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453080616b
* Update supermatter.dm * fix * clamps these * gwah * Stops tesla from zapping unwrenched coils * tesla upgrade * unglobals this * fix these * Update coil.dm * Update coil.dm * Descriptions * Update coil.dm * Update coil.dm * Update coil.dm * Update coil.dm * Update coil.dm * ranges * UGH * Update vorestation.dme * meth * monster math * Update coil.dm * Update coil.dm * Update coil.dm * THEY DID THE MATH * the monster math * egwah * desc * Update coil.dm * Returns * Update coil.dm * Lowers amount gained * this * im dumb * tesy * Update coil.dm * Update coil.dm * fixes initial density on blast doors * dot * fixes these * Mapper Tools * icon * these * Fixes the sound following people * recursive geigers * Make this a proc * Update supermatter.dm * less ear destroying * these * makes canisters not get softlocked * Hotkeys * proper return * Makes shield gen useful. Gets rid of a harddel Adds hydromagnetic trap * math * Makes buttons more clear. * lol * Fixes ancient runtime * Adds craftable mass driver buttons * button * fixes this * Makes misclicks not destroy solar panels * Update solar.dm * fix this * make them both numbers * upports reflectors * Update reflector.dm * Update reflectors.dm * solar panel and climbable * Gets rid of 'as X' * Adds account console * Update vorestation.dme * Craftable message server * Update message_server.dm * These * con struct * Update smartfridge.dm * whoop * edits
575 lines
19 KiB
Plaintext
575 lines
19 KiB
Plaintext
//# define SOLAR_MAX_DIST 40 //VOREStation Removal
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#define SOLAR_AUTO_START_NO 0 // Will never start itself.
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#define SOLAR_AUTO_START_YES 1 // Will always start itself.
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#define SOLAR_AUTO_START_CONFIG 2 // Will start itself if config allows it (default is no).
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GLOBAL_VAR_INIT(solar_gen_rate, 1500)
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GLOBAL_LIST_EMPTY(solars_list)
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/obj/machinery/power/solar
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name = "solar panel"
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desc = "A solar electrical generator."
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icon = 'icons/obj/power.dmi'
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icon_state = "sp_base"
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anchored = TRUE
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density = TRUE
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unacidable = TRUE
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use_power = USE_POWER_OFF
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idle_power_usage = 0
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active_power_usage = 0
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var/id = 0
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var/health = 10
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var/obscured = 0
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var/sunfrac = 0
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var/adir = SOUTH // actual dir
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var/ndir = SOUTH // target dir
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var/turn_angle = 0
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var/obj/machinery/power/solar_control/control = null
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var/glass_type = /obj/item/stack/material/glass
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var/SOLAR_MAX_DIST = 40
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/obj/machinery/power/solar/drain_power()
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return -1
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/obj/machinery/power/solar/Initialize(mapload, glass_type)
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. = ..()
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if(glass_type == /obj/item/stack/material/glass/reinforced) //if the panel is in reinforced glass
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health *= 2
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update_icon()
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connect_to_network()
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AddElement(/datum/element/climbable)
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/obj/machinery/power/solar/Destroy()
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unset_control() //remove from control computer
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. = ..()
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//set the control of the panel to a given computer if closer than SOLAR_MAX_DIST
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/obj/machinery/power/solar/proc/set_control(var/obj/machinery/power/solar_control/SC)
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ASSERT(!control)
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if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST))
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return 0
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control = SC
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return 1
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//set the control of the panel to null and removes it from the control list of the previous control computer if needed
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/obj/machinery/power/solar/proc/unset_control()
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if(control)
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control.remove_panel(src)
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control = null
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/obj/machinery/power/solar/attackby(obj/item/W, mob/user)
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if(W.has_tool_quality(TOOL_CROWBAR))
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playsound(src, 'sound/machines/click.ogg', 50, 1)
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user.visible_message(span_notice("[user] begins to take the glass off the solar panel."))
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if(do_after(user, 2 SECONDS * W.toolspeed, target = src))
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var/obj/item/solar_assembly/S = new(loc)
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S.anchored = TRUE
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new glass_type(loc, 2)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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user.visible_message(span_notice("[user] takes the glass off the solar panel."))
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qdel(src)
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return
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else if(W && user.a_intent == I_HURT)
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user.visible_message(span_warning("[user] strikes the solar panel with [W]."))
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user.setClickCooldown(user.get_attack_speed(W))
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add_fingerprint(user)
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health -= W.force
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healthcheck()
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..()
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/obj/machinery/power/solar/proc/healthcheck()
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if (src.health <= 0)
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if(!(stat & BROKEN))
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broken()
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else
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new /obj/item/material/shard(src.loc)
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new /obj/item/material/shard(src.loc)
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qdel(src)
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return
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return
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/obj/machinery/power/solar/update_icon()
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..()
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cut_overlays()
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if(stat & BROKEN)
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add_overlay("solar_panel-b")
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else
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add_overlay("solar_panel")
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src.set_dir(angle2dir(adir))
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return
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//calculates the fraction of the sun that the panel recieves
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/obj/machinery/power/solar/proc/update_solar_exposure()
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if(!SSsun.sun)
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return
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if(obscured)
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sunfrac = 0
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return
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//find the smaller angle between the direction the panel is facing and the direction of the sun (the sign is not important here)
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var/source_angle = SSsolars.get_solar_angle(get_turf(src))
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var/p_angle = min(abs(adir - source_angle), 360 - abs(adir - source_angle))
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if(p_angle > 90) // if facing more than 90deg from sun, zero output
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sunfrac = 0
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return
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sunfrac = cos(p_angle) ** 2
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//isn't the power recieved from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ?
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/obj/machinery/power/solar/proc/get_power_supplied()
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if(stat & BROKEN)
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return 0
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if(!SSsun.sun || !control)
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return 0 //if there's no sun or the panel is not linked to a solar control computer, no need to proceed
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if(!powernet || powernet != control.powernet)
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return 0 // We aren't connected to the controller
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if(obscured)
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return 0 //get no light from the sun, so don't generate power
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return GLOB.solar_gen_rate * sunfrac
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/obj/machinery/power/solar/proc/broken()
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stat |= BROKEN
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unset_control()
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update_icon()
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SEND_SIGNAL(src, COMSIG_CLIMBABLE_SHAKE_CLIMBERS, null)
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return
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/obj/machinery/power/solar/ex_act(severity)
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switch(severity)
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if(1.0)
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if(prob(15))
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new /obj/item/material/shard( src.loc )
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qdel(src)
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return
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if(2.0)
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if (prob(25))
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new /obj/item/material/shard( src.loc )
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qdel(src)
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return
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if (prob(50))
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broken()
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if(3.0)
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if (prob(25))
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broken()
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return
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//trace towards sun to see if we're in shadow
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/obj/machinery/power/solar/proc/occlusion()
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var/turf/our_t = get_turf(src)
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var/datum/planet/our_planet
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if(!our_t || our_t.z > length(SSplanets.z_to_planet) || !SSplanets.z_to_planet[our_t.z])
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// If we are NOT on a planet, we check toward the edge of the map, otherwise we're going to assume the sun is above us on a planet
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var/ax = x // start at the solar panel
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var/ay = y
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var/turf/T = null
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for(var/i = 1 to 20) // 20 steps is enough
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ax += SSsun.sun.dx // do step
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ay += SSsun.sun.dy
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T = locate( round(ax,0.5),round(ay,0.5),z)
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if(!T || T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge
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break
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if(T.opacity) // if we hit a solid turf, panel is obscured
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obscured = 1
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return
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else
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// If we are on a planet, get it for later so we can change the intensity of the light we recieve
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our_planet = SSplanets.z_to_planet[our_t.z]
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obscured = 0 // if hit the edge or stepped 20 times, not obscured
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update_solar_exposure()
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// Use the actual brightness of time and weather if we are on a planet, check if we're not blocked above by seeing what our outdoors status is
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if(our_planet)
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sunfrac *= our_t.is_outdoors() ? our_planet.sun["brightness"] : 0
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/// Updates the power generation of a solar panel.
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/obj/machinery/power/solar/proc/update_power_generation(obj/machinery/power/solar_control/SC)
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adir = SC.cdir //instantly rotates the panel
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occlusion()//and
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update_icon() //update it
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var/sgen = get_power_supplied()
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var/list/panel_list = SC.get_connected_panels()
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panel_list[src] = sgen
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return sgen
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/// Looks nice but doesn't generate power.
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/obj/machinery/power/solar/fake
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/obj/machinery/power/solar/fake/get_power_supplied()
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return 0
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/obj/machinery/power/solar/fake/update_power_generation()
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return 0
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//
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// Solar Assembly - For construction of solar arrays.
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//
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/obj/item/solar_assembly
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name = "solar panel assembly"
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desc = "A solar panel assembly kit, allows constructions of a solar panel, or with a tracking circuit board, a solar tracker"
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icon = 'icons/obj/power.dmi'
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icon_state = "sp_base"
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item_state = "camera"
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w_class = ITEMSIZE_LARGE // Pretty big!
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anchored = FALSE
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var/tracker = 0
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/obj/item/solar_assembly/attack_hand(var/mob/user)
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if(!anchored || !isturf(loc)) // You can't pick it up
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..()
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/obj/item/solar_assembly/attackby(var/obj/item/W, var/mob/user)
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if (!isturf(loc))
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return 0
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if(!anchored)
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if(W.has_tool_quality(TOOL_WRENCH))
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anchored = TRUE
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user.visible_message(span_notice("[user] wrenches the solar assembly into place."))
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playsound(src, W.usesound, 75, 1)
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return 1
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else
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if(W.has_tool_quality(TOOL_WRENCH))
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anchored = FALSE
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user.visible_message(span_notice("[user] unwrenches the solar assembly from it's place."))
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playsound(src, W.usesound, 75, 1)
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return 1
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if(istype(W, /obj/item/stack/material) && (W.get_material_name() == MAT_GLASS || W.get_material_name() == MAT_RGLASS))
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var/obj/item/stack/material/S = W
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if(S.use(2))
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playsound(src, 'sound/machines/click.ogg', 50, 1)
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user.visible_message(span_notice("[user] places the glass on the solar assembly."))
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if(tracker)
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new /obj/machinery/power/tracker(get_turf(src), W.type)
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else
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new /obj/machinery/power/solar(get_turf(src), W.type)
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qdel(src)
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else
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to_chat(user, span_warning("You need two sheets of glass to put them into a solar panel."))
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return
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return 1
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if(!tracker)
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if(istype(W, /obj/item/tracker_electronics))
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tracker = 1
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user.drop_item()
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qdel(W)
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user.visible_message(span_notice("[user] inserts the electronics into the solar assembly."))
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return 1
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else
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if(W.has_tool_quality(TOOL_CROWBAR))
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new /obj/item/tracker_electronics(src.loc)
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tracker = 0
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user.visible_message(span_notice("[user] takes out the electronics from the solar assembly."))
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return 1
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..()
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//
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// Solar Control Computer
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//
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/obj/machinery/power/solar_control
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name = "solar panel control"
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desc = "A controller for solar panel arrays."
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icon = 'icons/obj/computer.dmi'
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icon_state = "solar"
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anchored = TRUE
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density = TRUE
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use_power = USE_POWER_IDLE
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idle_power_usage = 250
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var/id = 0
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var/cdir = 0
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var/targetdir = 0 // target angle in manual tracking (since it updates every game minute)
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var/track = 0 // 0= off 1=timed 2=auto (tracker)
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var/trackrate = 600 // 300-900 seconds
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var/nexttime = 0 // time for a panel to rotate of 1° in manual tracking
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var/obj/machinery/power/tracker/connected_tracker = null
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var/needs_panel_check // Powernet has been updated, need to check if panels are still connected.
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var/connected_power // Sum of power supplied by connected panels.
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VAR_PRIVATE/list/connected_panels = list()
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var/auto_start = SOLAR_AUTO_START_NO
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// Used for mapping in solar arrays which automatically start itself.
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// Generally intended for far away and remote locations, where player intervention is rare.
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// In the interest of backwards compatability, this isn't named auto_start, as doing so might break downstream maps.
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/obj/machinery/power/solar_control/autostart
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auto_start = SOLAR_AUTO_START_YES
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// Similar to above but controlled by the configuration file.
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// Intended to be used for the main solar arrays, so individual servers can choose to have them start automatically or require manual intervention.
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/obj/machinery/power/solar_control/config_start
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auto_start = SOLAR_AUTO_START_CONFIG
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/obj/machinery/power/solar_control/Initialize(mapload)
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. = ..()
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connect_to_network()
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set_panels(cdir)
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/obj/machinery/power/solar_control/Destroy()
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for(var/obj/machinery/power/solar/M in connected_panels)
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M.unset_control()
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if(connected_tracker)
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connected_tracker.unset_control()
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return ..()
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/obj/machinery/power/solar_control/proc/auto_start(forced = FALSE)
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// Automatically sets the solars, if allowed.
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if(forced || auto_start == SOLAR_AUTO_START_YES || (auto_start == SOLAR_AUTO_START_CONFIG && CONFIG_GET(flag/autostart_solars)) )
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track = 2 // Auto tracking mode.
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search_for_connected()
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if(connected_tracker)
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connected_tracker.set_angle(SSsolars.get_solar_angle(get_turf(src)))
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set_panels(cdir)
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/obj/machinery/power/solar_control/proc/add_panel(var/obj/machinery/power/solar/P)
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var/sgen = P.get_power_supplied()
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connected_power -= connected_panels[P] // Just in case it was already in there
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connected_panels[P] = sgen
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connected_power += sgen
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/obj/machinery/power/solar_control/proc/remove_panel(var/obj/machinery/power/solar/P)
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connected_power -= connected_panels[P]
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connected_panels.Remove(P)
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SSsolars.panel_run[REF(src)] -= P // clear hardref in subsystem
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/obj/machinery/power/solar_control/proc/get_connected_panels()
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RETURN_TYPE(/list)
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return connected_panels
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/obj/machinery/power/solar_control/drain_power()
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return -1
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/obj/machinery/power/solar_control/disconnect_from_network()
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. = ..()
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GLOB.solars_list.Remove(src)
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needs_panel_check = TRUE
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/obj/machinery/power/solar_control/connect_to_network()
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var/to_return = ..()
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if(powernet) //if connected and not already in solar_list...
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GLOB.solars_list |= src //... add it
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needs_panel_check = TRUE
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return to_return
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//search for unconnected panels and trackers in the computer powernet and connect them
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/obj/machinery/power/solar_control/proc/search_for_connected()
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if(powernet)
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for(var/obj/machinery/power/M in powernet.nodes)
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if(istype(M, /obj/machinery/power/solar))
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var/obj/machinery/power/solar/S = M
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if(!S.control && S.set_control(src)) //i.e unconnected
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add_panel(S)
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else if(istype(M, /obj/machinery/power/tracker))
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if(!connected_tracker) //if there's already a tracker connected to the computer don't add another
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var/obj/machinery/power/tracker/T = M
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if(!T.control) //i.e unconnected
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connected_tracker = T
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T.set_control(src)
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//called by the sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly
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/obj/machinery/power/solar_control/proc/update()
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if(stat & (NOPOWER | BROKEN))
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return
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switch(track)
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if(1)
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if(trackrate) //we're manual tracking. If we set a rotation speed...
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cdir = targetdir //...the current direction is the targetted one (and rotates panels to it)
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if(2) // auto-tracking
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if(connected_tracker)
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connected_tracker.set_angle(SSsolars.get_solar_angle(get_turf(src)))
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/obj/machinery/power/solar_control/update_icon()
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if(stat & BROKEN)
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icon_state = "broken"
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cut_overlays()
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return
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if(stat & NOPOWER)
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icon_state = "c_unpowered"
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cut_overlays()
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return
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icon_state = "solar"
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cut_overlays()
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if(cdir > -1)
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add_overlay(image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir)))
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return
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/obj/machinery/power/solar_control/attack_hand(mob/user)
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if(..())
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return TRUE
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tgui_interact(user)
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/obj/machinery/power/solar_control/tgui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "SolarControl", name)
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ui.open()
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/obj/machinery/power/solar_control/tgui_data()
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var/data = list()
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data["generated"] = round(connected_power)
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data["generated_ratio"] = data["generated"] / round(max(connected_panels.len, 1) * GLOB.solar_gen_rate)
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data["sun_angle"] = SSsolars.get_solar_angle(get_turf(src))
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data["array_angle"] = cdir
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data["rotation_rate"] = trackrate
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data["max_rotation_rate"] = 7200
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data["tracking_state"] = track
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data["connected_panels"] = connected_panels.len
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data["connected_tracker"] = (connected_tracker ? TRUE : FALSE)
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|
return data
|
|
|
|
/obj/machinery/power/solar_control/attackby(obj/item/I, user as mob)
|
|
if(I.has_tool_quality(TOOL_SCREWDRIVER))
|
|
playsound(src, I.usesound, 50, 1)
|
|
if(do_after(user, 2 SECONDS, target = src))
|
|
if (src.stat & BROKEN)
|
|
to_chat(user, span_blue("The broken glass falls out."))
|
|
var/obj/structure/frame/A = new /obj/structure/frame/computer( src.loc )
|
|
new /obj/item/material/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 = "computer_3"
|
|
A.anchored = TRUE
|
|
qdel(src)
|
|
else
|
|
to_chat(user, span_blue("You disconnect the monitor."))
|
|
var/obj/structure/frame/A = new /obj/structure/frame/computer( 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 = "computer_4"
|
|
A.anchored = TRUE
|
|
qdel(src)
|
|
else
|
|
src.attack_hand(user)
|
|
return
|
|
|
|
/obj/machinery/power/solar_control/process()
|
|
if(stat & (NOPOWER | BROKEN))
|
|
return
|
|
|
|
if(connected_tracker) //NOTE : handled here so that we don't add trackers to the processing list
|
|
if(connected_tracker.powernet != powernet)
|
|
connected_tracker.unset_control()
|
|
|
|
if(track==1 && trackrate) //manual tracking and set a rotation speed
|
|
if(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°
|
|
|
|
if(needs_panel_check)
|
|
for(var/obj/machinery/power/solar/S in connected_panels)
|
|
if (S.powernet != powernet)
|
|
S.unset_control()
|
|
if(powernet)
|
|
add_avail(connected_power)
|
|
|
|
/obj/machinery/power/solar_control/tgui_act(action, params)
|
|
if(..())
|
|
return TRUE
|
|
|
|
switch(action)
|
|
if("azimuth")
|
|
var/adjust = text2num(params["adjust"])
|
|
var/value = text2num(params["value"])
|
|
if(adjust)
|
|
value = cdir + adjust
|
|
if(value != null)
|
|
cdir = value
|
|
set_panels(cdir)
|
|
return TRUE
|
|
return FALSE
|
|
if("azimuth_rate")
|
|
var/adjust = text2num(params["adjust"])
|
|
var/value = text2num(params["value"])
|
|
if(adjust)
|
|
value = trackrate + adjust
|
|
if(value != null)
|
|
trackrate = round(clamp(value, -7200, 7200), 0.01)
|
|
if(trackrate)
|
|
nexttime = world.time + 36000 / abs(trackrate)
|
|
return TRUE
|
|
return TRUE
|
|
if("tracking")
|
|
var/mode = text2num(params["mode"])
|
|
track = mode
|
|
if(track == 2)
|
|
if(connected_tracker)
|
|
connected_tracker.set_angle(SSsolars.get_solar_angle(get_turf(src)))
|
|
set_panels(cdir)
|
|
else if(track == 1) //begin manual tracking
|
|
targetdir = cdir
|
|
if(trackrate)
|
|
nexttime = world.time + 36000/abs(trackrate)
|
|
set_panels(targetdir)
|
|
return TRUE
|
|
|
|
if("refresh")
|
|
search_for_connected()
|
|
return TRUE
|
|
|
|
/// rotates all connected panels to the passed angle, very expensive as it does them all at once in a single frame. This is what SSsolars does, but much more rude about it.
|
|
/obj/machinery/power/solar_control/proc/set_panels(var/cdir)
|
|
var/sum = 0
|
|
for(var/obj/machinery/power/solar/S in connected_panels)
|
|
sum += S.update_power_generation(src)
|
|
connected_power = sum
|
|
update_icon()
|
|
|
|
/obj/machinery/power/solar_control/power_change()
|
|
if((. = ..()))
|
|
update_icon()
|
|
|
|
|
|
/obj/machinery/power/solar_control/proc/broken()
|
|
stat |= BROKEN
|
|
update_icon()
|
|
|
|
|
|
/obj/machinery/power/solar_control/ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
//SN = null
|
|
qdel(src)
|
|
return
|
|
if(2.0)
|
|
if (prob(50))
|
|
broken()
|
|
if(3.0)
|
|
if (prob(25))
|
|
broken()
|
|
return
|
|
|
|
//
|
|
// 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 phoron! 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_AUTO_START_NO
|
|
#undef SOLAR_AUTO_START_YES
|
|
#undef SOLAR_AUTO_START_CONFIG
|