Files
CHOMPStation2/code/modules/power/solar.dm
ShadowLarkens 951f37d2e3 TGUI Engineering: Squashed Edition (Commits Below)
TGUI APCs

 TGUI vending machines

 Fix AI default_tgui_interaction

 TGUI Airlocks

 Station & Atmospheric Alert TGUI + Misc NTOS-TGUI Fixes

 TGUI Air Alarms & Central Atmospheric Control

 Airlock TGUI

 TG... got rid of UI for fire alarm. í´·

 TGUI Gas Heating/Cooling System

 TGUI Gas Pump & Passive Gate + Fixes

 TGUI Omni Atmospherics

 TGUI Pipe Dispensers & RPD

 TGUI IntelliCore & Vending Fix

 TGUI Handheld Tanks

 TGUI Portable Pump & Scrubber

 TGUI Tank Dispenser & Canisters

 TGUI Radios

 TGUI SMES & Air Alarm adjustment

 Tweak vending machine interfaces a tad

 TGUI Algae Farm

 TGUI general_air_control

 - Distro & Waste Console
 - Riot Control Console
 - Atmos Intake Console
 - Engine Cooling Console

 TGUI Heavy Scrubber Control (and body scanner fix)

 TGUI trinary devices & shutoff monitor

 TGUI Telecomms Log Browser

 TGUI Telecomms Machine Browser

 TGUI Spaceheater Internal Panel

 TGUI Gravity Generator

 TGUI Id Cards & Fix ID Card Images

 TGUI Id Card Redesign

 TGUI Turbolift

 TGUI Suit Cycler & Suit Storage Unit & Vending Fixes

 TGUI Power Monitor

 TGUI Signalers

 TGUI Employment Records

 TGUI Drone Console

 TGUI RIGSuits

 TGUI PA & PACMAN, and Margin Fix

 TGUI Solar Panels & Fix Power Monitor

 Adjust TGUI modules & their interaction with NTOS

 TGUI RCON

 TGUI Message Monitor

 Bump TGUI line limit to 120 (ParadiseSS13/Paradise#14002)

 TGUI Exonet & NTNet Relay

 TGUI Telecomms Multitool Menu

 TGUI Shield Capacitor & Shield Generator

 TGUI Supermatter-everything & Refactors
2020-08-09 04:46:31 -07:00

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#define SOLAR_MAX_DIST 40
#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 = 1
density = 1
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
/obj/machinery/power/solar/drain_power()
return -1
/obj/machinery/power/solar/Initialize(mapload, obj/item/solar_assembly/S)
. = ..()
Make(S)
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)
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/material/glass
S.anchored = TRUE
S.loc = src
if(S.glass_type == /obj/item/stack/material/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(W.is_crowbar())
playsound(src, 'sound/machines/click.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] begins to take the glass off the solar panel.</span>")
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, 'sound/items/Deconstruct.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] takes the glass off the solar panel.</span>")
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()
..()
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.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/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
if(stat & BROKEN)
return
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
return
if(powernet)
if(powernet == control.powernet)//check if the panel is still connected to the computer
if(obscured) //get no light from the SSsun.sun, so don't generate power
return
var/sgen = GLOB.solar_gen_rate * 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/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
/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 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()
//
// 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 = 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/material/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 (!isturf(loc))
return 0
if(!anchored)
if(W.is_wrench())
anchored = 1
user.visible_message("<span class='notice'>[user] wrenches the solar assembly into place.</span>")
playsound(src, W.usesound, 75, 1)
return 1
else
if(W.is_wrench())
anchored = 0
user.visible_message("<span class='notice'>[user] unwrenches the solar assembly from it's place.</span>")
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))
glass_type = W.type
playsound(src, 'sound/machines/click.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] places the glass on the solar assembly.</span>")
if(tracker)
new /obj/machinery/power/tracker(get_turf(src), src)
else
new /obj/machinery/power/solar(get_turf(src), src)
qdel(src)
else
to_chat(user, "<span class='warning'>You need two sheets of glass to put them into a solar panel.</span>")
return
return 1
if(!tracker)
if(istype(W, /obj/item/weapon/tracker_electronics))
tracker = 1
user.drop_item()
qdel(W)
user.visible_message("<span class='notice'>[user] inserts the electronics into the solar assembly.</span>")
return 1
else
if(W.is_crowbar())
new /obj/item/weapon/tracker_electronics(src.loc)
tracker = 0
user.visible_message("<span class='notice'>[user] takes out the electronics from the solar assembly.</span>")
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 = 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/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()
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/a in GLOB.solars_list)
var/obj/machinery/power/solar_control/SC = a
SC.auto_start()
return TRUE
/obj/machinery/power/solar_control/drain_power()
return -1
/obj/machinery/power/solar_control/disconnect_from_network()
..()
GLOB.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...
GLOB.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 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"
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(..())
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(lastgen)
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, "<font color='blue'>The broken glass falls out.</font>")
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 = 1
qdel(src)
else
to_chat(user, "<font color='blue'>You disconnect the monitor.</font>")
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 = 1
qdel(src)
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/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)
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>"