Files
Bubberstation/code/modules/power/solar.dm
Sealed101 13b766f7fe Prevents solar panel assemblies from being anchored on an occupied tile or on each other (#91613)
## 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)
2025-06-26 19:54:06 -04:00

669 lines
23 KiB
Plaintext

#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 = "<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