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92 lines
2.4 KiB
Plaintext
92 lines
2.4 KiB
Plaintext
//Solar tracker
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//Machine that tracks the sun and reports it's direction to the solar controllers
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//As long as this is working, solar panels on same powernet will track automatically
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/obj/machinery/power/tracker
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name = "solar tracker"
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desc = "A solar directional tracker."
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icon = 'icons/obj/power.dmi'
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icon_state = "tracker"
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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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var/sun_angle = 0 // sun angle as set by sun datum
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/obj/machinery/power/tracker/New(var/turf/loc, var/obj/item/solar_assembly/S)
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..(loc)
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if(!S)
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S = new /obj/item/solar_assembly(src)
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S.glass_type = /obj/item/stack/sheet/glass
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S.tracker = 1
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S.anchored = 1
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S.loc = src
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connect_to_network()
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/obj/machinery/power/tracker/disconnect_from_network()
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..()
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solars_list.Remove(src)
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/obj/machinery/power/tracker/connect_to_network()
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..()
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solars_list.Add(src)
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// called by datum/sun/calc_position() as sun's angle changes
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/obj/machinery/power/tracker/proc/set_angle(var/angle)
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sun_angle = angle
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//set icon dir to show sun illumination
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dir = turn(NORTH, -angle - 22.5) // 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST
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// check we can draw power
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if(stat & NOPOWER)
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return
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// find all solar controls and update them
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// currently, just update all controllers in world
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// ***TODO: better communication system using network
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if(powernet)
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for(var/obj/machinery/power/solar_control/C in get_solars_powernet())
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if(powernet.nodes[C])
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if(get_dist(C, src) < SOLAR_MAX_DIST)
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C.tracker_update(angle)
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/obj/machinery/power/tracker/attackby(var/obj/item/weapon/W, var/mob/user)
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if(iscrowbar(W))
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playsound(get_turf(src), '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(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] takes the glass off the tracker.</span>")
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del(src)
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return
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..()
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// timed process
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// make sure we can draw power from the powernet
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/obj/machinery/power/tracker/process()
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var/avail = surplus()
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if(avail > 500)
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add_load(500)
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stat &= ~NOPOWER
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else
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stat |= NOPOWER
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// Tracker Electronic
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/obj/item/weapon/tracker_electronics
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name = "tracker electronics"
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icon = 'icons/obj/doors/door_assembly.dmi'
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icon_state = "door_electronics"
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w_class = 2.0 |