//#define SOLAR_MAX_DIST 40 //VOREStation Removal #define SOLAR_AUTO_START_NO 0 // Will never start itself. #define SOLAR_AUTO_START_YES 1 // Will always start itself. #define SOLAR_AUTO_START_CONFIG 2 // Will start itself if config allows it (default is no). GLOBAL_VAR_INIT(solar_gen_rate, 1500) GLOBAL_LIST_EMPTY(solars_list) /obj/machinery/power/solar name = "solar panel" desc = "A solar electrical generator." icon = 'icons/obj/power.dmi' icon_state = "sp_base" anchored = TRUE density = TRUE unacidable = TRUE use_power = USE_POWER_OFF 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 var/glass_type = /obj/item/stack/material/glass var/SOLAR_MAX_DIST = 40 //VOREStation Addition /obj/machinery/power/solar/drain_power() return -1 /obj/machinery/power/solar/Initialize(mapload, glass_type) . = ..() if(glass_type == /obj/item/stack/material/glass/reinforced) //if the panel is in reinforced glass health *= 2 update_icon() connect_to_network() /obj/machinery/power/solar/Destroy() 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) ASSERT(!control) 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.remove_panel(src) control = null /obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user) if(W.is_crowbar()) playsound(src, '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 = new(loc) S.anchored = TRUE new glass_type(loc, 2) playsound(src, 'sound/items/Deconstruct.ogg', 50, 1) user.visible_message("[user] takes the glass off the solar panel.") qdel(src) return else if (W) src.add_fingerprint(user) src.health -= W.force src.healthcheck() ..() /obj/machinery/power/solar/proc/healthcheck() if (src.health <= 0) if(!(stat & BROKEN)) broken() else new /obj/item/weapon/material/shard(src.loc) new /obj/item/weapon/material/shard(src.loc) qdel(src) return return /obj/machinery/power/solar/update_icon() ..() cut_overlays() if(stat & BROKEN) add_overlay("solar_panel-b") else add_overlay("solar_panel") src.set_dir(angle2dir(adir)) return //calculates the fraction of the SSsun.sunlight that the panel recieves /obj/machinery/power/solar/proc/update_solar_exposure() if(!SSsun.sun) return if(obscured) sunfrac = 0 return //find the smaller angle between the direction the panel is facing and the direction of the SSsun.sun (the sign is not important here) var/p_angle = min(abs(adir - SSsun.sun.angle), 360 - abs(adir - SSsun.sun.angle)) if(p_angle > 90) // if facing more than 90deg from SSsun.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/proc/get_power_supplied() if(stat & BROKEN) return 0 if(!SSsun.sun || !control) return 0 //if there's no SSsun.sun or the panel is not linked to a solar control computer, no need to proceed if(!powernet || powernet != control.powernet) return 0 // We aren't connected to the controller if(obscured) return 0 //get no light from the SSsun.sun, so don't generate power return GLOB.solar_gen_rate * sunfrac /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/material/shard( src.loc ) qdel(src) return if(2.0) if (prob(25)) new /obj/item/weapon/material/shard( src.loc ) qdel(src) return if (prob(50)) broken() if(3.0) if (prob(25)) broken() return //trace towards SSsun.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 += SSsun.sun.dx // do step ay += SSsun.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() /// Looks nice but doesn't generate power. /obj/machinery/power/solar/fake /obj/machinery/power/solar/fake/get_power_supplied() return 0 // // 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 = "camera" w_class = ITEMSIZE_LARGE // Pretty big! anchored = FALSE var/tracker = 0 /obj/item/solar_assembly/attack_hand(var/mob/user) if(!anchored || !isturf(loc)) // You can't pick it up ..() /obj/item/solar_assembly/attackby(var/obj/item/weapon/W, var/mob/user) if (!isturf(loc)) return 0 if(!anchored) if(W.is_wrench()) anchored = TRUE user.visible_message("[user] wrenches the solar assembly into place.") playsound(src, W.usesound, 75, 1) return 1 else if(W.is_wrench()) anchored = FALSE user.visible_message("[user] unwrenches the solar assembly from it's place.") playsound(src, W.usesound, 75, 1) return 1 if(istype(W, /obj/item/stack/material) && (W.get_material_name() == "glass" || W.get_material_name() == "rglass")) var/obj/item/stack/material/S = W if(S.use(2)) playsound(src, '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), W.type) else new /obj/machinery/power/solar(get_turf(src), W.type) qdel(src) else to_chat(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() qdel(W) user.visible_message("[user] inserts the electronics into the solar assembly.") return 1 else if(W.is_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 = TRUE density = TRUE use_power = USE_POWER_IDLE 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/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/needs_panel_check // Powernet has been updated, need to check if panels are still connected. var/connected_power // Sum of power supplied by connected panels. VAR_PRIVATE/list/connected_panels = list() var/auto_start = SOLAR_AUTO_START_NO // Used for mapping in solar arrays which automatically start itself. // Generally intended for far away and remote locations, where player intervention is rare. // In the interest of backwards compatability, this isn't named auto_start, as doing so might break downstream maps. /obj/machinery/power/solar_control/autostart auto_start = SOLAR_AUTO_START_YES // Similar to above but controlled by the configuration file. // Intended to be used for the main solar arrays, so individual servers can choose to have them start automatically or require manual intervention. /obj/machinery/power/solar_control/config_start auto_start = SOLAR_AUTO_START_CONFIG /obj/machinery/power/solar_control/Initialize() . = ..() connect_to_network() set_panels(cdir) /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 ..() /obj/machinery/power/solar_control/proc/auto_start(forced = FALSE) // Automatically sets the solars, if allowed. if(forced || auto_start == SOLAR_AUTO_START_YES || (auto_start == SOLAR_AUTO_START_CONFIG && config.autostart_solars) ) track = 2 // Auto tracking mode. search_for_connected() if(connected_tracker) connected_tracker.set_angle(SSsun.sun.angle) set_panels(cdir) // This would use LateInitialize(), however the powernet does not appear to exist during that time. /hook/roundstart/proc/auto_start_solars() for(var/obj/machinery/power/solar_control/SC as anything in GLOB.solars_list) SC.auto_start() return TRUE /obj/machinery/power/solar_control/proc/add_panel(var/obj/machinery/power/solar/P) var/sgen = P.get_power_supplied() connected_power -= connected_panels[P] // Just in case it was already in there connected_panels[P] = sgen connected_power += sgen /obj/machinery/power/solar_control/proc/remove_panel(var/obj/machinery/power/solar/P) connected_power -= connected_panels[P] connected_panels.Remove(P) /obj/machinery/power/solar_control/drain_power() return -1 /obj/machinery/power/solar_control/disconnect_from_network() . = ..() GLOB.solars_list.Remove(src) needs_panel_check = TRUE /obj/machinery/power/solar_control/connect_to_network() var/to_return = ..() if(powernet) //if connected and not already in solar_list... GLOB.solars_list |= src //... add it needs_panel_check = TRUE 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 && S.set_control(src)) //i.e unconnected add_panel(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 SSsun.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(SSsun.sun.angle) set_panels(cdir) updateDialog() /obj/machinery/power/solar_control/update_icon() if(stat & BROKEN) icon_state = "broken" cut_overlays() return if(stat & NOPOWER) icon_state = "c_unpowered" cut_overlays() return icon_state = "solar" cut_overlays() if(cdir > -1) add_overlay(image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))) return /obj/machinery/power/solar_control/attack_hand(mob/user) if(..()) return TRUE tgui_interact(user) /obj/machinery/power/solar_control/tgui_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/tgui_data() var/data = list() data["generated"] = round(connected_power) data["generated_ratio"] = data["generated"] / round(max(connected_panels.len, 1) * GLOB.solar_gen_rate) data["sun_angle"] = SSsun.sun.angle data["array_angle"] = cdir data["rotation_rate"] = trackrate data["max_rotation_rate"] = 7200 data["tracking_state"] = track data["connected_panels"] = connected_panels.len data["connected_tracker"] = (connected_tracker ? TRUE : FALSE) return data /obj/machinery/power/solar_control/attackby(obj/item/I, user as mob) if(I.is_screwdriver()) playsound(src, I.usesound, 50, 1) if(do_after(user, 20)) if (src.stat & BROKEN) to_chat(user, "The broken glass falls out.") var/obj/structure/frame/A = new /obj/structure/frame/computer( src.loc ) new /obj/item/weapon/material/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 = "computer_3" A.anchored = TRUE qdel(src) else to_chat(user, "You disconnect the monitor.") var/obj/structure/frame/A = new /obj/structure/frame/computer( 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 = "computer_4" A.anchored = TRUE qdel(src) else src.attack_hand(user) return /obj/machinery/power/solar_control/process() 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� if(needs_panel_check) for(var/obj/machinery/power/solar/S in connected_panels) if (S.powernet != powernet) S.unset_control() if(powernet) add_avail(connected_power) updateDialog() /obj/machinery/power/solar_control/tgui_act(action, params) if(..()) return TRUE switch(action) if("azimuth") var/adjust = text2num(params["adjust"]) var/value = text2num(params["value"]) if(adjust) value = cdir + adjust if(value != null) cdir = value set_panels(cdir) return TRUE return FALSE if("azimuth_rate") var/adjust = text2num(params["adjust"]) var/value = text2num(params["value"]) if(adjust) value = trackrate + adjust if(value != null) trackrate = round(clamp(value, -7200, 7200), 0.01) if(trackrate) nexttime = world.time + 36000 / abs(trackrate) return TRUE return TRUE if("tracking") var/mode = text2num(params["mode"]) track = mode if(track == 2) if(connected_tracker) connected_tracker.set_angle(SSsun.sun.angle) set_panels(cdir) else if(track == 1) //begin manual tracking targetdir = cdir if(trackrate) nexttime = world.time + 36000/abs(trackrate) set_panels(targetdir) return TRUE if("refresh") search_for_connected() return TRUE //rotates the panel to the passed angle /obj/machinery/power/solar_control/proc/set_panels(var/cdir) var/sum = 0 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 var/sgen = S.get_power_supplied() connected_panels[S] = sgen sum += sgen connected_power = sum update_icon() /obj/machinery/power/solar_control/power_change() if((. = ..())) 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 = null qdel(src) return if(2.0) if (prob(50)) broken() if(3.0) if (prob(25)) broken() return // // MISC // /obj/item/weapon/paper/solar name = "paper- 'Going green! Setup your own solar array instructions.'" info = "
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 SSsun.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 SSsun.sun's movements and to send commands to the solar panels to change direction with the SSsun.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!
"