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## About The Pull Request
Title; should cover any impassable structures like machinery as well as
anchoring multiple assemblies on the same tile - it's already useless
since constructing the solar panel further already checks for other
solar panels on the tile (made that check more robust as well).
Squashed a case where a solar tracker would not assimilate the solar
assembly used for its construction, which would let you get more
assemblies with tracker electronics for nefarious purposes (duplication
is bad okay).
Some maps place solar panels on catwalks instead of fancy solar panel
tiling. For the purposes of a solar panel operation this is sufficient,
since a catwalk can support wiring. However, a solar assembly wasn't
accepting catwalks as a proper tile for anchoring. I see little reason
to disallow catwalks, so I made them work for anchoring assemblies.
Also makes use of balloon alerts for some of the stuff.
## Why It's Good For The Game
Fixes #79220
Consistency good. Duplication bad. Balloon alerts make monkey brain
happy.
## Changelog
🆑
fix: fixed being able to anchor multiple solar panel assemblies on a
single tile (or any dense tile for that matter)
fix: fixed solar trackers not absorbing the assembly upon construction,
leading to assembly duplication
qol: solar assemblies can be wrenched on catwalks
/🆑
(cherry picked from commit 82bf399b81)
669 lines
23 KiB
Plaintext
669 lines
23 KiB
Plaintext
#define SOLAR_GEN_RATE 2500
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#define OCCLUSION_DISTANCE 20
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#define PANEL_Z_OFFSET 13
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#define PANEL_EDGE_Z_OFFSET (PANEL_Z_OFFSET - 2)
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/obj/machinery/power/solar
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name = "solar panel"
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desc = "A solar panel. Generates electricity when in contact with sunlight."
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icon = 'icons/obj/machines/solar.dmi'
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icon_state = "sp_base"
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density = TRUE
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use_power = NO_POWER_USE
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idle_power_usage = 0
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active_power_usage = 0
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max_integrity = 150
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integrity_failure = 0.33
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var/id
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var/obscured = FALSE
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///`[0-1]` measure of obscuration -- multipllier against power generation
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var/sunfrac = 0
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///`[0-360)` degrees, which direction are we facing?
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var/azimuth_current = 0
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var/azimuth_target = 0 //same but what way we're going to face next time we turn
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var/obj/machinery/power/solar_control/control
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///do we need to turn next tick?
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var/needs_to_turn = TRUE
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///do we need to call update_solar_exposure() next tick?
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var/needs_to_update_solar_exposure = TRUE
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var/obj/effect/overlay/panel
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var/obj/effect/overlay/panel_edge
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//used to keep track of what material our panel currently has
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var/datum/material/material_type = /datum/material/glass
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///better glass increases the how much power the solar gives. the power_tier is a multiplier
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var/power_tier = 1
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/obj/machinery/power/solar/Initialize(mapload, obj/item/solar_assembly/S)
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. = ..()
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panel_edge = add_panel_overlay("solar_panel_glass_edge", PANEL_EDGE_Z_OFFSET)
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panel = add_panel_overlay("solar_panel_glass", PANEL_Z_OFFSET)
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Make(S)
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connect_to_network()
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RegisterSignal(SSsun, COMSIG_SUN_MOVED, PROC_REF(queue_update_solar_exposure))
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/obj/machinery/power/solar/Destroy()
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unset_control() //remove from control computer
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QDEL_NULL(panel)
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QDEL_NULL(panel_edge)
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return ..()
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/obj/machinery/power/solar/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
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. = ..()
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if(same_z_layer)
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return
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SET_PLANE(panel_edge, PLANE_TO_TRUE(panel_edge.plane), new_turf)
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SET_PLANE(panel, PLANE_TO_TRUE(panel.plane), new_turf)
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/obj/effect/overlay/solar_panel
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vis_flags = VIS_INHERIT_ID | VIS_INHERIT_ICON
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appearance_flags = TILE_BOUND
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blocks_emissive = EMISSIVE_BLOCK_UNIQUE
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/obj/machinery/power/solar/proc/add_panel_overlay(icon_state, z_offset)
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var/obj/effect/overlay/solar_panel/overlay = new(src)
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overlay.icon_state = icon_state
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SET_PLANE_EXPLICIT(overlay, ABOVE_GAME_PLANE, src)
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overlay.pixel_z = z_offset
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vis_contents += overlay
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return overlay
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/obj/machinery/power/solar/should_have_node()
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return TRUE
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//set the control of the panel to a given computer
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/obj/machinery/power/solar/proc/set_control(obj/machinery/power/solar_control/SC)
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unset_control()
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control = SC
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SC.connected_panels += src
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SC.total_capacity += SOLAR_GEN_RATE * power_tier
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queue_turn(SC.azimuth_target)
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//set the control of the panel to null and removes it from the control list of the previous control computer if needed
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/obj/machinery/power/solar/proc/unset_control()
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if(control)
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control.connected_panels -= src
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control.total_capacity -= SOLAR_GEN_RATE * power_tier
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control = null
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/obj/machinery/power/solar/proc/Make(obj/item/solar_assembly/assembly)
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if(!assembly)
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assembly= new /obj/item/solar_assembly(src)
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assembly.glass_type = /obj/item/stack/sheet/glass
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assembly.set_anchored(TRUE)
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else
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assembly.forceMove(src)
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/obj/machinery/power/solar/crowbar_act(mob/user, obj/item/I)
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if(I.use_tool(src, user, 0))
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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user.visible_message(span_notice("[user] takes the glass off [src]."), span_notice("You take the glass off [src]."))
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deconstruct(TRUE)
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return TRUE
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/obj/machinery/power/solar/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(machine_stat & BROKEN)
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playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 60, TRUE)
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else
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playsound(loc, 'sound/effects/glass/glasshit.ogg', 90, TRUE)
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if(BURN)
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playsound(loc, 'sound/items/tools/welder.ogg', 100, TRUE)
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/obj/machinery/power/solar/atom_break(damage_flag)
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. = ..()
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if(.)
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playsound(loc, 'sound/effects/glass/glassbr3.ogg', 100, TRUE)
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unset_control()
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// Make sure user can see it's broken
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var/new_angle = rand(160, 200)
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visually_turn(new_angle)
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azimuth_current = new_angle
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/obj/machinery/power/solar/on_deconstruction(disassembled)
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if(disassembled)
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var/obj/item/solar_assembly/assembly = locate() in src
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if(assembly)
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assembly.forceMove(loc)
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if(machine_stat & BROKEN)
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new material_type.shard_type(get_turf(src))
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new material_type.shard_type(get_turf(src))
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else
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new material_type.sheet_type(get_turf(src))
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new material_type.sheet_type(get_turf(src))
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else
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//When smashed to bits
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playsound(src, SFX_SHATTER, 70, TRUE)
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new material_type.shard_type(get_turf(src))
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new material_type.shard_type(get_turf(src))
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/obj/machinery/power/solar/update_overlays()
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. = ..()
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panel.icon_state = "solar_panel_[material_type.name][(machine_stat & BROKEN) ? "-b" : null]"
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panel_edge.icon_state = "solar_panel_[material_type.name][(machine_stat & BROKEN) ? "-b" : "_edge"]"
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/obj/machinery/power/solar/proc/queue_turn(azimuth)
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needs_to_turn = TRUE
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azimuth_target = azimuth
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/obj/machinery/power/solar/proc/queue_update_solar_exposure()
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SIGNAL_HANDLER
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needs_to_update_solar_exposure = TRUE //updating right away would be wasteful if we're also turning later
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/**
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* Get the 2.5D transform for the panel, given an angle
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* Arguments:
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* * angle - the angle the panel is facing
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*/
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/obj/machinery/power/solar/proc/get_panel_transform(angle)
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// 2.5D solar panel works by using a magic combination of transforms
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var/matrix/turner = matrix()
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// Rotate towards sun
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turner.Turn(angle)
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// "Tilt" the panel in 3D towards East and West
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turner.Shear(0, -0.6 * sin(angle))
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// Make it skinny when facing north (away), fat south
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turner.Scale(1, 0.85 * (cos(angle) * -0.5 + 0.5) + 0.15)
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return turner
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/obj/machinery/power/solar/proc/visually_turn_part(part, angle)
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var/mid_azimuth = (azimuth_current + angle) / 2
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// actually flip to other direction?
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if(abs(angle - azimuth_current) > 180)
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mid_azimuth = REVERSE_ANGLE(mid_azimuth)
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// Split into 2 parts so it doesn't distort on large changes
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animate(part,
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transform = get_panel_transform(mid_azimuth),
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time = 2.5 SECONDS, easing = CUBIC_EASING|EASE_IN
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)
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animate(
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transform = get_panel_transform(angle),
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time = 2.5 SECONDS, easing = CUBIC_EASING|EASE_OUT
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)
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/obj/machinery/power/solar/proc/visually_turn(angle)
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visually_turn_part(panel, angle)
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visually_turn_part(panel_edge, angle)
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/obj/machinery/power/solar/proc/update_turn()
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needs_to_turn = FALSE
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if(azimuth_current != azimuth_target)
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visually_turn(azimuth_target)
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azimuth_current = azimuth_target
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occlusion_setup()
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needs_to_update_solar_exposure = TRUE
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///trace towards sun to see if we're in shadow
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/obj/machinery/power/solar/proc/occlusion_setup()
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obscured = TRUE
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var/distance = OCCLUSION_DISTANCE
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var/target_x = round(sin(SSsun.azimuth), 0.01)
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var/target_y = round(cos(SSsun.azimuth), 0.01)
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var/x_hit = x
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var/y_hit = y
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var/turf/hit
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for(var/run in 1 to distance)
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x_hit += target_x
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y_hit += target_y
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hit = locate(round(x_hit, 1), round(y_hit, 1), z)
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if(IS_OPAQUE_TURF(hit))
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return
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if(hit.x == 1 || hit.x == world.maxx || hit.y == 1 || hit.y == world.maxy) //edge of the map
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break
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obscured = FALSE
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///calculates the fraction of the sunlight that the panel receives
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/obj/machinery/power/solar/proc/update_solar_exposure()
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needs_to_update_solar_exposure = FALSE
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sunfrac = 0
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if(obscured)
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return 0
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var/sun_azimuth = SSsun.azimuth
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if(azimuth_current == sun_azimuth) //just a quick optimization for the most frequent case
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. = 1
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else
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//dot product of sun and panel -- Lambert's Cosine Law
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. = cos(azimuth_current - sun_azimuth)
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. = clamp(round(., 0.01), 0, 1)
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sunfrac = .
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/obj/machinery/power/solar/process()
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if(machine_stat & BROKEN)
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return
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// space vines block out sunlight
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var/obj/structure/spacevine/vine = locate(/obj/structure/spacevine) in loc
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if(istype(vine) && !(/datum/spacevine_mutation/transparency in vine.mutations))
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unset_control()
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return
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if(control && (!powernet || control.powernet != powernet))
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unset_control()
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if(needs_to_turn)
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update_turn()
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if(needs_to_update_solar_exposure)
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update_solar_exposure()
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if(sunfrac <= 0)
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return
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var/sgen = SOLAR_GEN_RATE * sunfrac * power_tier
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add_avail(power_to_energy(sgen))
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if(control)
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control.gen += sgen
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//Bit of a hack but this whole type is a hack
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/obj/machinery/power/solar/fake/Initialize(mapload, obj/item/solar_assembly/S)
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. = ..()
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UnregisterSignal(SSsun, COMSIG_SUN_MOVED)
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/obj/machinery/power/solar/fake/process()
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return PROCESS_KILL
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//
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// Solar Assembly - For construction of solar arrays.
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//
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/obj/item/solar_assembly
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name = "solar panel assembly"
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desc = "A solar panel assembly kit, allows constructions of a solar panel, or with a tracking circuit board, a solar tracker."
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icon = 'icons/obj/machines/solar.dmi'
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icon_state = "sp_base"
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inhand_icon_state = "electropack"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY // Pretty big!
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anchored = FALSE
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var/tracker = 0
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var/glass_type = null
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var/random_offset = 6 //amount in pixels an unanchored assembly may be offset by
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/obj/item/solar_assembly/Initialize(mapload)
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. = ..()
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if(!anchored && !pixel_x && !pixel_y)
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randomise_offset(random_offset)
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/obj/item/solar_assembly/update_icon_state()
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. = ..()
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icon_state = tracker ? "tracker_base" : "sp_base"
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/obj/item/solar_assembly/proc/randomise_offset(amount)
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pixel_x = base_pixel_x + rand(-amount, amount)
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pixel_y = base_pixel_y + rand(-amount, amount)
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/obj/item/solar_assembly/set_anchored(anchorvalue)
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. = ..()
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if(isnull(.))
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return
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randomise_offset(anchored ? 0 : random_offset)
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/obj/item/solar_assembly/attackby(obj/item/item_used, mob/user, list/modifiers, list/attack_modifiers)
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var/turf/solarturf = get_turf(src)
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if(item_used.tool_behaviour == TOOL_WRENCH && isturf(loc))
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if(!solarturf.can_have_cabling()) //allows catwalks
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balloon_alert(user, "can't secure in space!")
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return
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for(var/obj/stuff_in_the_way in solarturf) //prevent anchoring on other machinery or solar assemblies
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if(stuff_in_the_way == src)
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continue
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if(istype(stuff_in_the_way, /obj/item/solar_assembly) && stuff_in_the_way.anchored)
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balloon_alert(user, "secured assembly in the way!")
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return
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if((stuff_in_the_way.density) && !(stuff_in_the_way.flags_1 & ON_BORDER_1))
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balloon_alert(user, "something in the way!")
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return
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set_anchored(!anchored)
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user.visible_message(
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span_notice("[user] [anchored ? null : "un"]wrenches the solar assembly[anchored ? " into place" : null]."),
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span_notice("You [anchored ? null : "un"]wrench the solar assembly[anchored ? " into place" : null]."),
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)
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item_used.play_tool_sound(src, 75)
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return TRUE
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if(tracker)
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if(item_used.tool_behaviour == TOOL_CROWBAR)
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new /obj/item/electronics/tracker(src.loc)
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tracker = FALSE
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update_appearance()
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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."))
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return TRUE
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//prevent construction if something dense's on our tile
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if(solarturf.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
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balloon_alert(user, "something in the way!")
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return
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if(!istype(item_used, /obj/item/stack/sheet/glass))
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to_chat(user, span_warning("The tracker only accepts standard, un-reinforced glass."))
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return
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var/obj/item/stack/sheet/my_sheet = item_used
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if(!my_sheet.use(2))
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to_chat(user, span_warning("You don't have enough glass to complete the tracker."))
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return
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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user.visible_message(span_notice("[user] places the glass on the solar assembly."),span_notice("You place the glass on the solar assembly."))
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new /obj/machinery/power/tracker/(get_turf(src), src)
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return TRUE
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if(!tracker)
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if(istype(item_used, /obj/item/electronics/tracker))
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if(!user.temporarilyRemoveItemFromInventory(item_used))
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return
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tracker = TRUE
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update_appearance()
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qdel(item_used)
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user.visible_message(span_notice("[user] inserts the electronics into the solar assembly."), span_notice("You insert the electronics into the solar assembly."))
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return TRUE
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//make a list of all the glass
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var/static/list/acceptable_glass_list = typecacheof(list(
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/obj/item/stack/sheet/glass,
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/obj/item/stack/sheet/plasmaglass,
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/obj/item/stack/sheet/titaniumglass,
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/obj/item/stack/sheet/plastitaniumglass,
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))
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if(!acceptable_glass_list[item_used.type])
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//items that arent used above, or arent usable glass will make it here.
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//so we check if its reinfocred glass, or some other item
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if(istype(item_used, /obj/item/stack/sheet/rglass) || istype(item_used, /obj/item/stack/sheet/plasmarglass))
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to_chat(user, span_warning("The solar array will only accept glass or glass alloys that have not been reinforced."))
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//an else statement can be put here if you want something to happen to all the misc items that make it this far
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return
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//prevent construction if something dense's on our tile
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if(solarturf.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
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balloon_alert(user, "something in the way!")
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return
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if(is_glass_sheet(item_used))
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if(!anchored)
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to_chat(user, span_warning("You need to secure the assembly before you can add glass."))
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return
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var/list/glass_material_to_tier = list(
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/datum/material/glass = 1,
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/datum/material/alloy/titaniumglass = 2,
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/datum/material/alloy/plasmaglass = 3,
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/datum/material/alloy/plastitaniumglass = 4,
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)
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var/obj/item/stack/sheet/my_sheet = item_used
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if(!my_sheet.use(2))
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to_chat(user, span_warning("You need at least two sheets of glass to complete a solar panel!"))
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return
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var/datum/material/glass_material = my_sheet.material_type
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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user.visible_message(span_notice("[user] places the glass on the solar assembly."), span_notice("You place the glass on the solar assembly."))
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var/obj/machinery/power/solar/mySolar = new /obj/machinery/power/solar(get_turf(src), src)
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mySolar.power_tier = glass_material_to_tier[glass_material]
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mySolar.material_type = glass_material
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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 = "<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 OCCLUSION_DISTANCE
|
|
#undef PANEL_Z_OFFSET
|
|
#undef PANEL_EDGE_Z_OFFSET
|