mirror of
https://github.com/fulpstation/fulpstation.git
synced 2025-12-10 10:01:40 +00:00
-Added constructable solar arrays.
-Added a solar pack crate to order. -Machines that have a use_power of 0 will no longer be turned off due to lack of power in the area. -Fixed a bug with the solar computer not reconnecting to the powernet when dismantled and remantled. -Increased the cap of crates to 30. -Some performance tweaks. -Some standardization. -All objects of type /obj/machinery/power will try to disconnect from the powernet before deleting, this will help reduce the node list size. -Added a heat_proof variable for doors. It will effect glass airlocks and it'll determine whether they can block heat or not. Research glass airlocks will always have it enabled. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5344 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1256,6 +1256,11 @@ var/global/list/common_tools = list(
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return 1
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return 0
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/proc/iswire(O)
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if(istype(O, /obj/item/weapon/cable_coil))
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return 1
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return 0
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proc/is_hot(obj/item/W as obj)
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switch(W.type)
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if(/obj/item/weapon/weldingtool)
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@@ -41,12 +41,19 @@
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dy = c / abs(s)
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for(var/obj/machinery/power/tracker/T in machines)
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T.set_angle(angle)
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for(var/M in machines)
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// Solar Tracker
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if(istype(M, /obj/machinery/power/tracker))
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var/obj/machinery/power/tracker/T = M
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T.set_angle(angle)
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// Solar Panel
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else 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)
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occlusion(S)
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for(var/obj/machinery/power/solar/S in machines)
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if(S.control)
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occlusion(S)
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// for a solar panel, trace towards sun to see if we're in shadow
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@@ -364,6 +364,36 @@
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containertype = /obj/structure/largecrate
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containername = "fuel tank crate"
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/datum/supply_packs/solar
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name = "Solar Pack crate"
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contains = list(/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly,
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/obj/item/solar_assembly, // 21 Solar Assemblies. 1 Extra for the controller
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/obj/item/weapon/circuitboard/solar_control,
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/obj/item/weapon/tracker_electronics,
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/obj/item/weapon/paper/solar)
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cost = 20
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containertype = /obj/structure/closet/crate
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containername = "solar pack crate"
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/datum/supply_packs/engine
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name = "Emitter crate"
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contains = list(/obj/machinery/emitter,
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@@ -92,6 +92,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
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normalspeed = 1
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/hasShocked = 0 //Prevents multiple shocks from happening
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var/heat_proof = 0 // For glass airlocks
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/obj/machinery/door/airlock/command
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name = "Airlock"
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@@ -216,14 +217,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
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opacity = 0
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doortype = 21
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glass = 1
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/obj/machinery/door/airlock/update_heat_protection(var/turf/simulated/source)
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if(istype(source))
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if(src.density)
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source.thermal_conductivity = DOOR_HEAT_TRANSFER_COEFFICIENT
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else
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source.thermal_conductivity = initial(source.thermal_conductivity)
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heat_proof = 1
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/obj/machinery/door/airlock/glass_mining
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name = "Maintenance Hatch"
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@@ -639,6 +633,13 @@ About the new airlock wires panel:
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return 0
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/obj/machinery/door/airlock/update_heat_protection(var/turf/simulated/source)
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if(istype(source))
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if(src.density && (src.opacity || src.heat_proof))
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source.thermal_conductivity = DOOR_HEAT_TRANSFER_COEFFICIENT
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else
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source.thermal_conductivity = initial(source.thermal_conductivity)
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/obj/machinery/door/airlock/update_icon()
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if(overlays) overlays = null
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if(density)
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@@ -1,7 +1,7 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/obj/item/weapon/airlock_electronics
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name = "Airlock Electronics"
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name = "airlock electronics"
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icon = 'icons/obj/doors/door_assembly.dmi'
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icon_state = "door_electronics"
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w_class = 2.0 //It should be tiny! -Agouri
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@@ -12,7 +12,7 @@
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var/wall_mounted = 0 //never solid (You can always pass over it)
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var/health = 100
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var/lastbang
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var/storage_capacity = 20 //This is so that someone can't pack hundreds of items in a locker/crate
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var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
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//then open it in a populated area to crash clients.
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/obj/structure/closet/New()
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@@ -57,44 +57,42 @@ display round(lastgen) and plasmatank amount
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var/recent_fault = 0
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var/power_output = 1
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proc/HasFuel() //Placeholder for fuel check.
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return 1
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/obj/machinery/power/port_gen/proc/HasFuel() //Placeholder for fuel check.
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return 1
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proc/UseFuel() //Placeholder for fuel use.
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/obj/machinery/power/port_gen/proc/UseFuel() //Placeholder for fuel use.
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return
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/obj/machinery/power/port_gen/proc/handleInactive()
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return
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/obj/machinery/power/port_gen/process()
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if(active && HasFuel() && !crit_fail && anchored)
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if(prob(reliability))
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add_avail(power_gen * power_output)
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else if(!recent_fault)
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recent_fault = 1
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else crit_fail = 1
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UseFuel()
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src.updateDialog()
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else
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active = 0
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icon_state = initial(icon_state)
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handleInactive()
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/obj/machinery/power/port_gen/attack_hand(mob/user as mob)
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if(..())
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return
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if(!anchored)
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return
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proc/handleInactive()
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return
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process()
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if(active && HasFuel() && !crit_fail && anchored)
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if(prob(reliability))
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add_avail(power_gen * power_output)
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else if(!recent_fault)
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recent_fault = 1
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else crit_fail = 1
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UseFuel()
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for(var/mob/M in viewers(1, src))
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if (M.client && M.machine == src)
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src.updateUsrDialog()
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else
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active = 0
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icon_state = initial(icon_state)
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handleInactive()
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attack_hand(mob/user as mob)
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if(..())
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return
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if(!anchored)
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return
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examine()
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set src in oview(1)
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if(active)
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usr << "\blue The generator is on."
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else
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usr << "\blue The generator is off."
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/obj/machinery/power/port_gen/examine()
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set src in oview(1)
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if(active)
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usr << "\blue The generator is on."
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else
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usr << "\blue The generator is off."
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/obj/machinery/power/port_gen/pacman
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name = "P.A.C.M.A.N.-type Portable Generator"
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@@ -9,6 +9,10 @@
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idle_power_usage = 0
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active_power_usage = 0
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/obj/machinery/power/Del()
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disconnect_from_network()
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..()
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// common helper procs for all power machines
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/obj/machinery/power/proc/add_avail(var/amount)
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if(powernet)
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@@ -38,6 +42,9 @@
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if(!src.loc)
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return 0
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if(!use_power)
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return 1
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var/area/A = src.loc.loc // make sure it's in an area
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if(!A || !isarea(A) || !A.master)
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return 0 // if not, then not powered
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@@ -10,6 +10,7 @@
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icon_state = "smes"
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density = 1
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anchored = 1
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use_power = 0
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var/output = 50000
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var/lastout = 0
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var/loaddemand = 0
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@@ -1,5 +1,6 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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#define SOLAR_MAX_DIST 50
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#define SOLARGENRATE 1500
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/obj/machinery/power/solar
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name = "solar panel"
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@@ -12,8 +13,8 @@
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use_power = 0
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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/id = 1
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var/obscured = 0
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var/sunfrac = 0
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var/adir = SOUTH
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@@ -21,25 +22,35 @@
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var/turn_angle = 0
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var/obj/machinery/power/solar_control/control = null
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/obj/machinery/power/solar/New()
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..()
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spawn(10)
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updateicon()
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update_solar_exposure()
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if(powernet)
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for(var/obj/machinery/power/solar_control/SC in powernet.nodes)
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if(SC.id == id)
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control = SC
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/obj/machinery/power/solar/New(var/turf/loc, var/obj/item/solar_assembly/S)
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..(loc)
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if(!S)
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S = new /obj/item/solar_assembly(src)
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S.glass_type = /obj/item/stack/sheet/glass
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S.anchored = 1
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S.loc = src
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update_icon()
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connect_to_network()
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/obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user)
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..()
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if (W)
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if(iscrowbar(W))
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, 50))
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var/obj/item/solar_assembly/S = locate() in src
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if(S)
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S.loc = src.loc
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S.give_glass()
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] takes the glass off the solar panel.</span>")
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del(src)
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return
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else if (W)
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src.add_fingerprint(user)
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src.health -= W.force
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src.healthcheck()
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return
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..()
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/obj/machinery/power/solar/blob_act()
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@@ -60,7 +71,8 @@
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return
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/obj/machinery/power/solar/proc/updateicon()
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/obj/machinery/power/solar/update_icon()
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..()
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overlays = null
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if(stat & BROKEN)
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overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
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@@ -95,15 +107,14 @@
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control.gen += sgen
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if(adir != ndir)
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spawn(10+rand(0,15))
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adir = (360+adir+dd_range(-10,10,ndir-adir))%360
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updateicon()
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update_solar_exposure()
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adir = (360+adir+dd_range(-10,10,ndir-adir))%360
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update_icon()
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update_solar_exposure()
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/obj/machinery/power/solar/proc/broken()
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stat |= BROKEN
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updateicon()
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update_icon()
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return
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@@ -145,7 +156,79 @@
|
||||
return
|
||||
|
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|
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//
|
||||
// Solar Assembly - For construction of solar arrays.
|
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//
|
||||
|
||||
/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 = 'icons/obj/power.dmi'
|
||||
icon_state = "sp_base"
|
||||
item_state = "electropack"
|
||||
w_class = 4 // Pretty big!
|
||||
anchored = 0
|
||||
var/tracker = 0
|
||||
var/glass_type = null
|
||||
|
||||
/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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..()
|
||||
|
||||
// Give back the glass type we were supplied with
|
||||
/obj/item/solar_assembly/proc/give_glass()
|
||||
if(glass_type)
|
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var/obj/item/stack/sheet/S = new glass_type(src.loc)
|
||||
S.amount = 2
|
||||
glass_type = null
|
||||
|
||||
|
||||
/obj/item/solar_assembly/attackby(var/obj/item/weapon/W, var/mob/user)
|
||||
|
||||
if(!anchored && isturf(loc))
|
||||
if(iswrench(W))
|
||||
anchored = 1
|
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user.visible_message("<span class='notice'>[user] wrenches the solar assembly into place.</span>")
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
return 1
|
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else
|
||||
if(iswrench(W))
|
||||
anchored = 0
|
||||
user.visible_message("<span class='notice'>[user] unwrenches the solar assembly from it's place.</span>")
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
return 1
|
||||
|
||||
if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass))
|
||||
var/obj/item/stack/sheet/S = W
|
||||
if(S.amount >= 2)
|
||||
glass_type = W.type
|
||||
S.use(2)
|
||||
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
|
||||
user.visible_message("<span class='notice'>[user] places 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)
|
||||
return 1
|
||||
|
||||
if(!tracker)
|
||||
if(istype(W, /obj/item/weapon/tracker_electronics))
|
||||
tracker = 1
|
||||
user.drop_item()
|
||||
del(W)
|
||||
user.visible_message("<span class='notice'>[user] inserts the electronics into the solar assembly.</span>")
|
||||
return 1
|
||||
else
|
||||
if(iscrowbar(W))
|
||||
new /obj/item/weapon/tracker_electronics(src.loc)
|
||||
tracker = 0
|
||||
user.visible_message("<span class='notice'>[user] takes out the electronics from the solar assembly.</span>")
|
||||
return 1
|
||||
..()
|
||||
|
||||
//
|
||||
// Solar Control Computer
|
||||
//
|
||||
|
||||
/obj/machinery/power/solar_control
|
||||
name = "solar panel control"
|
||||
@@ -158,7 +241,7 @@
|
||||
use_power = 1
|
||||
idle_power_usage = 5
|
||||
active_power_usage = 20
|
||||
var/id = 1
|
||||
var/id = 0
|
||||
var/cdir = 0
|
||||
var/gen = 0
|
||||
var/lastgen = 0
|
||||
@@ -166,227 +249,236 @@
|
||||
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()
|
||||
|
||||
|
||||
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()
|
||||
/obj/machinery/power/solar_control/New()
|
||||
..()
|
||||
if(ticker)
|
||||
initialize()
|
||||
connect_to_network()
|
||||
|
||||
|
||||
updateicon()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broken"
|
||||
overlays = null
|
||||
return
|
||||
if(stat & NOPOWER)
|
||||
icon_state = "c_unpowered"
|
||||
overlays = null
|
||||
return
|
||||
icon_state = "solar"
|
||||
/obj/machinery/power/solar_control/initialize()
|
||||
..()
|
||||
if(!powernet) return
|
||||
for(var/obj/machinery/power/solar/S in powernet.nodes)
|
||||
if(get_dist(S, src) < SOLAR_MAX_DIST)
|
||||
cdir = S.adir//The hell is this even doing?
|
||||
S.control = src
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/machinery/power/solar_control/update_icon()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broken"
|
||||
overlays = null
|
||||
if(cdir > 0)
|
||||
overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
|
||||
return
|
||||
if(stat & NOPOWER)
|
||||
icon_state = "c_unpowered"
|
||||
overlays = null
|
||||
return
|
||||
icon_state = "solar"
|
||||
overlays = null
|
||||
if(cdir > 0)
|
||||
overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/power/solar_control/attack_ai(mob/user)
|
||||
add_fingerprint(user)
|
||||
if(stat & (BROKEN | NOPOWER)) return
|
||||
interact(user)
|
||||
|
||||
|
||||
/obj/machinery/power/solar_control/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
if(stat & (BROKEN | NOPOWER)) return
|
||||
interact(user)
|
||||
|
||||
|
||||
/obj/machinery/power/solar_control/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'sound/items/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
|
||||
|
||||
|
||||
/obj/machinery/power/solar_control/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)
|
||||
update_icon()
|
||||
|
||||
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, 'sound/items/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()
|
||||
src.updateDialog()
|
||||
|
||||
|
||||
// called by solar tracker when sun position changes
|
||||
tracker_update(var/angle)
|
||||
if(track != 2 || stat & (NOPOWER | BROKEN))
|
||||
/obj/machinery/power/solar_control/proc/tracker_update(var/angle)
|
||||
if(track != 2 || stat & (NOPOWER | BROKEN))
|
||||
return
|
||||
cdir = angle
|
||||
set_panels(cdir)
|
||||
update_icon()
|
||||
src.updateDialog()
|
||||
|
||||
|
||||
/obj/machinery/power/solar_control/interact(mob/user)
|
||||
if(stat & (BROKEN | NOPOWER)) return
|
||||
if ( (get_dist(src, user) > 1 ))
|
||||
if (!istype(user, /mob/living/silicon/ai))
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=solcon")
|
||||
return
|
||||
cdir = angle
|
||||
set_panels(cdir)
|
||||
updateicon()
|
||||
src.updateDialog()
|
||||
|
||||
add_fingerprint(user)
|
||||
user.set_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]°",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
|
||||
|
||||
|
||||
interact(mob/user)
|
||||
if(stat & (BROKEN | NOPOWER)) return
|
||||
if ( (get_dist(src, user) > 1 ))
|
||||
if (!istype(user, /mob/living/silicon/ai))
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=solcon")
|
||||
return
|
||||
|
||||
add_fingerprint(user)
|
||||
user.set_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]°",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")
|
||||
/obj/machinery/power/solar_control/Topic(href, href_list)
|
||||
if(..())
|
||||
usr << browse(null, "window=solcon")
|
||||
usr.unset_machine()
|
||||
return
|
||||
if(href_list["close"] )
|
||||
usr << browse(null, "window=solcon")
|
||||
usr.unset_machine()
|
||||
return
|
||||
|
||||
if(href_list["dir"])
|
||||
cdir = text2num(href_list["dir"])
|
||||
set_panels(cdir)
|
||||
update_icon()
|
||||
|
||||
Topic(href, href_list)
|
||||
if(..())
|
||||
usr << browse(null, "window=solcon")
|
||||
usr.unset_machine()
|
||||
return
|
||||
if(href_list["close"] )
|
||||
usr << browse(null, "window=solcon")
|
||||
usr.unset_machine()
|
||||
return
|
||||
|
||||
if(href_list["dir"])
|
||||
cdir = text2num(href_list["dir"])
|
||||
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["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"])
|
||||
update_icon()
|
||||
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)
|
||||
track = text2num(href_list["track"])
|
||||
if(powernet && (track == 2))
|
||||
var/obj/machinery/power/tracker/T = locate() in powernet.nodes
|
||||
if(T)
|
||||
cdir = T.sun_angle
|
||||
|
||||
set_panels(cdir)
|
||||
updateicon()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
if(href_list["track"])
|
||||
if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
|
||||
track = text2num(href_list["track"])
|
||||
if(powernet && (track == 2))
|
||||
var/obj/machinery/power/tracker/T = locate() in powernet.nodes
|
||||
if(T)
|
||||
cdir = T.sun_angle
|
||||
|
||||
set_panels(cdir)
|
||||
update_icon()
|
||||
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
|
||||
/obj/machinery/power/solar_control/proc/set_panels(var/cdir)
|
||||
if(!powernet) return
|
||||
for(var/obj/machinery/power/solar/S in powernet.nodes)
|
||||
if(get_dist(S, src) < SOLAR_MAX_DIST)
|
||||
if(!S.control)
|
||||
S.control = src
|
||||
S.ndir = cdir
|
||||
|
||||
|
||||
power_change()
|
||||
if(powered())
|
||||
stat &= ~NOPOWER
|
||||
updateicon()
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
stat |= NOPOWER
|
||||
updateicon()
|
||||
/obj/machinery/power/solar_control/power_change()
|
||||
if(powered())
|
||||
stat &= ~NOPOWER
|
||||
update_icon()
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
stat |= NOPOWER
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/machinery/power/solar_control/proc/broken()
|
||||
stat |= BROKEN
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/machinery/power/solar_control/meteorhit()
|
||||
broken()
|
||||
stat |= BROKEN
|
||||
updateicon()
|
||||
return
|
||||
|
||||
|
||||
meteorhit()
|
||||
/obj/machinery/power/solar_control/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
|
||||
|
||||
|
||||
/obj/machinery/power/solar_control/blob_act()
|
||||
if (prob(75))
|
||||
broken()
|
||||
return
|
||||
src.density = 0
|
||||
|
||||
|
||||
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
|
||||
//
|
||||
// MISC
|
||||
//
|
||||
|
||||
|
||||
blob_act()
|
||||
if (prob(75))
|
||||
broken()
|
||||
src.density = 0
|
||||
/obj/item/weapon/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 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>"
|
||||
|
||||
@@ -14,6 +14,15 @@
|
||||
|
||||
var/sun_angle = 0 // sun angle as set by sun datum
|
||||
|
||||
/obj/machinery/power/tracker/New(var/turf/loc, var/obj/item/solar_assembly/S)
|
||||
..(loc)
|
||||
if(!S)
|
||||
S = new /obj/item/solar_assembly(src)
|
||||
S.glass_type = /obj/item/stack/sheet/glass
|
||||
S.tracker = 1
|
||||
S.anchored = 1
|
||||
S.loc = src
|
||||
connect_to_network()
|
||||
|
||||
// called by datum/sun/calc_position() as sun's angle changes
|
||||
/obj/machinery/power/tracker/proc/set_angle(var/angle)
|
||||
@@ -31,12 +40,29 @@
|
||||
// ***TODO: better communication system using network
|
||||
if(powernet)
|
||||
for(var/obj/machinery/power/solar_control/C in powernet.nodes)
|
||||
C.tracker_update(angle)
|
||||
if(get_dist(C, src) < SOLAR_MAX_DIST)
|
||||
C.tracker_update(angle)
|
||||
|
||||
|
||||
/obj/machinery/power/tracker/attackby(var/obj/item/weapon/W, var/mob/user)
|
||||
|
||||
if(iscrowbar(W))
|
||||
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
|
||||
if(do_after(user, 50))
|
||||
var/obj/item/solar_assembly/S = locate() in src
|
||||
if(S)
|
||||
S.loc = src.loc
|
||||
S.give_glass()
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
user.visible_message("<span class='notice'>[user] takes the glass off the tracker.</span>")
|
||||
del(src)
|
||||
return
|
||||
..()
|
||||
|
||||
// timed process
|
||||
// make sure we can draw power from the powernet
|
||||
/obj/machinery/power/tracker/process()
|
||||
|
||||
var/avail = surplus()
|
||||
|
||||
if(avail > 500)
|
||||
@@ -47,4 +73,14 @@
|
||||
|
||||
// override power change to do nothing since we don't care about area power
|
||||
/obj/machinery/power/tracker/power_change()
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
// Tracker Electronic
|
||||
|
||||
/obj/item/weapon/tracker_electronics
|
||||
|
||||
name = "tracker electronics"
|
||||
icon = 'icons/obj/doors/door_assembly.dmi'
|
||||
icon_state = "door_electronics"
|
||||
w_class = 2.0
|
||||
@@ -48,7 +48,13 @@ Stuff which is in development and not yet visible to players or just code relate
|
||||
should be listed in the changelog upon commit tho. Thanks. -->
|
||||
|
||||
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">16 December 2012</h2>
|
||||
<h3 class="author">Giacom updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">You can now create your own solar arrays! Order the solar pack crate and you'll receive 21 solar assemblies, 1 electronic which you can put into an assembly to make it a solar tracker and finally the solar computer circuit board. You will get more detailed instructions in the crate, on a piece of paper.</li>
|
||||
</ul>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">15 December 2012</h2>
|
||||
<h3 class="author">Ikarrus updated:</h3>
|
||||
|
||||
Reference in New Issue
Block a user