Files
CHOMPStation2/code/modules/power/solar.dm
giacomand@gmail.com eca72b69aa -Added constructable solar arrays.
-Added a solar pack crate to order.
-Machines that have a use_power of 0 will no longer be turned off due to lack of power in the area.
-Fixed a bug with the solar computer not reconnecting to the powernet when dismantled and remantled.
-Increased the cap of crates to 30.
-Some performance tweaks.
-Some standardization.
-All objects of type /obj/machinery/power will try to disconnect from the powernet before deleting, this will help reduce the node list size.
-Added a heat_proof variable for doors. It will effect glass airlocks and it'll determine whether they can block heat or not. Research glass airlocks will always have it enabled.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5344 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-16 19:51:23 +00:00

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14 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
#define SOLAR_MAX_DIST 50
#define SOLARGENRATE 1500
/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
directwired = 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
var/ndir = SOUTH
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)
if(!S)
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.anchored = 1
S.loc = src
update_icon()
connect_to_network()
/obj/machinery/power/solar/attackby(obj/item/weapon/W, 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("<span class='notice'>[user] takes the glass off the solar panel.</span>")
del(src)
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)
return
return
/obj/machinery/power/solar/update_icon()
..()
overlays = null
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
/obj/machinery/power/solar/proc/update_solar_exposure()
if(!sun)
return
if(obscured)
sunfrac = 0
return
var/p_angle = abs((360+adir)%360 - (360+sun.angle)%360)
if(p_angle > 90) // if facing more than 90deg from sun, zero output
sunfrac = 0
return
sunfrac = 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(!control) return
if(obscured) return
var/sgen = SOLARGENRATE * sunfrac
add_avail(sgen)
if(powernet && control)
if(control in powernet.nodes) //this line right here...
control.gen += sgen
if(adir != ndir)
adir = (360+adir+dd_range(-10,10,ndir-adir))%360
update_icon()
update_solar_exposure()
/obj/machinery/power/solar/proc/broken()
stat |= BROKEN
update_icon()
return
/obj/machinery/power/solar/meteorhit()
if(stat & !BROKEN)
broken()
else
del(src)
/obj/machinery/power/solar/ex_act(severity)
switch(severity)
if(1.0)
del(src)
if(prob(15))
new /obj/item/weapon/shard( src.loc )
return
if(2.0)
if (prob(25))
new /obj/item/weapon/shard( src.loc )
del(src)
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/process()
. = PROCESS_KILL
return
//
// 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(iswrench(W))
anchored = 1
user.visible_message("<span class='notice'>[user] wrenches the solar assembly into place.</span>")
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
return 1
else
if(iswrench(W))
anchored = 0
user.visible_message("<span class='notice'>[user] unwrenches the solar assembly from it's place.</span>")
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
return 1
if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass))
var/obj/item/stack/sheet/S = W
if(S.amount >= 2)
glass_type = W.type
S.use(2)
playsound(src.loc, '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)
return 1
if(!tracker)
if(istype(W, /obj/item/weapon/tracker_electronics))
tracker = 1
user.drop_item()
del(W)
user.visible_message("<span class='notice'>[user] inserts the electronics into the solar assembly.</span>")
return 1
else
if(iscrowbar(W))
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
directwired = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 20
var/id = 0
var/cdir = 0
var/gen = 0
var/lastgen = 0
var/track = 0 // 0= off 1=timed 2=auto (tracker)
var/trackrate = 600 // 300-900 seconds
var/trackdir = 1 // 0 =CCW, 1=CW
var/nexttime = 0
/obj/machinery/power/solar_control/New()
..()
if(ticker)
initialize()
connect_to_network()
/obj/machinery/power/solar_control/initialize()
..()
if(!powernet) return
for(var/obj/machinery/power/solar/S in powernet.nodes)
if(get_dist(S, src) < SOLAR_MAX_DIST)
cdir = S.adir//The hell is this even doing?
S.control = src
update_icon()
/obj/machinery/power/solar_control/update_icon()
if(stat & BROKEN)
icon_state = "broken"
overlays = null
return
if(stat & NOPOWER)
icon_state = "c_unpowered"
overlays = null
return
icon_state = "solar"
overlays = null
if(cdir > 0)
overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
return
/obj/machinery/power/solar_control/attack_ai(mob/user)
add_fingerprint(user)
if(stat & (BROKEN | NOPOWER)) return
interact(user)
/obj/machinery/power/solar_control/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN | NOPOWER)) return
interact(user)
/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)
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)
else
src.attack_hand(user)
return
/obj/machinery/power/solar_control/process()
lastgen = gen
gen = 0
if(stat & (NOPOWER | BROKEN))
return
use_power(250)
if(track==1 && nexttime < world.timeofday && trackrate)
nexttime = world.timeofday + 3600/abs(trackrate)
cdir = (cdir+trackrate/abs(trackrate)+360)%360
set_panels(cdir)
update_icon()
src.updateDialog()
// called by solar tracker when sun position changes
/obj/machinery/power/solar_control/proc/tracker_update(var/angle)
if(track != 2 || stat & (NOPOWER | BROKEN))
return
cdir = angle
set_panels(cdir)
update_icon()
src.updateDialog()
/obj/machinery/power/solar_control/interact(mob/user)
if(stat & (BROKEN | NOPOWER)) return
if ( (get_dist(src, user) > 1 ))
if (!istype(user, /mob/living/silicon/ai))
user.unset_machine()
user << browse(null, "window=solcon")
return
add_fingerprint(user)
user.set_machine(src)
var/t = "<TT><B>Solar Generator Control</B><HR><PRE>"
t += "Generated power : [round(lastgen)] W<BR><BR>"
t += "<B>Orientation</B>: [rate_control(src,"cdir","[cdir]&deg",1,15)] ([angle2text(cdir)])<BR><BR><BR>"
t += "<BR><HR><BR><BR>"
t += "Tracking: "
switch(track)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];track=1'>Timed</A> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
if(1)
t += "<A href='?src=\ref[src];track=0'>Off</A> <B>Timed</B> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
if(2)
t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Timed</A> <B>Auto</B><BR>"
t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",5,30,180)]<BR><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A></TT>"
user << browse(t, "window=solcon")
onclose(user, "solcon")
return
/obj/machinery/power/solar_control/Topic(href, href_list)
if(..())
usr << browse(null, "window=solcon")
usr.unset_machine()
return
if(href_list["close"] )
usr << browse(null, "window=solcon")
usr.unset_machine()
return
if(href_list["dir"])
cdir = text2num(href_list["dir"])
set_panels(cdir)
update_icon()
if(href_list["rate control"])
if(href_list["cdir"])
src.cdir = dd_range(0,359,(360+src.cdir+text2num(href_list["cdir"]))%360)
spawn(1)
set_panels(cdir)
update_icon()
if(href_list["tdir"])
src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(href_list["tdir"]))
if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
if(href_list["track"])
if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
track = text2num(href_list["track"])
if(powernet && (track == 2))
var/obj/machinery/power/tracker/T = locate() in powernet.nodes
if(T)
cdir = T.sun_angle
set_panels(cdir)
update_icon()
src.updateUsrDialog()
return
/obj/machinery/power/solar_control/proc/set_panels(var/cdir)
if(!powernet) return
for(var/obj/machinery/power/solar/S in powernet.nodes)
if(get_dist(S, src) < SOLAR_MAX_DIST)
if(!S.control)
S.control = src
S.ndir = cdir
/obj/machinery/power/solar_control/power_change()
if(powered())
stat &= ~NOPOWER
update_icon()
else
spawn(rand(0, 15))
stat |= NOPOWER
update_icon()
/obj/machinery/power/solar_control/proc/broken()
stat |= BROKEN
update_icon()
/obj/machinery/power/solar_control/meteorhit()
broken()
return
/obj/machinery/power/solar_control/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
del(src)
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 = "<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 plasma! 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 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.</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>"