#define SOLAR_GEN_RATE 1500 #define OCCLUSION_DISTANCE 20 /obj/machinery/power/solar name = "solar panel" desc = "A solar panel. Generates electricity when in contact with sunlight." icon = 'goon/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 = 0.33 var/id var/obscured = FALSE var/sunfrac = 0 //[0-1] measure of obscuration -- multipllier against power generation var/azimuth_current = 0 //[0-360) degrees, which direction are we facing? var/azimuth_target = 0 //same but what way we're going to face next time we turn var/obj/machinery/power/solar_control/control var/needs_to_turn = TRUE //do we need to turn next tick? var/needs_to_update_solar_exposure = TRUE //do we need to call update_solar_exposure() next tick? var/obj/effect/overlay/panel var/obj/item/solar_assembly/assembly var/efficiency = 1 /obj/machinery/power/solar/Initialize(mapload, obj/item/solar_assembly/S) . = ..() panel = new() #if DM_VERSION >= 513 panel.vis_flags = VIS_INHERIT_ID|VIS_INHERIT_ICON|VIS_INHERIT_PLANE vis_contents += panel #endif panel.icon = icon panel.icon_state = "solar_panel" panel.layer = FLY_LAYER Make(S) connect_to_network() RegisterSignal(SSsun, COMSIG_SUN_MOVED, .proc/queue_update_solar_exposure) /obj/machinery/power/solar/Destroy() unset_control() //remove from control computer return ..() //set the control of the panel to a given computer /obj/machinery/power/solar/proc/set_control(obj/machinery/power/solar_control/SC) unset_control() control = SC SC.connected_panels += src queue_turn(SC.azimuth_target) //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 -= src control = null /obj/machinery/power/solar/proc/Make(obj/item/solar_assembly/S) if(!S) assembly = new /obj/item/solar_assembly assembly.glass_type = new /obj/item/stack/sheet/glass(null, 2) assembly.anchored = TRUE else S.moveToNullspace() assembly = S assembly.glass_type.on_solar_construction(src) obj_integrity = max_integrity update_icon() /obj/machinery/power/solar/crowbar_act(mob/user, obj/item/I) playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) user.visible_message("[user] begins to take the glass off [src].", "You begin to take the glass off [src]...") if(I.use_tool(src, user, 50)) playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE) user.visible_message("[user] takes the glass off [src].", "You take the glass off [src].") deconstruct(TRUE) return 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_1 & NODECONSTRUCT_1)) playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE) stat |= BROKEN unset_control() update_icon() /obj/machinery/power/solar/deconstruct(disassembled = TRUE) if(!(flags_1 & NODECONSTRUCT_1)) if(disassembled) if(assembly) assembly.forceMove(loc) assembly.give_glass(stat & BROKEN) else playsound(src, "shatter", 70, 1) var/shard = assembly?.glass_type ? assembly.glass_type.shard_type : /obj/item/shard new shard(loc) new shard(loc) qdel(src) /obj/machinery/power/solar/update_overlays() . = ..() var/matrix/turner = matrix() turner.Turn(azimuth_current) panel.transform = turner if(stat & BROKEN) panel.icon_state = "solar_panel-b" else panel.icon_state = "solar_panel" #if DM_VERSION <= 512 . += new /mutable_appearance(panel) #endif /obj/machinery/power/solar/proc/queue_turn(azimuth) needs_to_turn = TRUE azimuth_target = azimuth /obj/machinery/power/solar/proc/queue_update_solar_exposure() needs_to_update_solar_exposure = TRUE //updating right away would be wasteful if we're also turning later /obj/machinery/power/solar/proc/update_turn() needs_to_turn = FALSE if(azimuth_current != azimuth_target) azimuth_current = azimuth_target occlusion_setup() update_icon() needs_to_update_solar_exposure = TRUE ///trace towards sun to see if we're in shadow /obj/machinery/power/solar/proc/occlusion_setup() obscured = TRUE var/distance = OCCLUSION_DISTANCE var/target_x = round(sin(SSsun.azimuth), 0.01) var/target_y = round(cos(SSsun.azimuth), 0.01) var/x_hit = x var/y_hit = y var/turf/hit for(var/run in 1 to distance) x_hit += target_x y_hit += target_y hit = locate(round(x_hit, 1), round(y_hit, 1), z) if(hit.opacity) return if(hit.x == 1 || hit.x == world.maxx || hit.y == 1 || hit.y == world.maxy) //edge of the map break obscured = FALSE ///calculates the fraction of the sunlight that the panel receives /obj/machinery/power/solar/proc/update_solar_exposure() needs_to_update_solar_exposure = FALSE sunfrac = 0 if(obscured) return 0 var/sun_azimuth = SSsun.azimuth if(azimuth_current == sun_azimuth) //just a quick optimization for the most frequent case . = 1 else //dot product of sun and panel -- Lambert's Cosine Law . = cos(azimuth_current - sun_azimuth) . = CLAMP(round(., 0.01), 0, 1) sunfrac = . /obj/machinery/power/solar/process() if(stat & BROKEN) return if(control && (!powernet || control.powernet != powernet)) unset_control() if(needs_to_turn) update_turn() if(needs_to_update_solar_exposure) update_solar_exposure() if(sunfrac <= 0) return var/sgen = SOLAR_GEN_RATE * sunfrac * efficiency add_avail(sgen) if(control) control.gen += sgen //Bit of a hack but this whole type is a hack /obj/machinery/power/solar/fake/Initialize(turf/loc, obj/item/solar_assembly/S) . = ..() UnregisterSignal(SSsun, COMSIG_SUN_MOVED) /obj/machinery/power/solar/fake/process() return PROCESS_KILL // // 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 = 'goon/icons/obj/power.dmi' icon_state = "sp_base" item_state = "electropack" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_BULKY // Pretty big! anchored = FALSE var/tracker = 0 var/obj/item/stack/sheet/glass_type var/static/list/allowed_sheets = typecacheof(list(/obj/item/stack/sheet/glass, /obj/item/stack/sheet/rglass, /obj/item/stack/sheet/plasmaglass, /obj/item/stack/sheet/plasmarglass, /obj/item/stack/sheet/titaniumglass, /obj/item/stack/sheet/plastitaniumglass)) // Give back the glass type we were supplied with /obj/item/solar_assembly/proc/give_glass(device_broken) var/atom/Tsec = drop_location() if(device_broken) var/shard = glass_type ? glass_type.shard_type : /obj/item/shard if(shard) new shard(Tsec) new shard(Tsec) else if(glass_type) glass_type.forceMove(Tsec) glass_type = null /obj/item/solar_assembly/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/wrench) && isturf(loc)) if(isinspace()) to_chat(user, "You can't secure [src] here.") return anchored = !anchored if(anchored) user.visible_message("[user] wrenches the solar assembly into place.", "You wrench the solar assembly into place.") W.play_tool_sound(src, 75) else user.visible_message("[user] unwrenches the solar assembly from its place.", "You unwrench the solar assembly from its place.") W.play_tool_sound(src, 75) return 1 if(is_type_in_typecache(W, allowed_sheets)) if(!anchored) to_chat(user, "You need to secure the assembly before you can add glass.") return var/obj/item/stack/sheet/S = W var/obj/item/stack/sheet/G = S.change_stack(null, 2) if(G) glass_type = G G.moveToNullspace() playsound(src.loc, 'sound/machines/click.ogg', 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/electronics/tracker)) if(!user.temporarilyRemoveItemFromInventory(W)) 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/electronics/tracker(src.loc) tracker = 0 user.visible_message("[user] takes out the electronics from the solar assembly.", "You take out the electronics from the solar assembly.") return 1 return ..() // // 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 = "computer" density = TRUE use_power = IDLE_POWER_USE idle_power_usage = 250 max_integrity = 200 integrity_failure = 0.5 var/icon_screen = "solar" var/icon_keyboard = "power_key" var/id = 0 var/gen = 0 var/lastgen = 0 var/azimuth_target = 0 var/azimuth_rate = 1 ///degree change per minute var/track = SOLAR_TRACK_OFF ///SOLAR_TRACK_OFF, SOLAR_TRACK_TIMED, SOLAR_TRACK_AUTO var/obj/machinery/power/tracker/connected_tracker = null var/list/connected_panels = list() /obj/machinery/power/solar_control/Initialize() . = ..() azimuth_rate = SSsun.base_rotation RegisterSignal(SSsun, COMSIG_SUN_MOVED, .proc/timed_track) connect_to_network() if(powernet) set_panels(azimuth_target) /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 ..() //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) /obj/machinery/power/solar_control/update_overlays() . = ..() if(stat & NOPOWER) . += mutable_appearance(icon, "[icon_keyboard]_off") return . += mutable_appearance(icon, icon_keyboard) if(stat & BROKEN) . += mutable_appearance(icon, "[icon_state]_broken") else . += mutable_appearance(icon, icon_screen) /obj/machinery/power/solar_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \ 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, 380, 230, master_ui, state) ui.open() /obj/machinery/power/solar_control/ui_data() var/data = list() data["generated"] = round(lastgen) data["generated_ratio"] = data["generated"] / round(max(connected_panels.len, 1) * SOLAR_GEN_RATE) data["azimuth_current"] = azimuth_target data["azimuth_rate"] = azimuth_rate data["max_rotation_rate"] = SSsun.base_rotation * 2 data["tracking_state"] = track 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 if(action == "azimuth") var/adjust = text2num(params["adjust"]) var/value = text2num(params["value"]) if(adjust) value = azimuth_target + adjust if(value != null) set_panels(value) return TRUE return FALSE if(action == "azimuth_rate") var/adjust = text2num(params["adjust"]) var/value = text2num(params["value"]) if(adjust) value = azimuth_rate + adjust if(value != null) azimuth_rate = round(CLAMP(value, -2 * SSsun.base_rotation, 2 * SSsun.base_rotation), 0.01) return TRUE return FALSE if(action == "tracking") var/mode = text2num(params["mode"]) track = mode if(mode == SOLAR_TRACK_AUTO) if(connected_tracker) connected_tracker.sun_update(SSsun, SSsun.azimuth) else track = SOLAR_TRACK_OFF return TRUE if(action == "refresh") search_for_connected() return TRUE return FALSE /obj/machinery/power/solar_control/attackby(obj/item/I, mob/user, params) if(I.tool_behaviour == TOOL_SCREWDRIVER) if(I.use_tool(src, user, 20, volume = 50)) if(src.stat & BROKEN) to_chat(user, "The broken glass falls out.") var/obj/structure/frame/computer/A = new /obj/structure/frame/computer( src.loc ) new /obj/item/shard( src.loc ) var/obj/item/circuitboard/computer/solar_control/M = new /obj/item/circuitboard/computer/solar_control( A ) for(var/obj/C in src) C.forceMove(drop_location()) A.circuit = M A.state = 3 A.icon_state = "3" A.anchored = TRUE qdel(src) else to_chat(user, "You disconnect the monitor.") var/obj/structure/frame/computer/A = new /obj/structure/frame/computer( src.loc ) var/obj/item/circuitboard/computer/solar_control/M = new /obj/item/circuitboard/computer/solar_control( A ) for(var/obj/C in src) C.forceMove(drop_location()) A.circuit = M A.state = 4 A.icon_state = "4" A.anchored = TRUE qdel(src) else if(user.a_intent != INTENT_HARM && !(I.item_flags & NOBLUDGEON)) attack_hand(user) 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_1 & NODECONSTRUCT_1)) playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE) stat |= BROKEN update_icon() /obj/machinery/power/solar_control/process() lastgen = gen gen = 0 if(connected_tracker && (!powernet || connected_tracker.powernet != powernet)) connected_tracker.unset_control() ///Ran every time the sun updates. /obj/machinery/power/solar_control/proc/timed_track() if(track == SOLAR_TRACK_TIMED) azimuth_target += azimuth_rate set_panels(azimuth_target) ///Rotates the panel to the passed angles /obj/machinery/power/solar_control/proc/set_panels(azimuth) azimuth = CLAMP(round(azimuth, 0.01), -360, 719.99) if(azimuth >= 360) azimuth -= 360 if(azimuth < 0) azimuth += 360 azimuth_target = azimuth for(var/obj/machinery/power/solar/S in connected_panels) S.queue_turn(azimuth) /obj/machinery/power/solar_control/power_change() ..() update_icon() // // MISC // /obj/item/paper/guides/jobs/engi/solars 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!

" #undef SOLAR_GEN_RATE #undef OCCLUSION_DISTANCE