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532 lines
15 KiB
Plaintext
532 lines
15 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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#define SOLAR_MAX_DIST 40
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#define SOLARGENRATE 1500
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var/list/solars_list = list()
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// This will choose whether to get the solar list from the powernet or the powernet nodes,
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// depending on the size of the nodes.
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/obj/machinery/power/proc/get_solars_powernet()
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if(!powernet)
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return list()
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if(solars_list.len < powernet.nodes)
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return solars_list
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else
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return powernet.nodes
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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 = 1
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density = 1
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directwired = 1
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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/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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/obj/machinery/power/solar/New(var/turf/loc, var/obj/item/solar_assembly/S, var/process = 1)
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..(loc)
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Make(S)
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connect_to_network(process)
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/obj/machinery/power/solar/disconnect_from_network()
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..()
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solars_list.Remove(src)
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/obj/machinery/power/solar/connect_to_network(var/process)
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..()
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if(process)
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solars_list.Add(src)
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/obj/machinery/power/solar/proc/Make(var/obj/item/solar_assembly/S)
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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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/obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/crowbar))
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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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qdel(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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..()
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/obj/machinery/power/solar/blob_act()
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src.health--
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src.healthcheck()
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return
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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/weapon/shard(src.loc)
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new /obj/item/weapon/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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overlays.Cut()
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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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else
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overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
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src.dir = angle2dir(adir)
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return
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/obj/machinery/power/solar/proc/update_solar_exposure()
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if(!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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var/p_angle = abs((360+adir)%360 - (360+sun.angle)%360)
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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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/obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
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if(stat & BROKEN) return
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if(!control) return
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if(adir != ndir)
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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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if(obscured) return
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var/sgen = SOLARGENRATE * sunfrac
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add_avail(sgen)
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if(powernet && control)
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if(powernet.nodes[control])
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control.gen += sgen
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/obj/machinery/power/solar/proc/broken()
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stat |= BROKEN
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update_icon()
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return
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/obj/machinery/power/solar/meteorhit()
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if(stat & !BROKEN)
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broken()
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else
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qdel(src)
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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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qdel(src)
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if(prob(15))
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new /obj/item/weapon/shard( src.loc )
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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/weapon/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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/obj/machinery/power/solar/blob_act()
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if(prob(75))
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broken()
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src.density = 0
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/obj/machinery/power/solar/fake/New(var/turf/loc, var/obj/item/solar_assembly/S)
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..(loc, S, 0)
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/obj/machinery/power/solar/fake/process()
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. = PROCESS_KILL
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return
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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 = "electropack"
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w_class = 4 // Pretty big!
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anchored = 0
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var/tracker = 0
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var/glass_type = null
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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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// Give back the glass type we were supplied with
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/obj/item/solar_assembly/proc/give_glass()
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if(glass_type)
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var/obj/item/stack/sheet/S = new glass_type(src.loc)
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S.amount = 2
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glass_type = null
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/obj/item/solar_assembly/attackby(var/obj/item/weapon/W, var/mob/user)
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if(!anchored && isturf(loc))
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if(istype(W, /obj/item/weapon/wrench))
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anchored = 1
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user.visible_message("<span class='notice'>[user] wrenches the solar assembly into place.</span>")
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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return 1
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else
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if(istype(W, /obj/item/weapon/wrench))
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anchored = 0
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user.visible_message("<span class='notice'>[user] unwrenches the solar assembly from it's place.</span>")
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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return 1
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if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass))
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var/obj/item/stack/sheet/S = W
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if(S.amount >= 2)
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glass_type = W.type
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S.use(2)
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] places the glass on the solar assembly.</span>")
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if(tracker)
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new /obj/machinery/power/tracker(get_turf(src), src)
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else
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new /obj/machinery/power/solar(get_turf(src), src)
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return 1
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if(!tracker)
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if(istype(W, /obj/item/weapon/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 class='notice'>[user] inserts the electronics into the solar assembly.</span>")
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return 1
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else
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if(istype(W, /obj/item/weapon/crowbar))
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new /obj/item/weapon/tracker_electronics(src.loc)
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tracker = 0
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user.visible_message("<span class='notice'>[user] takes out the electronics from the solar assembly.</span>")
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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 = 1
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density = 1
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directwired = 1
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use_power = 1
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idle_power_usage = 5
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active_power_usage = 20
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var/id = 0
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var/cdir = 0
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var/gen = 0
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var/lastgen = 0
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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/trackdir = 1 // 0 =CCW, 1=CW
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var/nexttime = 0
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paiallowed = 1
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/obj/machinery/power/solar_control/New()
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..()
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if(ticker)
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initialize()
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connect_to_network()
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/obj/machinery/power/solar_control/disconnect_from_network()
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..()
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solars_list.Remove(src)
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/obj/machinery/power/solar_control/connect_to_network()
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..()
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if(powernet)
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solars_list.Add(src)
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/obj/machinery/power/solar_control/initialize()
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..()
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if(!powernet) return
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set_panels(cdir)
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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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overlays.Cut()
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return
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if(stat & NOPOWER)
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icon_state = "c_unpowered"
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overlays.Cut()
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return
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icon_state = "solar"
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overlays.Cut()
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if(cdir > -1)
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overlays += 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_ai(mob/user)
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add_fingerprint(user)
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if(stat & (BROKEN | NOPOWER)) return
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interact(user)
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/obj/machinery/power/solar_control/attack_hand(mob/user)
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add_fingerprint(user)
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if(stat & (BROKEN | NOPOWER)) return
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interact(user)
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/obj/machinery/power/solar_control/attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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new /obj/item/weapon/shard( src.loc )
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var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 3
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A.icon_state = "3"
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A.anchored = 1
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qdel(src)
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else
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user << "\blue You disconnect the monitor."
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 4
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A.icon_state = "4"
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A.anchored = 1
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qdel(src)
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else if(paiallowed && istype(I, /obj/item/device/paicard))
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var/obj/item/device/paicard/C = I
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if(C.pai && (C.pai.stat != DEAD) && C.pai.pairing)
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C.pai.pair(src)
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else
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src.attack_hand(user)
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return
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/obj/machinery/power/solar_control/process()
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lastgen = gen
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gen = 0
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if(stat & (NOPOWER | BROKEN))
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return
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use_power(250)
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if(track==1 && nexttime < world.timeofday && trackrate)
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nexttime = world.timeofday + 3600/abs(trackrate)
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cdir = (cdir+trackrate/abs(trackrate)+360)%360
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set_panels(cdir)
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src.updateDialog()
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// called by solar tracker when sun position changes
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/obj/machinery/power/solar_control/proc/tracker_update(var/angle)
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if(track != 2 || stat & (NOPOWER | BROKEN))
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return
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cdir = angle
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set_panels(cdir)
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src.updateDialog()
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/obj/machinery/power/solar_control/interact(mob/user)
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if(stat & (BROKEN | NOPOWER)) return
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if ( (get_dist(src, user) > 1 ))
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if (!istype(user, /mob/living/silicon/ai))
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user.unset_machine()
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user << browse(null, "window=solcon")
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return
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add_fingerprint(user)
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user.set_machine(src)
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var/t = "<TT><B>Solar Generator Control</B><HR><PRE>"
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t += "Generated power : [round(lastgen)] W<BR><BR>"
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t += "<B>Orientation</B>: [rate_control(src,"cdir","[cdir]°",1,15)] ([angle2text(cdir)])<BR><BR><BR>"
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t += "<BR><HR><BR><BR>"
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t += "Tracking: "
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switch(track)
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if(0)
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t += "<B>Off</B> <A href='?src=\ref[src];track=1'>Timed</A> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
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if(1)
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t += "<A href='?src=\ref[src];track=0'>Off</A> <B>Timed</B> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
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if(2)
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t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Timed</A> <B>Auto</B><BR>"
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t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",5,30,180)]<BR><BR>"
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t += "<A href='?src=\ref[src];close=1'>Close</A></TT>"
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user << browse(t, "window=solcon")
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onclose(user, "solcon")
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return
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/obj/machinery/power/solar_control/Topic(href, href_list)
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if(..())
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usr << browse(null, "window=solcon")
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usr.unset_machine()
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return
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if(href_list["close"] )
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usr << browse(null, "window=solcon")
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usr.unset_machine()
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return
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if(href_list["dir"])
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cdir = text2num(href_list["dir"])
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set_panels(cdir)
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if(href_list["rate control"])
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if(href_list["cdir"])
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src.cdir = dd_range(0,359,(360+src.cdir+text2num(href_list["cdir"]))%360)
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spawn(1)
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set_panels(cdir)
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if(href_list["tdir"])
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src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(href_list["tdir"]))
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if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
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if(href_list["track"])
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if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
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track = text2num(href_list["track"])
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if(powernet && (track == 2))
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for(var/obj/machinery/power/tracker/T in get_solars_powernet())
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if(powernet.nodes[T])
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cdir = T.sun_angle
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break
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set_panels(cdir)
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src.updateUsrDialog()
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return
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/obj/machinery/power/solar_control/proc/set_panels(var/cdir)
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if(!powernet) return
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for(var/obj/machinery/power/solar/S in get_solars_powernet())
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if(powernet.nodes[S])
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if(get_dist(S, src) < SOLAR_MAX_DIST)
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if(!S.control)
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S.control = src
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S.ndir = cdir
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update_icon()
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/obj/machinery/power/solar_control/power_change()
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if(powered())
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stat &= ~NOPOWER
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update_icon()
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else
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spawn(rand(0, 15))
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if(paired)
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paired.unpair(0)
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stat |= NOPOWER
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update_icon()
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/obj/machinery/power/solar_control/proc/broken()
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if(paired)
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paired.unpair()
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stat |= BROKEN
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update_icon()
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/obj/machinery/power/solar_control/meteorhit()
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broken()
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return
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/obj/machinery/power/solar_control/ex_act(severity)
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switch(severity)
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if(1.0)
|
|
//SN src = null
|
|
qdel(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()
|
|
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>"
|
|
|
|
/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 = "<A href='?src=\ref[S];rate control=1;[V]"
|
|
var/rate = "[href]=-[Max]'>-</A>[href]=-[Min]'>-</A> [(C?C : 0)] [href]=[Min]'>+</A>[href]=[Max]'>+</A>"
|
|
if(Limit) return "[href]=-[Limit]'>-</A>"+rate+"[href]=[Limit]'>+</A>"
|
|
return rate |