-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:
giacomand@gmail.com
2012-12-16 19:51:23 +00:00
parent 41e3f7bf64
commit eca72b69aa
12 changed files with 444 additions and 261 deletions

View File

@@ -1256,6 +1256,11 @@ var/global/list/common_tools = list(
return 1
return 0
/proc/iswire(O)
if(istype(O, /obj/item/weapon/cable_coil))
return 1
return 0
proc/is_hot(obj/item/W as obj)
switch(W.type)
if(/obj/item/weapon/weldingtool)

View File

@@ -41,14 +41,21 @@
dy = c / abs(s)
for(var/obj/machinery/power/tracker/T in machines)
for(var/M in machines)
// Solar Tracker
if(istype(M, /obj/machinery/power/tracker))
var/obj/machinery/power/tracker/T = M
T.set_angle(angle)
for(var/obj/machinery/power/solar/S in machines)
// Solar Panel
else if(istype(M, /obj/machinery/power/solar))
var/obj/machinery/power/solar/S = M
if(S.control)
occlusion(S)
// for a solar panel, trace towards sun to see if we're in shadow
/datum/sun/proc/occlusion(var/obj/machinery/power/solar/S)

View File

@@ -364,6 +364,36 @@
containertype = /obj/structure/largecrate
containername = "fuel tank crate"
/datum/supply_packs/solar
name = "Solar Pack crate"
contains = list(/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly, // 21 Solar Assemblies. 1 Extra for the controller
/obj/item/weapon/circuitboard/solar_control,
/obj/item/weapon/tracker_electronics,
/obj/item/weapon/paper/solar)
cost = 20
containertype = /obj/structure/closet/crate
containername = "solar pack crate"
/datum/supply_packs/engine
name = "Emitter crate"
contains = list(/obj/machinery/emitter,

View File

@@ -92,6 +92,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
normalspeed = 1
var/obj/item/weapon/airlock_electronics/electronics = null
var/hasShocked = 0 //Prevents multiple shocks from happening
var/heat_proof = 0 // For glass airlocks
/obj/machinery/door/airlock/command
name = "Airlock"
@@ -216,14 +217,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
opacity = 0
doortype = 21
glass = 1
/obj/machinery/door/airlock/update_heat_protection(var/turf/simulated/source)
if(istype(source))
if(src.density)
source.thermal_conductivity = DOOR_HEAT_TRANSFER_COEFFICIENT
else
source.thermal_conductivity = initial(source.thermal_conductivity)
heat_proof = 1
/obj/machinery/door/airlock/glass_mining
name = "Maintenance Hatch"
@@ -639,6 +633,13 @@ About the new airlock wires panel:
return 0
/obj/machinery/door/airlock/update_heat_protection(var/turf/simulated/source)
if(istype(source))
if(src.density && (src.opacity || src.heat_proof))
source.thermal_conductivity = DOOR_HEAT_TRANSFER_COEFFICIENT
else
source.thermal_conductivity = initial(source.thermal_conductivity)
/obj/machinery/door/airlock/update_icon()
if(overlays) overlays = null
if(density)

View File

@@ -1,7 +1,7 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/item/weapon/airlock_electronics
name = "Airlock Electronics"
name = "airlock electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_electronics"
w_class = 2.0 //It should be tiny! -Agouri

View File

@@ -12,7 +12,7 @@
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/lastbang
var/storage_capacity = 20 //This is so that someone can't pack hundreds of items in a locker/crate
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
/obj/structure/closet/New()

View File

@@ -57,16 +57,16 @@ display round(lastgen) and plasmatank amount
var/recent_fault = 0
var/power_output = 1
proc/HasFuel() //Placeholder for fuel check.
/obj/machinery/power/port_gen/proc/HasFuel() //Placeholder for fuel check.
return 1
proc/UseFuel() //Placeholder for fuel use.
/obj/machinery/power/port_gen/proc/UseFuel() //Placeholder for fuel use.
return
proc/handleInactive()
/obj/machinery/power/port_gen/proc/handleInactive()
return
process()
/obj/machinery/power/port_gen/process()
if(active && HasFuel() && !crit_fail && anchored)
if(prob(reliability))
add_avail(power_gen * power_output)
@@ -74,22 +74,20 @@ display round(lastgen) and plasmatank amount
recent_fault = 1
else crit_fail = 1
UseFuel()
for(var/mob/M in viewers(1, src))
if (M.client && M.machine == src)
src.updateUsrDialog()
src.updateDialog()
else
active = 0
icon_state = initial(icon_state)
handleInactive()
attack_hand(mob/user as mob)
/obj/machinery/power/port_gen/attack_hand(mob/user as mob)
if(..())
return
if(!anchored)
return
examine()
/obj/machinery/power/port_gen/examine()
set src in oview(1)
if(active)
usr << "\blue The generator is on."

View File

@@ -9,6 +9,10 @@
idle_power_usage = 0
active_power_usage = 0
/obj/machinery/power/Del()
disconnect_from_network()
..()
// common helper procs for all power machines
/obj/machinery/power/proc/add_avail(var/amount)
if(powernet)
@@ -38,6 +42,9 @@
if(!src.loc)
return 0
if(!use_power)
return 1
var/area/A = src.loc.loc // make sure it's in an area
if(!A || !isarea(A) || !A.master)
return 0 // if not, then not powered

View File

@@ -10,6 +10,7 @@
icon_state = "smes"
density = 1
anchored = 1
use_power = 0
var/output = 50000
var/lastout = 0
var/loaddemand = 0

View File

@@ -1,5 +1,6 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
#define SOLAR_MAX_DIST 50
#define SOLARGENRATE 1500
/obj/machinery/power/solar
name = "solar panel"
@@ -12,8 +13,8 @@
use_power = 0
idle_power_usage = 0
active_power_usage = 0
var/id = 0
var/health = 10
var/id = 1
var/obscured = 0
var/sunfrac = 0
var/adir = SOUTH
@@ -21,25 +22,35 @@
var/turn_angle = 0
var/obj/machinery/power/solar_control/control = null
/obj/machinery/power/solar/New()
..()
spawn(10)
updateicon()
update_solar_exposure()
if(powernet)
for(var/obj/machinery/power/solar_control/SC in powernet.nodes)
if(SC.id == id)
control = SC
/obj/machinery/power/solar/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.anchored = 1
S.loc = src
update_icon()
connect_to_network()
/obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user)
..()
if (W)
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 solar panel.</span>")
del(src)
return
else if (W)
src.add_fingerprint(user)
src.health -= W.force
src.healthcheck()
return
..()
/obj/machinery/power/solar/blob_act()
@@ -60,7 +71,8 @@
return
/obj/machinery/power/solar/proc/updateicon()
/obj/machinery/power/solar/update_icon()
..()
overlays = null
if(stat & BROKEN)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
@@ -95,15 +107,14 @@
control.gen += sgen
if(adir != ndir)
spawn(10+rand(0,15))
adir = (360+adir+dd_range(-10,10,ndir-adir))%360
updateicon()
update_icon()
update_solar_exposure()
/obj/machinery/power/solar/proc/broken()
stat |= BROKEN
updateicon()
update_icon()
return
@@ -145,7 +156,79 @@
return
//
// 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 = '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)
if(!anchored && isturf(loc)) // You can't pick it up
..()
// Give back the glass type we were supplied with
/obj/item/solar_assembly/proc/give_glass()
if(glass_type)
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
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
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
@@ -166,25 +249,26 @@
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()
/obj/machinery/power/solar_control/New()
..()
if(ticker)
initialize()
connect_to_network()
/obj/machinery/power/solar_control/initialize()
..()
spawn(15)
if(!powernet) return
for(var/obj/machinery/power/solar/S in powernet.nodes)
if(S.id != id) continue
if(get_dist(S, src) < SOLAR_MAX_DIST)
cdir = S.adir//The hell is this even doing?
S.control = src
updateicon()
update_icon()
updateicon()
/obj/machinery/power/solar_control/update_icon()
if(stat & BROKEN)
icon_state = "broken"
overlays = null
@@ -200,19 +284,19 @@
return
attack_ai(mob/user)
/obj/machinery/power/solar_control/attack_ai(mob/user)
add_fingerprint(user)
if(stat & (BROKEN | NOPOWER)) return
interact(user)
attack_hand(mob/user)
/obj/machinery/power/solar_control/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN | NOPOWER)) return
interact(user)
attackby(I as obj, user as mob)
/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))
@@ -244,7 +328,7 @@
return
process()
/obj/machinery/power/solar_control/process()
lastgen = gen
gen = 0
@@ -256,22 +340,22 @@
nexttime = world.timeofday + 3600/abs(trackrate)
cdir = (cdir+trackrate/abs(trackrate)+360)%360
set_panels(cdir)
updateicon()
update_icon()
src.updateDialog()
// called by solar tracker when sun position changes
tracker_update(var/angle)
/obj/machinery/power/solar_control/proc/tracker_update(var/angle)
if(track != 2 || stat & (NOPOWER | BROKEN))
return
cdir = angle
set_panels(cdir)
updateicon()
update_icon()
src.updateDialog()
interact(mob/user)
/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))
@@ -302,7 +386,7 @@
return
Topic(href, href_list)
/obj/machinery/power/solar_control/Topic(href, href_list)
if(..())
usr << browse(null, "window=solcon")
usr.unset_machine()
@@ -314,16 +398,15 @@
if(href_list["dir"])
cdir = text2num(href_list["dir"])
spawn(1)
set_panels(cdir)
updateicon()
update_icon()
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()
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)
@@ -337,41 +420,41 @@
cdir = T.sun_angle
set_panels(cdir)
updateicon()
update_icon()
src.updateUsrDialog()
return
set_panels(var/cdir)
/obj/machinery/power/solar_control/proc/set_panels(var/cdir)
if(!powernet) return
for(var/obj/machinery/power/solar/S in powernet.nodes)
if(S.id != id) continue
if(get_dist(S, src) < SOLAR_MAX_DIST)
if(!S.control)
S.control = src
S.ndir = cdir
power_change()
/obj/machinery/power/solar_control/power_change()
if(powered())
stat &= ~NOPOWER
updateicon()
update_icon()
else
spawn(rand(0, 15))
stat |= NOPOWER
updateicon()
update_icon()
broken()
/obj/machinery/power/solar_control/proc/broken()
stat |= BROKEN
updateicon()
update_icon()
meteorhit()
/obj/machinery/power/solar_control/meteorhit()
broken()
return
ex_act(severity)
/obj/machinery/power/solar_control/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
@@ -386,7 +469,16 @@
return
blob_act()
/obj/machinery/power/solar_control/blob_act()
if (prob(75))
broken()
src.density = 0
//
// MISC
//
/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>"

View File

@@ -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)
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)
@@ -48,3 +74,13 @@
// override power change to do nothing since we don't care about area power
/obj/machinery/power/tracker/power_change()
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

View File

@@ -48,6 +48,12 @@ 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>