mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
488 lines
17 KiB
Plaintext
488 lines
17 KiB
Plaintext
#define SOLAR_MAX_DIST 40
|
|
#define SOLARGENRATE 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"
|
|
density = TRUE
|
|
use_power = NO_POWER_USE
|
|
idle_power_usage = 0
|
|
active_power_usage = 0
|
|
var/id = 0
|
|
max_integrity = 150
|
|
integrity_failure = 50
|
|
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 = TRUE
|
|
else
|
|
S.forceMove(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)
|
|
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
|
|
user.visible_message("[user] begins to take the glass off [src].", "<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, 1)
|
|
user.visible_message("[user] takes the glass off [src].", "<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, 1)
|
|
else
|
|
playsound(loc, 'sound/effects/glasshit.ogg', 90, 1)
|
|
if(BURN)
|
|
playsound(loc, 'sound/items/welder.ogg', 100, 1)
|
|
|
|
|
|
/obj/machinery/power/solar/obj_break(damage_flag)
|
|
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
|
|
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
|
|
stat |= BROKEN
|
|
unset_control()
|
|
update_icon()
|
|
|
|
/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
|
|
if(!(flags_1 & NODECONSTRUCT_1))
|
|
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, 1)
|
|
new /obj/item/shard(src.loc)
|
|
new /obj/item/shard(src.loc)
|
|
qdel(src)
|
|
|
|
|
|
/obj/machinery/power/solar/update_icon()
|
|
..()
|
|
cut_overlays()
|
|
if(stat & BROKEN)
|
|
add_overlay(mutable_appearance(icon, "solar_panel-b", FLY_LAYER))
|
|
else
|
|
add_overlay(mutable_appearance(icon, "solar_panel", FLY_LAYER))
|
|
src.setDir(angle2dir(adir))
|
|
|
|
//calculates the fraction of the sunlight that the panel receives
|
|
/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 = SOLARGENRATE * 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/fake/New(var/turf/loc, var/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 = '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/glass_type = null
|
|
|
|
// 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)
|
|
new /obj/item/shard(Tsec)
|
|
new /obj/item/shard(Tsec)
|
|
else if(glass_type)
|
|
new glass_type(Tsec, 2)
|
|
glass_type = null
|
|
|
|
|
|
/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
|
|
anchored = !anchored
|
|
if(anchored)
|
|
user.visible_message("[user] wrenches the solar assembly into place.", "<span class='notice'>You wrench the solar assembly into place.</span>")
|
|
W.play_tool_sound(src, 75)
|
|
else
|
|
user.visible_message("[user] unwrenches the solar assembly from its place.", "<span class='notice'>You unwrench the solar assembly from its place.</span>")
|
|
W.play_tool_sound(src, 75)
|
|
return 1
|
|
|
|
if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass))
|
|
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
|
|
if(S.use(2))
|
|
glass_type = W.type
|
|
playsound(src.loc, 'sound/machines/click.ogg', 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/electronics/tracker))
|
|
if(!user.temporarilyRemoveItemFromInventory(W))
|
|
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(W.tool_behaviour == TOOL_CROWBAR)
|
|
new /obj/item/electronics/tracker(src.loc)
|
|
tracker = 0
|
|
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
|
|
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 = 100
|
|
var/icon_screen = "solar"
|
|
var/icon_keyboard = "power_key"
|
|
var/id = 0
|
|
var/currentdir = 0
|
|
var/targetdir = 0 // target angle in manual tracking (since it updates every game minute)
|
|
var/gen = 0
|
|
var/lastgen = 0
|
|
var/track = 0 // 0= off 1=timed 2=auto (tracker)
|
|
var/trackrate = 600 // 300-900 seconds
|
|
var/nexttime = 0 // time for a panel to rotate of 1 degree in manual tracking
|
|
var/obj/machinery/power/tracker/connected_tracker = null
|
|
var/list/connected_panels = list()
|
|
|
|
/obj/machinery/power/solar_control/Initialize()
|
|
. = ..()
|
|
if(powernet)
|
|
set_panels(currentdir)
|
|
connect_to_network()
|
|
|
|
/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
|
|
|
|
switch(track)
|
|
if(1)
|
|
if(trackrate) //we're manual tracking. If we set a rotation speed...
|
|
currentdir = targetdir //...the current direction is the targetted one (and rotates panels to it)
|
|
if(2) // auto-tracking
|
|
if(connected_tracker)
|
|
connected_tracker.set_angle(SSsun.angle)
|
|
|
|
set_panels(currentdir)
|
|
updateDialog()
|
|
|
|
/obj/machinery/power/solar_control/update_icon()
|
|
cut_overlays()
|
|
if(stat & NOPOWER)
|
|
add_overlay("[icon_keyboard]_off")
|
|
return
|
|
add_overlay(icon_keyboard)
|
|
if(stat & BROKEN)
|
|
add_overlay("[icon_state]_broken")
|
|
else
|
|
add_overlay(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, "solar_control", name, 500, 400, master_ui, state)
|
|
ui.open()
|
|
|
|
/obj/machinery/power/solar_control/ui_data()
|
|
var/data = list()
|
|
|
|
data["generated"] = round(lastgen)
|
|
data["angle"] = currentdir
|
|
data["direction"] = angle2text(currentdir)
|
|
|
|
data["tracking_state"] = track
|
|
data["tracking_rate"] = trackrate
|
|
data["rotating_way"] = (trackrate<0 ? "CCW" : "CW")
|
|
|
|
data["connected_panels"] = connected_panels.len
|
|
data["connected_tracker"] = (connected_tracker ? 1 : 0)
|
|
return data
|
|
|
|
/obj/machinery/power/solar_control/ui_act(action, params)
|
|
if(..())
|
|
return
|
|
switch(action)
|
|
if("angle")
|
|
var/adjust = text2num(params["adjust"])
|
|
if(adjust)
|
|
currentdir = CLAMP((360 + adjust + currentdir) % 360, 0, 359)
|
|
targetdir = currentdir
|
|
set_panels(currentdir)
|
|
. = TRUE
|
|
if("rate")
|
|
var/adjust = text2num(params["adjust"])
|
|
if(adjust)
|
|
trackrate = CLAMP(trackrate + adjust, -7200, 7200)
|
|
if(trackrate)
|
|
nexttime = world.time + 36000 / abs(trackrate)
|
|
. = TRUE
|
|
if("tracking")
|
|
var/mode = text2num(params["mode"])
|
|
track = mode
|
|
if(mode == 2 && connected_tracker)
|
|
connected_tracker.set_angle(SSsun.angle)
|
|
set_panels(currentdir)
|
|
else if(mode == 1)
|
|
targetdir = currentdir
|
|
if(trackrate)
|
|
nexttime = world.time + 36000 / abs(trackrate)
|
|
set_panels(targetdir)
|
|
. = TRUE
|
|
if("refresh")
|
|
search_for_connected()
|
|
if(connected_tracker && track == 2)
|
|
connected_tracker.set_angle(SSsun.angle)
|
|
set_panels(currentdir)
|
|
. = TRUE
|
|
|
|
/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, "<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.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.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, 1)
|
|
else
|
|
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
|
|
if(BURN)
|
|
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
|
|
|
|
/obj/machinery/power/solar_control/obj_break(damage_flag)
|
|
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
|
|
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
|
|
stat |= BROKEN
|
|
update_icon()
|
|
|
|
/obj/machinery/power/solar_control/process()
|
|
lastgen = gen
|
|
gen = 0
|
|
|
|
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°
|
|
|
|
//rotates the panel to the passed angle
|
|
/obj/machinery/power/solar_control/proc/set_panels(currentdir)
|
|
|
|
for(var/obj/machinery/power/solar/S in connected_panels)
|
|
S.adir = currentdir //instantly rotates the panel
|
|
S.occlusion()//and
|
|
S.update_icon() //update it
|
|
|
|
update_icon()
|
|
|
|
|
|
/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 = "<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>"
|