tg's solars update

This commit is contained in:
ZomgPonies
2014-04-22 09:46:36 -04:00
parent 850236a137
commit 1cdbe818ad
4 changed files with 165 additions and 232 deletions
-8
View File
@@ -322,12 +322,4 @@
..()
/proc/rate_control(var/S, var/V, var/C, var/Min=1, var/Max=5, var/Limit=null)
var/href = "<A href='?src=\ref[S];rate control=1;[V]"
var/rate = "[href]=-[Max]'>-</A>[href]=-[Min]'>-</A> [(C?C : 0)] [href]=[Min]'>+</A>[href]=[Max]'>+</A>"
if(Limit) return "[href]=-[Limit]'>-</A>"+rate+"[href]=[Limit]'>+</A>"
return rate
#undef SMESRATE
+111 -154
View File
@@ -1,20 +1,8 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
#define SOLAR_MAX_DIST 40
#define SOLARGENRATE 1500
var/list/solars_list = list()
// This will choose whether to get the solar list from the powernet or the powernet nodes,
// depending on the size of the nodes.
/obj/machinery/power/proc/get_solars_powernet()
if(!powernet)
return list()
if(solars_list.len < powernet.nodes)
return solars_list
else
return powernet.nodes
/obj/machinery/power/solar
name = "solar panel"
desc = "A solar electrical generator."
@@ -30,26 +18,24 @@ var/list/solars_list = list()
var/health = 10
var/obscured = 0
var/sunfrac = 0
var/adir = SOUTH
var/ndir = SOUTH
var/adir = SOUTH // actual dir
var/ndir = SOUTH // target dir
var/turn_angle = 0
var/obj/machinery/power/solar_control/control = null
var/image/overlay_image //overlay cache image
/obj/machinery/power/solar/New(var/turf/loc, var/obj/item/solar_assembly/S, var/process = 1)
/obj/machinery/power/solar/New(var/turf/loc, var/obj/item/solar_assembly/S)
..(loc)
Make(S)
connect_to_network(process)
connect_to_network()
/obj/machinery/power/solar/disconnect_from_network()
..()
solars_list.Remove(src)
/obj/machinery/power/solar/connect_to_network(var/process)
/obj/machinery/power/solar/connect_to_network()
..()
if(process)
solars_list.Add(src)
if(powernet) //if connected and not already in solar_list...
solars_list |= src //... add it
/obj/machinery/power/solar/proc/Make(var/obj/item/solar_assembly/S)
@@ -58,14 +44,17 @@ var/list/solars_list = list()
S.glass_type = /obj/item/stack/sheet/glass
S.anchored = 1
S.loc = src
if(S.glass_type == /obj/item/stack/sheet/rglass) //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(iscrowbar(W))
if(istype(W, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user << "<span class='notice'>You begin 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)
@@ -73,7 +62,7 @@ var/list/solars_list = list()
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)
qdel(src)
return
else if (W)
src.add_fingerprint(user)
@@ -93,9 +82,9 @@ var/list/solars_list = list()
if(!(stat & BROKEN))
broken()
else
getFromPool(/obj/item/weapon/shard, loc)
getFromPool(/obj/item/weapon/shard, loc)
del(src)
new /obj/item/weapon/shard(src.loc)
new /obj/item/weapon/shard(src.loc)
qdel(src)
return
return
@@ -103,14 +92,11 @@ var/list/solars_list = list()
/obj/machinery/power/solar/update_icon()
..()
overlays.Cut()
if(isnull(src.overlay_image))
src.overlay_image = image('icons/obj/power.dmi', layer = FLY_LAYER)
if(stat & BROKEN)
src.overlay_image.icon_state = "solar_panel-b"
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
else
src.overlay_image.icon_state = "solar_panel"
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
src.dir = angle2dir(adir)
src.overlays += src.overlay_image
return
@@ -120,21 +106,22 @@ var/list/solars_list = list()
if(obscured)
sunfrac = 0
return
var/p_angle = abs((360+adir)%360 - (360+sun.angle)%360)
//find the smaller angle between the direction the panel is facing and the direction of the sun (the sign is not important here)
var/p_angle = min(abs(adir - sun.angle), 360 - abs(adir - sun.angle))
if(p_angle > 90) // if facing more than 90deg from sun, zero output
sunfrac = 0
return
sunfrac = cos(p_angle) ** 2
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(!control) return
if(adir != ndir)
adir = (360+adir+dd_range(-10,10,ndir-adir))%360
update_icon()
update_solar_exposure()
if(stat & BROKEN)
return
if(!sun || !control) //if there's no sun or the panel is not linked to a solar control computer, no need to proceed
return
if(obscured) return
@@ -155,23 +142,26 @@ var/list/solars_list = list()
if(stat & !BROKEN)
broken()
else
del(src)
qdel(src)
/obj/machinery/power/solar/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
if(prob(15))
getFromPool(/obj/item/weapon/shard, loc)
new /obj/item/weapon/shard( src.loc )
qdel(src)
return
if(2.0)
if (prob(25))
getFromPool(/obj/item/weapon/shard, loc)
new /obj/item/weapon/shard( src.loc )
qdel(src)
return
if (prob(50))
broken()
if(3.0)
if (prob(25))
broken()
@@ -222,13 +212,13 @@ var/list/solars_list = list()
/obj/item/solar_assembly/attackby(var/obj/item/weapon/W, var/mob/user)
if(!anchored && isturf(loc))
if(iswrench(W))
if(istype(W, /obj/item/weapon/wrench))
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))
if(istype(W, /obj/item/weapon/wrench))
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)
@@ -251,11 +241,11 @@ var/list/solars_list = list()
if(istype(W, /obj/item/weapon/tracker_electronics))
tracker = 1
user.drop_item()
del(W)
qdel(W)
user.visible_message("<span class='notice'>[user] inserts the electronics into the solar assembly.</span>")
return 1
else
if(iscrowbar(W))
if(istype(W, /obj/item/weapon/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>")
@@ -275,17 +265,15 @@ var/list/solars_list = list()
density = 1
directwired = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 20
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=manual 2=automatic
var/trackrate = 60 // Measured in tenths of degree per minute (i.e. defaults to 6.0 deg/min)
var/trackdir = 1 // -1=CCW, 1=CW
var/nexttime = 0 // Next clock time that manual tracking will move the array
var/image/overlay_image
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
/obj/machinery/power/solar_control/New()
@@ -300,8 +288,8 @@ var/list/solars_list = list()
/obj/machinery/power/solar_control/connect_to_network()
..()
if(powernet)
solars_list.Add(src)
if(powernet) //if connected and not already in solar_list...
solars_list |= src //... add it
/obj/machinery/power/solar_control/initialize()
..()
@@ -309,32 +297,45 @@ var/list/solars_list = list()
set_panels(cdir)
/obj/machinery/power/solar_control/update_icon()
overlays.Cut()
if(isnull(src.overlay_image))
src.overlay_image = image('icons/obj/computer.dmi', "solcon-o", layer = FLY_LAYER)
if(stat & BROKEN)
icon_state = "broken"
overlays.Cut()
return
if(stat & NOPOWER)
icon_state = "c_unpowered"
overlays.Cut()
return
icon_state = "solar"
if(cdir > 0)
overlays += src.overlay_image //it doesn't change.
overlays.Cut()
if(cdir > -1)
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)
if(!..())
interact(user)
/obj/machinery/power/solar_control/interact(mob/user)
var/t = "Generated power : [round(lastgen)] W<BR>"
t += "<B>Orientation</B>: [rate_control(src,"cdir","[cdir]&deg",1,15)] ([angle2text(cdir)])<BR>"
t += "Tracking:<div class='statusDisplay'>"
switch(track)
if(0)
t += "<span class='linkOn'>Off</span> <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> <span class='linkOn'>Timed</span> <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> <span class='linkOn'>Auto</span><BR>"
t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",1,30,180)]</div><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A>"
var/datum/browser/popup = new(user, "solar", name)
popup.set_content(t)
popup.open()
return
/obj/machinery/power/solar_control/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
@@ -343,7 +344,7 @@ var/list/solars_list = list()
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
getFromPool(/obj/item/weapon/shard, 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
@@ -351,7 +352,7 @@ var/list/solars_list = list()
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
qdel(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
@@ -362,12 +363,11 @@ var/list/solars_list = list()
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
qdel(src)
else
src.attack_hand(user)
return
/obj/machinery/power/solar_control/process()
lastgen = gen
gen = 0
@@ -375,68 +375,27 @@ var/list/solars_list = list()
if(stat & (NOPOWER | BROKEN))
return
//use_power(250)
if(track==1 && nexttime < world.time && trackdir*trackrate)
// Increments nexttime using itself and not world.time to prevent drift
nexttime = nexttime + 6000/trackrate
// Nudges array 1 degree in desired direction
cdir = (cdir+trackdir+360)%360
set_panels(cdir)
update_icon()
if(track==1 && trackrate)
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°
src.updateDialog()
// called by solar tracker when sun position changes
// or called by the sun controller for manual tracking updates
/obj/machinery/power/solar_control/proc/tracker_update(var/angle)
if(track != 2 || stat & (NOPOWER | BROKEN))
if(stat & (NOPOWER | BROKEN) || track == 0)
return
cdir = angle
if (track == 2)
cdir = angle
else if (track == 1 && trackrate) //if manual tracking...
cdir = targetdir //...the current direction is the targetted one (and rotates panels to it)
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))
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 += "<B>Generated power</B> : [round(lastgen)] W<BR>"
t += "Station Rotational Period: [60/abs(sun.rate)] minutes<BR>"
t += "Station Rotational Direction: [sun.rate<0 ? "CCW" : "CW"]<BR>"
t += "Star Orientation: [sun.angle]&deg ([angle2text(sun.angle)])<BR>"
t += "Array Orientation: [rate_control(src,"cdir","[cdir]&deg",1,10,60)] ([angle2text(cdir)])<BR>"
t += "<BR><HR><BR>"
t += "Tracking: "
switch(track)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];track=1'>Manual</A> <A href='?src=\ref[src];track=2'>Automatic</A><BR>"
if(1)
t += "<A href='?src=\ref[src];track=0'>Off</A> <B>Manual</B> <A href='?src=\ref[src];track=2'>Automatic</A><BR>"
if(2)
t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Manual</A> <B>Automatic</B><BR>"
t += "Manual Tracking Rate: [rate_control(src,"tdir","[trackrate/10]&deg/min ([trackdir<0 ? "CCW" : "CW"])",1,10)]<BR>"
t += "Manual Tracking Direction: "
switch(trackdir)
if(-1)
t += "<A href='?src=\ref[src];trackdir=1'>CW</A> <B>CCW</B><BR>"
if(1)
t += "<B>CW</B> <A href='?src=\ref[src];trackdir=-1'>CCW</A><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")
@@ -447,59 +406,51 @@ var/list/solars_list = list()
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)
src.targetdir = src.cdir
if(track == 2) //manual update, so losing auto-tracking
track = 0
spawn(1)
set_panels(cdir)
update_icon()
if(href_list["tdir"])
src.trackrate = dd_range(0,360,src.trackrate+text2num(href_list["tdir"]))
if(src.trackrate) nexttime = world.time + 6000/trackrate
src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(href_list["tdir"]))
if(src.trackrate) nexttime = world.time + 36000/abs(trackrate)
if(href_list["track"])
if(src.trackrate) nexttime = world.time + 6000/trackrate
track = text2num(href_list["track"])
if(powernet && (track == 2))
if(!solars_list.Find(src,1,0))
solars_list.Add(src)
for(var/obj/machinery/power/tracker/T in get_solars_powernet())
for(var/obj/machinery/power/tracker/T in powernet.nodes)
if(powernet.nodes[T])
cdir = T.sun_angle
T.set_angle(sun.angle)
break
else if (track == 1) //begin manual tracking
src.targetdir = src.cdir
if(src.trackrate) nexttime = world.time + 36000/abs(trackrate)
set_panels(targetdir)
if(href_list["trackdir"])
trackdir = text2num(href_list["trackdir"])
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 get_solars_powernet())
for(var/obj/machinery/power/solar/S in powernet.nodes)
if(powernet.nodes[S])
if(get_dist(S, src) < SOLAR_MAX_DIST)
if(!S.control)
S.control = src
S.ndir = cdir
S.adir = cdir //instantly rotates the panel
S.update_icon() //and
S.update_solar_exposure() //update it
update_icon()
/obj/machinery/power/solar_control/power_change()
if(powered())
stat &= ~NOPOWER
update_icon()
else
spawn(rand(0, 15))
stat |= NOPOWER
update_icon()
..()
update_icon()
/obj/machinery/power/solar_control/proc/broken()
@@ -540,3 +491,9 @@ var/list/solars_list = list()
/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>"
/proc/rate_control(var/S, var/V, var/C, var/Min=1, var/Max=5, var/Limit=null) //How not to name vars
var/href = "<A href='?src=\ref[S];rate control=1;[V]"
var/rate = "[href]=-[Max]'>-</A>[href]=-[Min]'>-</A> [(C?C : 0)] [href]=[Min]'>+</A>[href]=[Max]'>+</A>"
if(Limit) return "[href]=-[Limit]'>-</A>"+rate+"[href]=[Limit]'>+</A>"
return rate
+17 -28
View File
@@ -13,16 +13,12 @@
directwired = 1
use_power = 0
var/id = 0
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
Make(S)
connect_to_network()
/obj/machinery/power/tracker/disconnect_from_network()
@@ -31,7 +27,17 @@
/obj/machinery/power/tracker/connect_to_network()
..()
solars_list.Add(src)
if(powernet) //if connected and not already in solar_list...
solars_list |= src //... add it
/obj/machinery/power/tracker/proc/Make(var/obj/item/solar_assembly/S)
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
update_icon()
// called by datum/sun/calc_position() as sun's angle changes
/obj/machinery/power/tracker/proc/set_angle(var/angle)
@@ -40,24 +46,20 @@
//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())
for(var/obj/machinery/power/solar_control/C in powernet.nodes)
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))
if(istype(W, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user << "<span class='notice'>You begin to take the glass off the solar tracker...</span>"
if(do_after(user, 50))
var/obj/item/solar_assembly/S = locate() in src
if(S)
@@ -65,23 +67,10 @@
S.give_glass()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] takes the glass off the tracker.</span>")
del(src)
qdel(src)
return
..()
// timed process
// make sure we can draw power from the powernet
/obj/machinery/power/tracker/process()
var/avail = surplus()
if(avail > 500)
add_load(500)
stat &= ~NOPOWER
else
stat |= NOPOWER
// Tracker Electronic
/obj/item/weapon/tracker_electronics