Files
S.P.L.U.R.T-Station-13/code/modules/power/solar.dm
SandPoot 77969d5e2e yes
2023-02-21 20:43:48 -03:00

480 lines
17 KiB
Plaintext

#define SOLAR_GEN_RATE 1500
/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"
minimap_override_color = "#02026a"
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/list/obscured = list()
var/total_flux = 0 // multipllier against power generation -- measured by obscuration of all suns
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()
panel.vis_flags = VIS_INHERIT_ID|VIS_INHERIT_ICON|VIS_INHERIT_PLANE
vis_contents += panel
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_appearance()
/obj/machinery/power/solar/crowbar_act(mob/user, obj/item/I)
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] begins to take the glass off [src].</span>", "<span class='notice'>You begin to take the glass off [src]...</span>")
if(I.use_tool(src, user, 50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] takes the glass off [src].</span>", "<span class='notice'>You take the glass off [src].</span>")
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(.)
playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
unset_control()
/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, TRUE)
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
panel.icon_state = "solar_panel[(stat & BROKEN) ? "-b" : null]"
/obj/machinery/power/solar/proc/queue_turn(azimuth)
needs_to_turn = TRUE
azimuth_target = azimuth
/obj/machinery/power/solar/proc/queue_update_solar_exposure()
SIGNAL_HANDLER
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_appearance()
needs_to_update_solar_exposure = TRUE
///trace towards sun to see if we're in shadow
/obj/machinery/power/solar/proc/occlusion_setup()
obscured = list()
for(var/S in SSsun.suns)
if(check_obscured(S))
obscured |= S
///calculates the fraction of the sunlight that the panel receives
/obj/machinery/power/solar/proc/update_solar_exposure()
needs_to_update_solar_exposure = FALSE
total_flux = 0
for(var/S in SSsun.suns)
if(S in obscured)
continue
var/datum/sun/sun = S
var/sun_azimuth = sun.azimuth
var/cur_pow = 0
if(azimuth_current == sun_azimuth) //just a quick optimization for the most frequent case
cur_pow = sun.power_mod
else
//dot product of sun and panel -- Lambert's Cosine Law
cur_pow = cos(azimuth_current - sun_azimuth) * sun.power_mod
cur_pow = clamp(round(cur_pow, 0.01), 0, sun.power_mod)
total_flux += cur_pow
/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(total_flux <= 0)
return
var/sgen = SOLAR_GEN_RATE * total_flux * 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(mapload, 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))
var/random_offset = 6 //amount in pixels an unanchored assembly may be offset by
/obj/item/solar_assembly/Initialize(mapload)
. = ..()
if(!anchored && !pixel_x && !pixel_y)
randomise_offset(random_offset)
/obj/item/solar_assembly/proc/randomise_offset(amount)
pixel_x = rand(-amount, amount)
pixel_y = rand(-amount, amount)
// 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/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return
randomise_offset(anchored ? 0 : random_offset)
/obj/item/solar_assembly/attackby(obj/item/W, mob/user, params)
if(W.tool_behaviour == TOOL_WRENCH && isturf(loc))
if(isinspace())
to_chat(user, "<span class='warning'>You can't secure [src] here.</span>")
return
set_anchored(!anchored)
user.visible_message("[user] [anchored ? null : "un"]wrenches the solar assembly into place.", "You [anchored ? null : "un"]wrench the solar assembly into place.")
W.play_tool_sound(src, 75)
return TRUE
if(is_type_in_typecache(W, allowed_sheets))
if(!anchored)
to_chat(user, "<span class='warning'>You need to secure the assembly before you can add glass.</span>")
return
var/obj/item/stack/sheet/S = W
S = S.split_stack(amount=2)
if(S)
glass_type = S
S.moveToNullspace()
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] places the glass on the solar assembly.</span>", "<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 TRUE
if(!tracker)
if(istype(W, /obj/item/electronics/tracker))
if(!user.temporarilyRemoveItemFromInventory(W))
return
tracker = TRUE
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(W.tool_behaviour == TOOL_CROWBAR)
new /obj/item/electronics/tracker(src.loc)
tracker = FALSE
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 TRUE
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(mapload)
. = ..()
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")
return
. += mutable_appearance(icon, icon_screen)
/obj/machinery/power/solar_control/ui_interact(mob/user, datum/tgui/ui)
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()
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.primary_sun, SSsun.suns)
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/living/user, params)
if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(I.use_tool(src, user, 20, volume=50))
if (src.stat & BROKEN)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
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.set_anchored(TRUE)
qdel(src)
else
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
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.set_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(.)
playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
/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()
SIGNAL_HANDLER
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)
//
// MISC
//
/obj/item/paper/guides/jobs/engi/solars
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>"
#undef SOLAR_GEN_RATE