//Solar tracker //Machine that tracks the sun and reports it's direction to the solar controllers //As long as this is working, solar panels on same powernet will track automatically /obj/machinery/power/tracker name = "solar tracker" desc = "A solar directional tracker." icon = 'icons/obj/power.dmi' icon_state = "tracker" anchored = 1 density = 1 directwired = 1 use_power = 0 // doesn't use APC power var/power_usage = 500 //W var/sun_angle = 0 // sun angle as set by sun datum /obj/machinery/power/tracker/New(var/turf/loc, var/obj/item/solar_assembly/S) ..(loc) if(!S) S = new /obj/item/solar_assembly(src) S.glass_type = /obj/item/stack/sheet/glass S.tracker = 1 S.anchored = 1 S.loc = src connect_to_network() /obj/machinery/power/tracker/disconnect_from_network() ..() solars_list.Remove(src) /obj/machinery/power/tracker/connect_to_network() ..() solars_list.Add(src) // called by datum/sun/calc_position() as sun's angle changes /obj/machinery/power/tracker/proc/set_angle(var/angle) sun_angle = angle //set icon dir to show sun illumination dir = turn(NORTH, -angle - 22.5) // 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST // check we can draw power if(stat & NOPOWER) return // find all solar controls and update them // currently, just update all controllers in world // ***TODO: better communication system using network if(powernet) for(var/obj/machinery/power/solar_control/C in get_solars_powernet()) if(powernet.nodes[C]) if(get_dist(C, src) < SOLAR_MAX_DIST) C.tracker_update(angle) /obj/machinery/power/tracker/attackby(var/obj/item/weapon/W, var/mob/user) if(iscrowbar(W)) playsound(src.loc, 'sound/machines/click.ogg', 50, 1) 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 tracker.") del(src) return ..() // timed process // make sure we can draw power from the powernet /obj/machinery/power/tracker/process() if(surplus() >= power_usage && add_load(power_usage) >= power_usage) stat &= ~NOPOWER else stat |= NOPOWER // Tracker Electronic /obj/item/weapon/tracker_electronics name = "tracker electronics" icon = 'icons/obj/doors/door_assembly.dmi' icon_state = "door_electronics" w_class = 2.0