Files
Polaris/code/modules/power/solar.dm
johnsonmt88@gmail.com da5bfd3b0f Setting people's criminal status via SecHUDs now require the user to be alive, and to actually be wearing the HUD.
Set the solar control computers to 'off' by default since you have to set them off then back on again to get them working properly anyway.

Fixed a typo in glass/attackby() causing lit-glass tiles to not be created. Fixes issue 593

Moved certain procs in human/life.dm() into an if(stat != DEAD). This means that certain procs will update only if the mob is alive.
Affected procs:
- handle_virus_updates()
- handle_changeling()
- handle_mutations_and_radiation()
- handle_chemicals_in_body()
- handle_disabilities()
- handle_random_events() 
- update_canmove() 
- - If dead, it forces mob.canmove to 0, meaning you don't get to be the walking dead.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3925 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-27 06:16:31 +00:00

399 lines
8.6 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
#define SOLARGENRATE 1500
/obj/machinery/power/solar
name = "solar panel"
desc = "A solar electrical generator."
icon = 'power.dmi'
icon_state = "sp_base"
anchored = 1
density = 1
directwired = 1
use_power = 0
idle_power_usage = 0
active_power_usage = 0
var/health = 10
var/id = 1
var/obscured = 0
var/sunfrac = 0
var/adir = SOUTH
var/ndir = SOUTH
var/turn_angle = 0
var/obj/machinery/power/solar_control/control = null
proc
healthcheck()
updateicon()
update_solar_exposure()
broken()
New()
..()
spawn(10)
updateicon()
update_solar_exposure()
if(powernet)
for(var/obj/machinery/power/solar_control/SC in powernet.nodes)
if(SC.id == id)
control = SC
attackby(obj/item/weapon/W, mob/user)
..()
if (W)
src.add_fingerprint(user)
src.health -= W.force
src.healthcheck()
return
blob_act()
src.health--
src.healthcheck()
return
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
updateicon()
overlays = null
if(stat & BROKEN)
overlays += image('power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
else
overlays += image('power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
src.dir = angle2dir(adir)
return
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
process()
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)
spawn(10+rand(0,15))
adir = (360+adir+dd_range(-10,10,ndir-adir))%360
updateicon()
update_solar_exposure()
broken()
stat |= BROKEN
updateicon()
return
meteorhit()
if(stat & !BROKEN)
broken()
else
del(src)
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
blob_act()
if(prob(75))
broken()
src.density = 0
/obj/machinery/power/solar/fake/process()
machines.Remove(src)
return
/obj/machinery/power/solar_control
name = "solar panel control"
desc = "A controller for solar panel arrays."
icon = 'computer.dmi'
icon_state = "solar"
anchored = 1
density = 1
directwired = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 20
var/id = 1
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
proc
updateicon()
tracker_update(var/angle)
set_panels(var/cdir)
broken()
interact(mob/user)
New()
..()
spawn(15)
if(!powernet) return
for(var/obj/machinery/power/solar/S in powernet.nodes)
if(S.id != id) continue
cdir = S.adir//The hell is this even doing?
S.control = src
updateicon()
updateicon()
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('computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
return
attack_ai(mob/user)
add_fingerprint(user)
if(stat & (BROKEN | NOPOWER)) return
interact(user)
attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN | NOPOWER)) return
interact(user)
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, '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
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)
updateicon()
src.updateDialog()
// called by solar tracker when sun position changes
tracker_update(var/angle)
if(track != 2 || stat & (NOPOWER | BROKEN))
return
cdir = angle
set_panels(cdir)
updateicon()
src.updateDialog()
interact(mob/user)
if(stat & (BROKEN | NOPOWER)) return
if ( (get_dist(src, user) > 1 ))
if (!istype(user, /mob/living/silicon/ai))
user.machine = null
user << browse(null, "window=solcon")
return
add_fingerprint(user)
user.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
Topic(href, href_list)
if(..())
usr << browse(null, "window=solcon")
usr.machine = null
return
if(href_list["close"] )
usr << browse(null, "window=solcon")
usr.machine = null
return
if(href_list["dir"])
cdir = text2num(href_list["dir"])
spawn(1)
set_panels(cdir)
updateicon()
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)
updateicon()
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(track == 2)
var/obj/machinery/power/tracker/T = locate() in world
if(T)
cdir = T.sun_angle
set_panels(cdir)
updateicon()
src.updateUsrDialog()
return
set_panels(var/cdir)
if(!powernet) return
for(var/obj/machinery/power/solar/S in powernet.nodes)
if(S.id != id) continue
if(!S.control)
S.control = src
S.ndir = cdir
power_change()
if(powered())
stat &= ~NOPOWER
updateicon()
else
spawn(rand(0, 15))
stat |= NOPOWER
updateicon()
broken()
stat |= BROKEN
updateicon()
meteorhit()
broken()
return
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
blob_act()
if (prob(75))
broken()
src.density = 0