Files
Paradise/code/modules/power/solar.dm
LightFire53 2531a8ce89 Black magicks
Told by S34N that this will fix an issue with solar control consoles being bugged visually
2021-09-06 16:46:07 -07:00

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#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/obj/power.dmi'
icon_state = "sp_base"
density = TRUE
use_power = NO_POWER_USE
idle_power_usage = 0
active_power_usage = 0
max_integrity = 150
integrity_failure = 50
var/id = 0
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/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 0
control = SC
SC.connected_panels |= src
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(obj/item/solar_assembly/S)
if(!S)
S = new /obj/item/solar_assembly(src)
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
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()
/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.", "<span class='notice'>You begin to take the glass off the solar panel...</span>")
if(I.use_tool(src, user, 50, volume = I.tool_volume))
user.visible_message("[user] takes the glass off the solar panel.", "<span class='notice'>You take the glass off the solar panel.</span>")
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()
/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(src.loc)
new /obj/item/shard(src.loc)
qdel(src)
/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)
set_angle(adir)
return
//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
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))
stat |= BROKEN
unset_control()
update_icon()
/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 = 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 = "electropack"
w_class = WEIGHT_CLASS_BULKY // Pretty big!
anchored = 0
var/tracker = 0
var/glass_type = null
/obj/item/solar_assembly/attack_hand(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(obj/item/W, mob/user, params)
if(!anchored && isturf(loc))
if(istype(W, /obj/item/wrench))
anchored = 1
user.visible_message("[user] wrenches the solar assembly into place.", "<span class='notice'>You wrench the solar assembly into place.</span>")
playsound(src.loc, W.usesound, 50, 1)
return 1
else
if(istype(W, /obj/item/wrench))
anchored = 0
user.visible_message("[user] unwrenches the solar assembly from its place.", "<span class='notice'>You unwrench the solar assembly from its place.</span>")
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.", "<span class='notice'>You place 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)
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/tracker_electronics))
if(!user.drop_item())
return
tracker = 1
qdel(W)
user.visible_message("[user] inserts the electronics into the solar assembly.", "<span class='notice'>You insert the electronics into the solar assembly.</span>")
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.", "<span class='notice'>You take out the electronics from the solar assembly.</span>")
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
use_power = IDLE_POWER_USE
idle_power_usage = 250
max_integrity = 200
integrity_failure = 100
var/icon_screen = "solar"
var/icon_keyboard = "power_key"
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 = 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_icon()
overlays.Cut()
if(stat & NOPOWER)
overlays += "[icon_keyboard]_off"
return
overlays += icon_keyboard
if(stat & BROKEN)
overlays += "[icon_state]_broken"
else
overlays += 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_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = TRUE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "SolarControl", name, 490, 300)
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/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
playsound(src.loc, I.usesound, 50, 1)
if(do_after(user, 20 * I.toolspeed, target = src))
if(src.stat & BROKEN)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/shard( src.loc )
var/obj/item/circuitboard/solar_control/M = new /obj/item/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
qdel(src)
else
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/circuitboard/solar_control/M = new /obj/item/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
qdel(src)
else
return ..()
/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 it
update_icon()
/obj/machinery/power/solar_control/power_change()
..()
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 = "<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>"