#define SOLAR_MAX_DIST 40 #define SOLARGENRATE 1500 var/list/solars_list = list() /obj/machinery/power/solar name = "solar panel" desc = "A solar electrical generator." icon = 'icons/obj/power.dmi' icon_state = "sp_base" anchored = 1 density = 1 use_power = 0 idle_power_usage = 0 active_power_usage = 0 var/id = 0 var/health = 10 var/obscured = 0 var/sunfrac = 0 var/adir = SOUTH // actual dir var/ndir = SOUTH // target dir var/turn_angle = 0 var/obj/machinery/power/solar_control/control = null /obj/machinery/power/solar/New(var/turf/loc, var/obj/item/solar_assembly/S) ..(loc) Make(S) connect_to_network() /obj/machinery/power/solar/Del() unset_control() //remove from control computer ..() //set the control of the panel to a given computer if closer than SOLAR_MAX_DIST /obj/machinery/power/solar/proc/set_control(var/obj/machinery/power/solar_control/SC) if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST)) return 0 control = SC return 1 //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.Remove(src) control = null /obj/machinery/power/solar/proc/Make(var/obj/item/solar_assembly/S) if(!S) S = new /obj/item/solar_assembly(src) S.glass_type = /obj/item/stack/sheet/glass S.anchored = 1 S.loc = src if(S.glass_type == /obj/item/stack/sheet/glass/reinforced) //if the panel is in reinforced glass health *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to update_icon() /obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user) if(istype(W, /obj/item/weapon/crowbar)) playsound(src.loc, 'sound/machines/click.ogg', 50, 1) user.visible_message("[user] begins to take the glass off the solar panel.") if(do_after(user, 50)) var/obj/item/solar_assembly/S = locate() in src if(S) S.loc = src.loc S.give_glass() playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) user.visible_message("[user] takes the glass off the solar panel.") del(src) // qdel return else if (W) src.add_fingerprint(user) src.health -= W.force src.healthcheck() ..() /obj/machinery/power/solar/blob_act() src.health-- src.healthcheck() return /obj/machinery/power/solar/proc/healthcheck() if (src.health <= 0) if(!(stat & BROKEN)) broken() else new /obj/item/weapon/shard(src.loc) new /obj/item/weapon/shard(src.loc) del(src) // qdel return return /obj/machinery/power/solar/update_icon() ..() overlays.Cut() if(stat & BROKEN) overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER) else overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER) src.dir = angle2dir(adir) return //calculates the fraction of the sunlight that the panel recieves /obj/machinery/power/solar/proc/update_solar_exposure() if(!sun) return if(obscured) sunfrac = 0 return //find the smaller angle between the direction the panel is facing and the direction of the sun (the sign is not important here) var/p_angle = min(abs(adir - sun.angle), 360 - abs(adir - sun.angle)) if(p_angle > 90) // if facing more than 90deg from sun, zero output sunfrac = 0 return sunfrac = cos(p_angle) ** 2 //isn't the power recieved from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ? /obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY if(stat & BROKEN) return if(!sun || !control) //if there's no sun or the panel is not linked to a solar control computer, no need to proceed return if(powernet) if(powernet == control.powernet)//check if the panel is still connected to the computer if(obscured) //get no light from the sun, so don't generate power return var/sgen = SOLARGENRATE * sunfrac add_avail(sgen) control.gen += sgen else //if we're no longer on the same powernet, remove from control computer unset_control() /obj/machinery/power/solar/proc/broken() stat |= BROKEN unset_control() update_icon() return /obj/machinery/power/solar/ex_act(severity) switch(severity) if(1.0) if(prob(15)) new /obj/item/weapon/shard( src.loc ) del(src) // qdel return if(2.0) if (prob(25)) new /obj/item/weapon/shard( src.loc ) del(src) // qdel return if (prob(50)) broken() if(3.0) if (prob(25)) broken() return /obj/machinery/power/solar/blob_act() if(prob(75)) broken() src.density = 0 /obj/machinery/power/solar/fake/New(var/turf/loc, var/obj/item/solar_assembly/S) ..(loc, S, 0) /obj/machinery/power/solar/fake/process() . = PROCESS_KILL return //trace towards sun to see if we're in shadow /obj/machinery/power/solar/proc/occlusion() var/ax = x // start at the solar panel var/ay = y var/turf/T = null for(var/i = 1 to 20) // 20 steps is enough ax += sun.dx // do step ay += sun.dy T = locate( round(ax,0.5),round(ay,0.5),z) if(!T || T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge break if(T.opacity) // if we hit a solid turf, panel is obscured obscured = 1 return obscured = 0 // if hit the edge or stepped 20 times, not obscured update_solar_exposure() // // 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/power.dmi' icon_state = "sp_base" item_state = "electropack" w_class = 4 // Pretty big! anchored = 0 var/tracker = 0 var/glass_type = null /obj/item/solar_assembly/attack_hand(var/mob/user) if(!anchored && isturf(loc)) // You can't pick it up ..() // Give back the glass type we were supplied with /obj/item/solar_assembly/proc/give_glass() if(glass_type) var/obj/item/stack/sheet/S = new glass_type(src.loc) S.amount = 2 glass_type = null /obj/item/solar_assembly/attackby(var/obj/item/weapon/W, var/mob/user) if(!anchored && isturf(loc)) if(istype(W, /obj/item/weapon/wrench)) anchored = 1 user.visible_message("[user] wrenches the solar assembly into place.") playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1) return 1 else if(istype(W, /obj/item/weapon/wrench)) anchored = 0 user.visible_message("[user] unwrenches the solar assembly from it's place.") playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1) return 1 if(istype(W, /obj/item/stack/sheet/glass)) var/obj/item/stack/sheet/S = W if(S.use(2)) glass_type = W.type playsound(src.loc, 'sound/machines/click.ogg', 50, 1) user.visible_message("[user] places the glass on the solar assembly.") if(tracker) new /obj/machinery/power/tracker(get_turf(src), src) else new /obj/machinery/power/solar(get_turf(src), src) else user << "You need two sheets of glass to put them into a solar panel." return return 1 if(!tracker) if(istype(W, /obj/item/weapon/tracker_electronics)) tracker = 1 user.drop_item() del(W) // qdel user.visible_message("[user] inserts the electronics into the solar assembly.") return 1 else if(istype(W, /obj/item/weapon/crowbar)) new /obj/item/weapon/tracker_electronics(src.loc) tracker = 0 user.visible_message("[user] takes out the electronics from the solar assembly.") return 1 ..() // // Solar Control Computer // /obj/machinery/power/solar_control name = "solar panel control" desc = "A controller for solar panel arrays." icon = 'icons/obj/computer.dmi' icon_state = "solar" anchored = 1 density = 1 use_power = 1 idle_power_usage = 250 var/id = 0 var/cdir = 0 var/targetdir = 0 // target angle in manual tracking (since it updates every game minute) var/gen = 0 var/lastgen = 0 var/track = 0 // 0= off 1=timed 2=auto (tracker) var/trackrate = 600 // 300-900 seconds var/nexttime = 0 // time for a panel to rotate of 1° in manual tracking var/obj/machinery/power/tracker/connected_tracker = null var/list/connected_panels = list() /obj/machinery/power/solar_control/New() ..() if(ticker) initialize() connect_to_network() /obj/machinery/power/solar_control/Del() for(var/obj/machinery/power/solar/M in connected_panels) M.unset_control() if(connected_tracker) connected_tracker.unset_control() ..() /obj/machinery/power/solar_control/disconnect_from_network() ..() solars_list.Remove(src) /obj/machinery/power/solar_control/connect_to_network() var/to_return = ..() if(powernet) //if connected and not already in solar_list... solars_list |= src //... add it return to_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)) var/obj/machinery/power/solar/S = M if(!S.control) //i.e unconnected S.set_control(src) connected_panels |= S 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 connected_tracker = T T.set_control(src) //called by the sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly /obj/machinery/power/solar_control/proc/update() if(stat & (NOPOWER | BROKEN)) return switch(track) if(1) if(trackrate) //we're manual tracking. If we set a rotation speed... cdir = targetdir //...the current direction is the targetted one (and rotates panels to it) if(2) // auto-tracking if(connected_tracker) connected_tracker.set_angle(sun.angle) set_panels(cdir) updateDialog() /obj/machinery/power/solar_control/initialize() ..() if(!powernet) return set_panels(cdir) /obj/machinery/power/solar_control/update_icon() if(stat & BROKEN) icon_state = "broken" overlays.Cut() return if(stat & NOPOWER) icon_state = "c_unpowered" overlays.Cut() return icon_state = "solar" overlays.Cut() if(cdir > -1) overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir)) return /obj/machinery/power/solar_control/attack_hand(mob/user) if(!..()) interact(user) /obj/machinery/power/solar_control/interact(mob/user) var/t = "Generated power : [round(lastgen)] W
" t += "Star Orientation: [sun.angle]° ([angle2text(sun.angle)])
" t += "Array Orientation: [rate_control(src,"cdir","[cdir]°",1,15)] ([angle2text(cdir)])
" t += "Tracking:
" switch(track) if(0) t += "Off Timed Auto
" if(1) t += "Off Timed Auto
" if(2) t += "Off Timed Auto
" t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",1,30,180)]

" t += "Connected devices:
" t += "Search for devices
" t += "Solar panels : [connected_panels.len] connected
" t += "Solar tracker : [connected_tracker ? "Found" : "Not found"]

" t += "Close" var/datum/browser/popup = new(user, "solar", name) popup.set_content(t) popup.open() return /obj/machinery/power/solar_control/attackby(I as obj, user as mob) if(istype(I, /obj/item/weapon/screwdriver)) playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) if(do_after(user, 20)) if (src.stat & BROKEN) user << "\blue The broken glass falls out." var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) new /obj/item/weapon/shard( src.loc ) var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A ) for (var/obj/C in src) C.loc = src.loc A.circuit = M A.state = 3 A.icon_state = "3" A.anchored = 1 del(src) // qdel else user << "\blue You disconnect the monitor." var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A ) for (var/obj/C in src) C.loc = src.loc A.circuit = M A.state = 4 A.icon_state = "4" A.anchored = 1 del(src) // qdel else src.attack_hand(user) return /obj/machinery/power/solar_control/process() lastgen = gen gen = 0 if(stat & (NOPOWER | BROKEN)) return if(connected_tracker) //NOTE : handled here so that we don't add trackers to the processing list if(connected_tracker.powernet != powernet) connected_tracker.unset_control() if(track==1 && trackrate) //manual tracking and set a rotation speed if(nexttime <= world.time) //every time we need to increase/decrease the angle by 1°... targetdir = (targetdir + trackrate/abs(trackrate) + 360) % 360 //... do it nexttime += 36000/abs(trackrate) //reset the counter for the next 1° updateDialog() /obj/machinery/power/solar_control/Topic(href, href_list) if(..()) usr << browse(null, "window=solcon") usr.unset_machine() return 0 if(href_list["close"] ) usr << browse(null, "window=solcon") usr.unset_machine() return 0 if(href_list["rate control"]) if(href_list["cdir"]) src.cdir = dd_range(0,359,(360+src.cdir+text2num(href_list["cdir"]))%360) src.targetdir = src.cdir if(track == 2) //manual update, so losing auto-tracking track = 0 spawn(1) set_panels(cdir) if(href_list["tdir"]) src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(href_list["tdir"])) if(src.trackrate) nexttime = world.time + 36000/abs(trackrate) if(href_list["track"]) track = text2num(href_list["track"]) if(track == 2) if(connected_tracker) connected_tracker.set_angle(sun.angle) set_panels(cdir) else if (track == 1) //begin manual tracking src.targetdir = src.cdir if(src.trackrate) nexttime = world.time + 36000/abs(trackrate) set_panels(targetdir) if(href_list["search_connected"]) src.search_for_connected() if(connected_tracker && track == 2) connected_tracker.set_angle(sun.angle) src.set_panels(cdir) interact(usr) return 1 //rotates the panel to the passed angle /obj/machinery/power/solar_control/proc/set_panels(var/cdir) for(var/obj/machinery/power/solar/S in connected_panels) S.adir = cdir //instantly rotates the panel S.occlusion()//and S.update_icon() //update it update_icon() /obj/machinery/power/solar_control/power_change() ..() update_icon() /obj/machinery/power/solar_control/proc/broken() stat |= BROKEN update_icon() /obj/machinery/power/solar_control/ex_act(severity) switch(severity) if(1.0) //SN src = null del(src) // qdel return if(2.0) if (prob(50)) broken() if(3.0) if (prob(25)) broken() return /obj/machinery/power/solar_control/blob_act() if (prob(75)) broken() src.density = 0 // // MISC // /obj/item/weapon/paper/solar name = "paper- 'Going green! Setup your own solar array instructions.'" info = "

Welcome

At greencorps we love the environment, and space. With this package you are able to help mother nature and produce energy without any usage of fossil fuel or phoron! Singularity energy is dangerous while solar energy is safe, which is why it's better. Now here is how you setup your own solar array.

You can make a solar panel by wrenching the solar assembly onto a cable node. Adding a glass panel, reinforced or regular glass will do, will finish the construction of your solar panel. It is that easy!

Now after setting up 19 more of these solar panels you will want to create a solar tracker to keep track of our mother nature's gift, the sun. These are the same steps as before except you insert the tracker equipment circuit into the assembly before performing the final step of adding the glass. You now have a tracker! Now the last step is to add a computer to calculate the sun's movements and to send commands to the solar panels to change direction with the sun. Setting up the solar computer is the same as setting up any computer, so you should have no trouble in doing that. You do need to put a wire node under the computer, and the wire needs to be connected to the tracker.

Congratulations, you should have a working solar array. If you are having trouble, here are some tips. Make sure all solar equipment are on a cable node, even the computer. You can always deconstruct your creations if you make a mistake.

That's all to it, be safe, be green!

" /proc/rate_control(var/S, var/V, var/C, var/Min=1, var/Max=5, var/Limit=null) //How not to name vars var/href = "-[href]=-[Min]'>- [(C?C : 0)] [href]=[Min]'>+[href]=[Max]'>+" if(Limit) return "[href]=-[Limit]'>-"+rate+"[href]=[Limit]'>+" return rate