mirror of
https://github.com/fulpstation/fulpstation.git
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* the solar panels are now rotated instantly instead of slowly do it every tick, * code cleaning
499 lines
15 KiB
Plaintext
499 lines
15 KiB
Plaintext
#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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/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)
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..(loc)
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Make(S)
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connect_to_network()
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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()
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..()
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if(powernet) //if connected and not already in solar_list...
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solars_list |= src //... add it
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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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if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass
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health *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
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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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user << "<span class='notice'>You begin to take the glass off the solar panel...</span>"
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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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//find the smaller angle between the direction the panel is facing and the direction of the sun (the sign is not important here)
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var/p_angle = min(abs(adir - sun.angle), 360 - abs(adir - sun.angle))
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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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//isn't the power recieved from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than 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)
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return
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if(!sun || !control) //if there's no sun or the panel is not linked to a solar control computer, no need to proceed
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return
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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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if(prob(15))
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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(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 = 250
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var/id = 0
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var/cdir = 0
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var/targetdir = 0 // target angle in manual tracking (since it updates every game minute)
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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/nexttime = 0 // time for a panel to rotate of 1<> in manual tracking
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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) //if connected and not already in solar_list...
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solars_list |= src //... add it
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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_hand(mob/user)
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if(!..())
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interact(user)
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/obj/machinery/power/solar_control/interact(mob/user)
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var/t = "Generated power : [round(lastgen)] W<BR>"
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t += "<B>Orientation</B>: [rate_control(src,"cdir","[cdir]°",1,15)] ([angle2text(cdir)])<BR>"
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t += "Tracking:<div class='statusDisplay'>"
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switch(track)
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if(0)
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t += "<span class='linkOn'>Off</span> <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> <span class='linkOn'>Timed</span> <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> <span class='linkOn'>Auto</span><BR>"
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t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",1,30,180)]</div><BR>"
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t += "<A href='?src=\ref[src];close=1'>Close</A>"
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var/datum/browser/popup = new(user, "solar", name)
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popup.set_content(t)
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popup.open()
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return
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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
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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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if(track==1 && trackrate)
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if(nexttime <= world.time) //every time we need to increase/decrease the angle by 1<>...
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targetdir = (targetdir + trackrate/abs(trackrate) + 360) % 360 //... do it
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nexttime += 36000/abs(trackrate) //reset the counter for the next 1<>
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src.updateDialog()
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// called by solar tracker when sun position changes
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// or called by the sun controller for manual tracking updates
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/obj/machinery/power/solar_control/proc/tracker_update(var/angle)
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if(stat & (NOPOWER | BROKEN) || track == 0)
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return
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if (track == 2)
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cdir = angle
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else if (track == 1 && trackrate) //if manual tracking...
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cdir = targetdir //...the current direction is the targetted one (and rotates panels to it)
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set_panels(cdir)
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src.updateDialog()
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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["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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src.targetdir = src.cdir
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if(track == 2) //manual update, so losing auto-tracking
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track = 0
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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.time + 36000/abs(trackrate)
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if(href_list["track"])
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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 powernet.nodes)
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if(powernet.nodes[T])
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T.set_angle(sun.angle)
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break
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else if (track == 1) //begin manual tracking
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src.targetdir = src.cdir
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if(src.trackrate) nexttime = world.time + 36000/abs(trackrate)
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set_panels(targetdir)
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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 powernet.nodes)
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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.adir = cdir //instantly rotates the panel
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S.update_icon() //and
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S.update_solar_exposure() //update it
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update_icon()
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/obj/machinery/power/solar_control/power_change()
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..()
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update_icon()
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/obj/machinery/power/solar_control/proc/broken()
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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)
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//SN src = null
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qdel(src)
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return
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if(2.0)
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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_control/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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//
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// MISC
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//
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/obj/item/weapon/paper/solar
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name = "paper- 'Going green! Setup your own solar array instructions.'"
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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>"
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/proc/rate_control(var/S, var/V, var/C, var/Min=1, var/Max=5, var/Limit=null) //How not to name vars
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var/href = "<A href='?src=\ref[S];rate control=1;[V]"
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var/rate = "[href]=-[Max]'>-</A>[href]=-[Min]'>-</A> [(C?C : 0)] [href]=[Min]'>+</A>[href]=[Max]'>+</A>"
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if(Limit) return "[href]=-[Limit]'>-</A>"+rate+"[href]=[Limit]'>+</A>"
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return rate |