#define SOLAR_MAX_DIST 40 /obj/machinery/power/solar name = "solar panel" desc = "A solar panel. Generates electricity when in contact with sunlight." icon = 'icons/goonstation/objects/power.dmi' icon_state = "sp_base" density = TRUE max_integrity = 150 integrity_failure = 50 var/obscured = FALSE 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/Initialize(mapload, obj/item/solar_assembly/S) . = ..() Make(S) connect_to_network() /obj/machinery/power/solar/Destroy() unset_control() //remove from control computer return ..() //set the control of the panel to a given computer if closer than SOLAR_MAX_DIST /obj/machinery/power/solar/proc/set_control(obj/machinery/power/solar_control/SC) if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST)) return FALSE control = SC SC.connected_panels |= src return TRUE //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(obj/item/solar_assembly/S) if(!S) S = new /obj/item/solar_assembly(src) S.glass_type = /obj/item/stack/sheet/glass S.anchored = TRUE S.loc = src if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass max_integrity *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to obj_integrity = max_integrity update_icon(UPDATE_OVERLAYS) /obj/machinery/power/solar/crowbar_act(mob/user, obj/item/I) . = TRUE if(!I.tool_use_check(user, 0)) return playsound(loc, 'sound/machines/click.ogg', 50, 1) user.visible_message("[user] begins to take the glass off the solar panel.", "You begin to take the glass off the solar panel...") if(I.use_tool(src, user, 50, volume = I.tool_volume)) user.visible_message("[user] takes the glass off the solar panel.", "You take the glass off the solar panel.") deconstruct(TRUE) /obj/machinery/power/solar/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(stat & BROKEN) playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 60, TRUE) else playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE) if(BURN) playsound(loc, 'sound/items/welder.ogg', 100, TRUE) /obj/machinery/power/solar/obj_break(damage_flag) if(!(stat & BROKEN) && !(flags & NODECONSTRUCT)) playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE) stat |= BROKEN unset_control() update_icon(UPDATE_OVERLAYS) /obj/machinery/power/solar/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) if(disassembled) var/obj/item/solar_assembly/S = locate() in src if(S) S.forceMove(loc) S.give_glass(stat & BROKEN) else playsound(src, "shatter", 70, TRUE) new /obj/item/shard(loc) new /obj/item/shard(loc) qdel(src) /obj/machinery/power/solar/update_overlays() . = ..() if(stat & BROKEN) . += image('icons/goonstation/objects/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER) else var/image/panel = image('icons/goonstation/objects/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER) var/matrix/M = matrix() M.Turn(adir) panel.transform = M . += panel //calculates the fraction of the sunlight that the panel recieves /obj/machinery/power/solar/proc/update_solar_exposure() if(obscured) sunfrac = 0 return //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 - SSsun.angle), 360 - abs(adir - SSsun.angle)) if(p_angle > 90) // if facing more than 90deg from sun, zero output sunfrac = 0 return sunfrac = cos(p_angle) ** 2 //isn't the power received 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) //if there's no 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 sun, so don't generate power return var/sgen = SSsun.solar_gen_rate * sunfrac produce_direct_power(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)) stat |= BROKEN unset_control() update_icon(UPDATE_OVERLAYS) /obj/machinery/power/solar/fake/New(turf/loc, obj/item/solar_assembly/S) ..(loc, S, 0) /obj/machinery/power/solar/fake/process() . = PROCESS_KILL return //trace towards 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 var/dx = SSsun.dx var/dy = SSsun.dy for(var/i = 1 to 20) // 20 steps is enough ax += dx // do step ay += dy T = locate( round(ax,0.5),round(ay,0.5),z) if(T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge break if(T.density) // if we hit a solid turf, panel is obscured obscured = TRUE return obscured = FALSE // 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/goonstation/objects/power.dmi' icon_state = "sp_base" item_state = "electropack" w_class = WEIGHT_CLASS_BULKY // Pretty big! anchored = FALSE var/tracker = 0 var/glass_type = null /obj/item/solar_assembly/attack_hand(mob/user) if(!anchored) ..() // 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/examine(mob/user) . = ..() . += "The solar assembly is [anchored ? "wrenched into place" : "unwrenched"]." if(tracker) . += "The solar assembly has a tracking circuit installed. It can be pried out." else . += "The solar assembly has a slot for a tracking circuit board." if(anchored) .+= "The solar assembly needs glass to be completed." /obj/item/solar_assembly/attackby(obj/item/W, mob/user, params) if(!anchored && isturf(loc)) if(istype(W, /obj/item/wrench)) anchored = TRUE user.visible_message("[user] wrenches the solar assembly into place.", "You wrench the solar assembly into place.") playsound(src.loc, W.usesound, 50, 1) return 1 else if(istype(W, /obj/item/wrench)) anchored = FALSE user.visible_message("[user] unwrenches the solar assembly from its place.", "You unwrench the solar assembly from its place.") playsound(src.loc, W.usesound, 50, 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.use(2)) glass_type = S.merge_type playsound(loc, S.usesound, 50, 1) user.visible_message("[user] places the glass on the solar assembly.", "You place the glass on the solar assembly.") if(tracker) new /obj/machinery/power/tracker(get_turf(src), src) else new /obj/machinery/power/solar(get_turf(src), 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/tracker_electronics)) if(!user.drop_item()) return tracker = 1 qdel(W) user.visible_message("[user] inserts the electronics into the solar assembly.", "You insert the electronics into the solar assembly.") return 1 else if(istype(W, /obj/item/crowbar)) new /obj/item/tracker_electronics(src.loc) tracker = 0 playsound(loc, W.usesound, 50, 1) user.visible_message("[user] takes out the electronics from the solar assembly.", "You take out the electronics from the solar assembly.") return 1 else return ..() // // Solar Control Computer // #define TRACKER_OFF 0 #define TRACKER_TIMED 1 #define TRACKER_AUTO 2 /obj/machinery/power/solar_control name = "solar panel control" desc = "A controller for solar panel arrays." icon = 'icons/obj/computer.dmi' icon_state = "computer" anchored = TRUE density = TRUE power_state = IDLE_POWER_USE idle_power_consumption = 250 max_integrity = 200 integrity_failure = 100 var/icon_screen = "solar" var/icon_keyboard = "power_key" 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 = TRACKER_OFF var/trackrate = 600 // 300-900 seconds var/nexttime = 0 // time for a panel to rotate of 1? in manual tracking var/autostart = FALSE // Automatically search for connected devices var/obj/machinery/power/tracker/connected_tracker = null var/list/connected_panels = list() // Used for mapping in solar array which automatically starts itself (telecomms, for example) /obj/machinery/power/solar_control/autostart track = TRACKER_AUTO autostart = TRUE // Automatically search for connected devices /obj/machinery/power/solar_control/Initialize() SSsun.solars |= src setup() . = ..() /obj/machinery/power/solar_control/proc/setup() connect_to_network() set_panels(cdir) if(autostart) search_for_connected() if(connected_tracker && track == TRACKER_AUTO) connected_tracker.modify_angle(SSsun.angle) 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/disconnect_from_network() ..() SSsun.solars.Remove(src) /obj/machinery/power/solar_control/connect_to_network() var/to_return = ..() if(powernet) //if connected and not already in solar list... SSsun.solars |= 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) 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 T.set_control(src) //called by the 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 if(track == TRACKER_AUTO && connected_tracker) // auto-tracking connected_tracker.modify_angle(SSsun.angle) set_panels(cdir) updateDialog() /obj/machinery/power/solar_control/update_overlays() . = ..() if(stat & NOPOWER) . += "[icon_keyboard]_off" return . += icon_keyboard if(stat & BROKEN) . += "[icon_state]_broken" else . += icon_screen /obj/machinery/power/solar_control/attack_ai(mob/user as mob) add_hiddenprint(user) ui_interact(user) /obj/machinery/power/solar_control/attack_ghost(mob/user as mob) ui_interact(user) /obj/machinery/power/solar_control/attack_hand(mob/user) if(..(user)) return TRUE if(stat & BROKEN) return ui_interact(user) /obj/machinery/power/solar_control/ui_state(mob/user) return GLOB.default_state /obj/machinery/power/solar_control/ui_interact(mob/user, datum/tgui/ui = null) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "SolarControl", name) ui.open() /obj/machinery/power/solar_control/ui_data(mob/user) var/list/data = list() data["generated"] = round(lastgen) //generated power by all connected panels data["generated_ratio"] = data["generated"] / round(max(connected_panels.len, 1) * SSsun.solar_gen_rate) //power generation ratio. Used for the power bar data["direction"] = angle2text(cdir) //current orientation of the panels data["cdir"] = cdir //current orientation of the of the panels in degrees data["tracking_state"] = track //tracker status: TRACKER_OFF, TRACKER_TIMED, TRACKER_AUTO data["tracking_rate"] = trackrate //rotation speed of tracker in degrees/h data["rotating_direction"] = (trackrate < 0 ? "Counter clockwise" : "Clockwise") //direction of tracker data["connected_panels"] = connected_panels.len data["connected_tracker"] = (connected_tracker ? TRUE : FALSE) return data /obj/machinery/power/solar_control/ui_act(action, params) if(..()) return . = TRUE switch(action) if("cdir") //change panel orientation var/newAngle = text2num(params["cdir"]) if(!isnull(newAngle)) //0 is ok cdir = clamp(newAngle, 0, 359) targetdir = cdir set_panels(cdir) if("tdir") //change tracker rotation var/newTrackrate = text2num(params["tdir"]) if(!newTrackrate) newTrackrate = 1 trackrate = clamp(newTrackrate, -7200, 7200) nexttime = world.time + 36000 / abs(trackrate) if("track") //change tracker status track = text2num(params["track"]) if(track == TRACKER_AUTO) if(connected_tracker) connected_tracker.modify_angle(SSsun.angle) set_panels(cdir) else if(track == TRACKER_TIMED) targetdir = cdir if(trackrate) nexttime = world.time + 36000 / abs(trackrate) set_panels(targetdir) if("refresh") search_for_connected() if(connected_tracker && track == TRACKER_AUTO) connected_tracker.modify_angle(SSsun.angle) set_panels(cdir) /obj/machinery/power/solar_control/screwdriver_act(mob/user, obj/item/I) . = TRUE if(!I.tool_use_check(user, 0)) return if(!I.use_tool(src, user, 20, volume = I.tool_volume)) return var/obj/structure/computerframe/A = new /obj/structure/computerframe(loc) var/obj/item/circuitboard/solar_control/M = new /obj/item/circuitboard/solar_control(A) for(var/obj/C in src) C.forceMove(loc) if(stat & BROKEN) to_chat(user, "The broken glass falls out.") A.state = 4 // STATE_WIRES new /obj/item/shard(drop_location()) else to_chat(user, "You disconnect the monitor.") A.state = 5 // STATE_GLASS A.dir = dir A.circuit = M A.update_icon() A.anchored = TRUE qdel(src) /obj/machinery/power/solar_control/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(stat & BROKEN) playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE) else playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE) if(BURN) playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE) /obj/machinery/power/solar_control/obj_break(damage_flag) if(!(stat & BROKEN) && !(flags & NODECONSTRUCT)) playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE) stat |= BROKEN update_icon() /obj/machinery/power/solar_control/process() lastgen = gen gen = 0 if(stat & (NOPOWER | BROKEN)) return if(connected_tracker && connected_tracker.powernet != powernet) //NOTE : handled here so that we don't add trackers to the processing list connected_tracker.unset_control() //manual tracking and set a rotation speed if(track == TRACKER_TIMED && trackrate && 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? cdir = targetdir set_panels(cdir) //rotates the panel to the passed angle /obj/machinery/power/solar_control/proc/set_panels(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_OVERLAYS) //update it update_icon() /obj/machinery/power/solar_control/power_change() if(!..()) return update_icon() /obj/machinery/power/solar_control/proc/broken() stat |= BROKEN update_icon() // // MISC // /obj/item/paper/solar name = "paper- 'Going green! Setup your own solar array instructions.'" info = "

Welcome

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.

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 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.

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!

"