/power/tracker/crowbar_act(mob/user, obj/item/I)
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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user.visible_message("<span class='notice'>[user] begins to take the glass off [src].</span>", "<span class='notice'>You begin to take the glass off [src]...</span>")
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if(I.use_tool(src, user, 50))
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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user.visible_message("<span class='notice'>[user] takes the glass off [src].</span>", "<span class='notice'>You take the glass off [src].</span>")
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deconstruct(TRUE)
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return TRUE
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/obj/machinery/power/tracker/obj_break(damage_flag)
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. = ..()
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if(.)
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playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
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unset_control()
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/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(disassembled)
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var/obj/item/solar_assembly/S = locate() in src
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if(S)
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S.forceMove(loc)
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S.give_glass(stat & BROKEN)
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else
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playsound(src, "shatter", 70, TRUE)
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new /obj/item/shard(src.loc)
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new /obj/item/shard(src.loc)
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qdel(src)
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// Tracker Electronic
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/obj/item/electronics/tracker
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name = "tracker electronics"
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