mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
544 lines
18 KiB
Plaintext
544 lines
18 KiB
Plaintext
#define SOLAR_MAX_DIST 40
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#define SOLAR_AUTO_START_NO 0 // Will never start itself.
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#define SOLAR_AUTO_START_YES 1 // Will always start itself.
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#define SOLAR_AUTO_START_CONFIG 2 // Will start itself if config allows it (default is no).
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GLOBAL_VAR_INIT(solar_gen_rate, 1500)
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GLOBAL_LIST_EMPTY(solars_list)
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/obj/machinery/power/solar
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name = "solar panel"
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desc = "A solar electrical generator."
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icon = 'icons/obj/power.dmi'
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icon_state = "sp_base"
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anchored = TRUE
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density = TRUE
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use_power = USE_POWER_OFF
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idle_power_usage = 0
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active_power_usage = 0
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var/id = 0
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var/health = 10
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var/obscured = 0
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var/sunfrac = 0
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var/adir = SOUTH // actual dir
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var/ndir = SOUTH // target dir
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var/turn_angle = 0
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var/obj/machinery/power/solar_control/control = null
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var/glass_type = /obj/item/stack/material/glass
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/obj/machinery/power/solar/drain_power()
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return -1
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/obj/machinery/power/solar/Initialize(mapload, glass_type)
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. = ..()
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if(glass_type == /obj/item/stack/material/glass/reinforced) //if the panel is in reinforced glass
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health *= 2
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update_icon()
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connect_to_network()
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/obj/machinery/power/solar/Destroy()
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unset_control() //remove from control computer
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..()
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//set the control of the panel to a given computer if closer than SOLAR_MAX_DIST
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/obj/machinery/power/solar/proc/set_control(var/obj/machinery/power/solar_control/SC)
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if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST))
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return 0
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control = SC
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return 1
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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.Remove(src)
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control = null
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/obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user)
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if(W.is_crowbar())
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playsound(src, 'sound/machines/click.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] begins to take the glass off the solar panel.</span>")
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if(do_after(user, 50))
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var/obj/item/solar_assembly/S = new(loc)
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S.anchored = TRUE
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var/obj/item/stack/glass = new glass_type(loc)
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glass.amount = 2
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] takes the glass off the solar panel.</span>")
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qdel(src)
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return
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else if (W)
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src.add_fingerprint(user)
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src.health -= W.force
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src.healthcheck()
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..()
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/obj/machinery/power/solar/proc/healthcheck()
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if (src.health <= 0)
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if(!(stat & BROKEN))
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broken()
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else
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new /obj/item/weapon/material/shard(src.loc)
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new /obj/item/weapon/material/shard(src.loc)
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qdel(src)
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return
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return
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/obj/machinery/power/solar/update_icon()
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..()
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cut_overlays()
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if(stat & BROKEN)
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add_overlay("solar_panel-b")
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else
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add_overlay("solar_panel")
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src.set_dir(angle2dir(adir))
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return
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//calculates the fraction of the SSsun.sunlight that the panel recieves
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/obj/machinery/power/solar/proc/update_solar_exposure()
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if(!SSsun.sun)
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return
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if(obscured)
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sunfrac = 0
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return
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//find the smaller angle between the direction the panel is facing and the direction of the SSsun.sun (the sign is not important here)
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var/p_angle = min(abs(adir - SSsun.sun.angle), 360 - abs(adir - SSsun.sun.angle))
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if(p_angle > 90) // if facing more than 90deg from SSsun.sun, zero output
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sunfrac = 0
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return
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sunfrac = cos(p_angle) ** 2
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//isn't the power recieved from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ?
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/obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
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if(stat & BROKEN)
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return
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if(!SSsun.sun || !control) //if there's no SSsun.sun or the panel is not linked to a solar control computer, no need to proceed
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return
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if(powernet)
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if(powernet == control.powernet)//check if the panel is still connected to the computer
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if(obscured) //get no light from the SSsun.sun, so don't generate power
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return
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var/sgen = GLOB.solar_gen_rate * sunfrac
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add_avail(sgen)
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control.gen += sgen
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else //if we're no longer on the same powernet, remove from control computer
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unset_control()
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/obj/machinery/power/solar/proc/broken()
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stat |= BROKEN
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unset_control()
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update_icon()
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return
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/obj/machinery/power/solar/ex_act(severity)
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switch(severity)
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if(1.0)
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if(prob(15))
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new /obj/item/weapon/material/shard( src.loc )
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qdel(src)
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return
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if(2.0)
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if (prob(25))
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new /obj/item/weapon/material/shard( src.loc )
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qdel(src)
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return
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if (prob(50))
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broken()
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if(3.0)
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if (prob(25))
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broken()
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return
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/obj/machinery/power/solar/fake/New(var/turf/loc, var/glass_type)
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..(loc, glass_type, 0)
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/obj/machinery/power/solar/fake/process()
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. = PROCESS_KILL
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return
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//trace towards SSsun.sun to see if we're in shadow
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/obj/machinery/power/solar/proc/occlusion()
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var/ax = x // start at the solar panel
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var/ay = y
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var/turf/T = null
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for(var/i = 1 to 20) // 20 steps is enough
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ax += SSsun.sun.dx // do step
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ay += SSsun.sun.dy
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T = locate( round(ax,0.5),round(ay,0.5),z)
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if(!T || T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge
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break
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if(T.opacity) // if we hit a solid turf, panel is obscured
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obscured = 1
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return
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obscured = 0 // if hit the edge or stepped 20 times, not obscured
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update_solar_exposure()
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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/power.dmi'
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icon_state = "sp_base"
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item_state = "camera"
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w_class = ITEMSIZE_LARGE // Pretty big!
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anchored = FALSE
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var/tracker = 0
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/obj/item/solar_assembly/attack_hand(var/mob/user)
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if(!anchored || !isturf(loc)) // You can't pick it up
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..()
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/obj/item/solar_assembly/attackby(var/obj/item/weapon/W, var/mob/user)
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if (!isturf(loc))
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return 0
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if(!anchored)
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if(W.is_wrench())
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anchored = TRUE
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user.visible_message("<span class='notice'>[user] wrenches the solar assembly into place.</span>")
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playsound(src, W.usesound, 75, 1)
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return 1
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else
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if(W.is_wrench())
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anchored = FALSE
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user.visible_message("<span class='notice'>[user] unwrenches the solar assembly from it's place.</span>")
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playsound(src, W.usesound, 75, 1)
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return 1
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if(istype(W, /obj/item/stack/material) && (W.get_material_name() == "glass" || W.get_material_name() == "rglass"))
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var/obj/item/stack/material/S = W
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if(S.use(2))
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playsound(src, 'sound/machines/click.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] places the glass on the solar assembly.</span>")
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if(tracker)
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new /obj/machinery/power/tracker(get_turf(src), W.type)
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else
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new /obj/machinery/power/solar(get_turf(src), W.type)
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need two sheets of glass to put them into a solar panel.</span>")
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return
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return 1
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if(!tracker)
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if(istype(W, /obj/item/weapon/tracker_electronics))
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tracker = 1
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user.drop_item()
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qdel(W)
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user.visible_message("<span class='notice'>[user] inserts the electronics into the solar assembly.</span>")
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return 1
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else
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if(W.is_crowbar())
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new /obj/item/weapon/tracker_electronics(src.loc)
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tracker = 0
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user.visible_message("<span class='notice'>[user] takes out the electronics from the solar assembly.</span>")
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return 1
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..()
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//
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// Solar Control Computer
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//
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/obj/machinery/power/solar_control
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name = "solar panel control"
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desc = "A controller for solar panel arrays."
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icon = 'icons/obj/computer.dmi'
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icon_state = "solar"
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anchored = TRUE
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density = TRUE
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use_power = USE_POWER_IDLE
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idle_power_usage = 250
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var/id = 0
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var/cdir = 0
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var/targetdir = 0 // target angle in manual tracking (since it updates every game minute)
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var/gen = 0
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var/lastgen = 0
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var/track = 0 // 0= off 1=timed 2=auto (tracker)
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var/trackrate = 600 // 300-900 seconds
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var/nexttime = 0 // time for a panel to rotate of 1<> in manual tracking
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var/obj/machinery/power/tracker/connected_tracker = null
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var/list/connected_panels = list()
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var/auto_start = SOLAR_AUTO_START_NO
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// Used for mapping in solar arrays which automatically start itself.
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// Generally intended for far away and remote locations, where player intervention is rare.
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// In the interest of backwards compatability, this isn't named auto_start, as doing so might break downstream maps.
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/obj/machinery/power/solar_control/autostart
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auto_start = SOLAR_AUTO_START_YES
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// Similar to above but controlled by the configuration file.
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// Intended to be used for the main solar arrays, so individual servers can choose to have them start automatically or require manual intervention.
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/obj/machinery/power/solar_control/config_start
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auto_start = SOLAR_AUTO_START_CONFIG
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/obj/machinery/power/solar_control/Initialize()
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. = ..()
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connect_to_network()
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set_panels(cdir)
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/obj/machinery/power/solar_control/Destroy()
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for(var/obj/machinery/power/solar/M in connected_panels)
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M.unset_control()
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if(connected_tracker)
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connected_tracker.unset_control()
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return ..()
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/obj/machinery/power/solar_control/proc/auto_start(forced = FALSE)
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// Automatically sets the solars, if allowed.
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if(forced || auto_start == SOLAR_AUTO_START_YES || (auto_start == SOLAR_AUTO_START_CONFIG && config.autostart_solars) )
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track = 2 // Auto tracking mode.
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search_for_connected()
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if(connected_tracker)
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connected_tracker.set_angle(SSsun.sun.angle)
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set_panels(cdir)
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// This would use LateInitialize(), however the powernet does not appear to exist during that time.
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/hook/roundstart/proc/auto_start_solars()
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for(var/a in GLOB.solars_list)
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var/obj/machinery/power/solar_control/SC = a
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SC.auto_start()
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return TRUE
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/obj/machinery/power/solar_control/drain_power()
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return -1
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/obj/machinery/power/solar_control/disconnect_from_network()
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..()
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GLOB.solars_list.Remove(src)
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/obj/machinery/power/solar_control/connect_to_network()
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var/to_return = ..()
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if(powernet) //if connected and not already in solar_list...
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GLOB.solars_list |= src //... add it
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return to_return
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//search for unconnected panels and trackers in the computer powernet and connect them
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/obj/machinery/power/solar_control/proc/search_for_connected()
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if(powernet)
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for(var/obj/machinery/power/M in powernet.nodes)
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if(istype(M, /obj/machinery/power/solar))
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var/obj/machinery/power/solar/S = M
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if(!S.control) //i.e unconnected
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S.set_control(src)
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connected_panels |= S
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else if(istype(M, /obj/machinery/power/tracker))
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if(!connected_tracker) //if there's already a tracker connected to the computer don't add another
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var/obj/machinery/power/tracker/T = M
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if(!T.control) //i.e unconnected
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connected_tracker = T
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T.set_control(src)
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//called by the SSsun.sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly
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/obj/machinery/power/solar_control/proc/update()
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if(stat & (NOPOWER | BROKEN))
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return
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switch(track)
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if(1)
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if(trackrate) //we're manual tracking. If we set a rotation speed...
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cdir = targetdir //...the current direction is the targetted one (and rotates panels to it)
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if(2) // auto-tracking
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if(connected_tracker)
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connected_tracker.set_angle(SSsun.sun.angle)
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set_panels(cdir)
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updateDialog()
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/obj/machinery/power/solar_control/update_icon()
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if(stat & BROKEN)
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icon_state = "broken"
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cut_overlays()
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return
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if(stat & NOPOWER)
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icon_state = "c_unpowered"
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cut_overlays()
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return
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icon_state = "solar"
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cut_overlays()
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if(cdir > -1)
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add_overlay(image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir)))
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return
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/obj/machinery/power/solar_control/attack_hand(mob/user)
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if(..())
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return TRUE
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tgui_interact(user)
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/obj/machinery/power/solar_control/tgui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "SolarControl", name)
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ui.open()
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/obj/machinery/power/solar_control/tgui_data()
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var/data = list()
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data["generated"] = round(lastgen)
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data["generated_ratio"] = data["generated"] / round(max(connected_panels.len, 1) * GLOB.solar_gen_rate)
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data["sun_angle"] = SSsun.sun.angle
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data["array_angle"] = cdir
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data["rotation_rate"] = trackrate
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data["max_rotation_rate"] = 7200
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data["tracking_state"] = track
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data["connected_panels"] = connected_panels.len
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data["connected_tracker"] = (connected_tracker ? TRUE : FALSE)
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return data
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/obj/machinery/power/solar_control/attackby(obj/item/I, user as mob)
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if(I.is_screwdriver())
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playsound(src, I.usesound, 50, 1)
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if(do_after(user, 20))
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if (src.stat & BROKEN)
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to_chat(user, "<font color='blue'>The broken glass falls out.</font>")
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var/obj/structure/frame/A = new /obj/structure/frame/computer( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 3
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A.icon_state = "computer_3"
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A.anchored = 1
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qdel(src)
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else
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to_chat(user, "<font color='blue'>You disconnect the monitor.</font>")
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var/obj/structure/frame/A = new /obj/structure/frame/computer( src.loc )
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var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 4
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A.icon_state = "computer_4"
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A.anchored = 1
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qdel(src)
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else
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src.attack_hand(user)
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return
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/obj/machinery/power/solar_control/process()
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lastgen = gen
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gen = 0
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if(stat & (NOPOWER | BROKEN))
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return
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if(connected_tracker) //NOTE : handled here so that we don't add trackers to the processing list
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if(connected_tracker.powernet != powernet)
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connected_tracker.unset_control()
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if(track==1 && trackrate) //manual tracking and set a rotation speed
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if(nexttime <= world.time) //every time we need to increase/decrease the angle by 1<>...
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targetdir = (targetdir + trackrate/abs(trackrate) + 360) % 360 //... do it
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nexttime += 36000/abs(trackrate) //reset the counter for the next 1<>
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updateDialog()
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/obj/machinery/power/solar_control/tgui_act(action, params)
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if(..())
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return TRUE
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switch(action)
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if("azimuth")
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var/adjust = text2num(params["adjust"])
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var/value = text2num(params["value"])
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if(adjust)
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value = cdir + adjust
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if(value != null)
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cdir = value
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set_panels(cdir)
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return TRUE
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return FALSE
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||
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)
|
||
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 = 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 = "<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 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.</p><p>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!</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 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.</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>"
|