#define SOLAR_MAX_DIST 40
#define SOLARGENRATE 1500
var/list/solars_list = list()
/obj/machinery/power/solar
name = "solar panel"
desc = "A solar electrical generator."
icon = 'icons/obj/power.dmi'
icon_state = "sp_base"
anchored = 1
density = 1
directwired = 1
use_power = 0
idle_power_usage = 0
active_power_usage = 0
var/id = 0
var/health = 10
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/New(var/turf/loc, var/obj/item/solar_assembly/S)
..(loc)
Make(S)
connect_to_network()
/obj/machinery/power/solar/disconnect_from_network()
..()
solars_list.Remove(src)
/obj/machinery/power/solar/connect_to_network()
..()
if(powernet) //if connected and not already in solar_list...
solars_list |= src //... add it
/obj/machinery/power/solar/proc/Make(var/obj/item/solar_assembly/S)
if(!S)
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.anchored = 1
S.loc = src
if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass
health *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
update_icon()
/obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user << "You begin to take the glass off the solar panel..."
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("[user] takes the glass off the solar panel.")
qdel(src)
return
else if (W)
src.add_fingerprint(user)
src.health -= W.force
src.healthcheck()
..()
/obj/machinery/power/solar/blob_act()
src.health--
src.healthcheck()
return
/obj/machinery/power/solar/proc/healthcheck()
if (src.health <= 0)
if(!(stat & BROKEN))
broken()
else
new /obj/item/weapon/shard(src.loc)
new /obj/item/weapon/shard(src.loc)
qdel(src)
return
return
/obj/machinery/power/solar/update_icon()
..()
overlays.Cut()
if(stat & BROKEN)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
else
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
src.dir = angle2dir(adir)
return
/obj/machinery/power/solar/proc/update_solar_exposure()
if(!sun)
return
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 - sun.angle), 360 - abs(adir - sun.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 recieved 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(!sun || !control) //if there's no sun or the panel is not linked to a solar control computer, no need to proceed
return
if(obscured) return
var/sgen = SOLARGENRATE * sunfrac
add_avail(sgen)
if(powernet && control)
if(powernet.nodes[control])
control.gen += sgen
/obj/machinery/power/solar/proc/broken()
stat |= BROKEN
update_icon()
return
/obj/machinery/power/solar/meteorhit()
if(stat & !BROKEN)
broken()
else
qdel(src)
/obj/machinery/power/solar/ex_act(severity)
switch(severity)
if(1.0)
if(prob(15))
new /obj/item/weapon/shard( src.loc )
qdel(src)
return
if(2.0)
if (prob(25))
new /obj/item/weapon/shard( src.loc )
qdel(src)
return
if (prob(50))
broken()
if(3.0)
if (prob(25))
broken()
return
/obj/machinery/power/solar/blob_act()
if(prob(75))
broken()
src.density = 0
/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
//
// 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(istype(W, /obj/item/weapon/wrench))
anchored = 1
user.visible_message("[user] wrenches the solar assembly into place.")
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
return 1
else
if(istype(W, /obj/item/weapon/wrench))
anchored = 0
user.visible_message("[user] unwrenches the solar assembly from it's place.")
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("[user] places the glass on the solar assembly.")
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()
qdel(W)
user.visible_message("[user] inserts the electronics into the solar assembly.")
return 1
else
if(istype(W, /obj/item/weapon/crowbar))
new /obj/item/weapon/tracker_electronics(src.loc)
tracker = 0
user.visible_message("[user] takes out the electronics from the solar assembly.")
return 1
..()
//
// 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 = "solar"
anchored = 1
density = 1
directwired = 1
use_power = 1
idle_power_usage = 250
var/id = 0
var/cdir = 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° in manual tracking
/obj/machinery/power/solar_control/New()
..()
if(ticker)
initialize()
connect_to_network()
/obj/machinery/power/solar_control/disconnect_from_network()
..()
solars_list.Remove(src)
/obj/machinery/power/solar_control/connect_to_network()
..()
if(powernet) //if connected and not already in solar_list...
solars_list |= src //... add it
/obj/machinery/power/solar_control/initialize()
..()
if(!powernet) return
set_panels(cdir)
/obj/machinery/power/solar_control/update_icon()
if(stat & BROKEN)
icon_state = "broken"
overlays.Cut()
return
if(stat & NOPOWER)
icon_state = "c_unpowered"
overlays.Cut()
return
icon_state = "solar"
overlays.Cut()
if(cdir > -1)
overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
return
/obj/machinery/power/solar_control/attack_hand(mob/user)
if(!..())
interact(user)
/obj/machinery/power/solar_control/interact(mob/user)
var/t = "Generated power : [round(lastgen)] W
"
t += "Orientation: [rate_control(src,"cdir","[cdir]°",1,15)] ([angle2text(cdir)])
"
t += "Tracking:
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.
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!.
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.
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.
That's all to it, be safe, be green!
" /proc/rate_control(var/S, var/V, var/C, var/Min=1, var/Max=5, var/Limit=null) //How not to name vars var/href = "-[href]=-[Min]'>- [(C?C : 0)] [href]=[Min]'>+[href]=[Max]'>+" if(Limit) return "[href]=-[Limit]'>-"+rate+"[href]=[Limit]'>+" return rate