Files
vgstation13/code/modules/power/solar.dm
eswordthecat 764d01dc3e e65919da42
2015-01-12 15:42:50 +08:00

566 lines
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
#define SOLAR_MAX_DIST 40
#define SOLARGENRATE 1500 //Upgrade factor can happen later, regular solars start with rglass panels
var/list/solars_list = list()
//This will choose whether to get the solar list from the powernet or the powernet nodes, depending on the size of the nodes.
/obj/machinery/power/proc/get_solars_powernet()
if(!powernet)
return list()
if(solars_list.len < powernet.nodes.len)
return solars_list
else
return powernet.nodes
/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
use_power = 0
idle_power_usage = 0
active_power_usage = 0
var/id_tag = 0
var/health = 15 //Fragile shit, even with state-of-the-art reinforced glass
var/maxhealth = 15 //If ANYONE ever makes it so that solars can be directly repaired without glass, also used for fancy calculations
var/obscured = 0
var/sunfrac = 0
var/adir = SOUTH
var/ndir = SOUTH
var/turn_angle = 0
var/glass_quality_factor = 1 //Rglass is average. Glass is shite. Tinted glass is "Are you even trying ?" tier if anyone ever makes a sheet version
var/obj/machinery/power/solar_control/control
var/obj/machinery/power/solar_assembly/solar_assembly
/obj/machinery/power/solar/New()
. = ..()
make()
connect_to_network()
/obj/machinery/power/solar/disconnect_from_network()
..()
solars_list -= src
/obj/machinery/power/solar/connect_to_network()
. = ..()
solars_list += src
/obj/machinery/power/solar/proc/make()
if(!solar_assembly)
solar_assembly = new /obj/machinery/power/solar_assembly()
solar_assembly.glass_type = /obj/item/stack/sheet/rglass
solar_assembly.anchored = 1
solar_assembly.loc = src
update_icon()
/obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user)
if(iscrowbar(W))
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50))
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] takes the glass off the solar panel.</span>")
qdel(src)
else if(W)
add_fingerprint(user)
health -= W.force
healthcheck()
..()
/obj/machinery/power/solar/blob_act()
if(prob(30))
broken() //Good hit
else
health--
healthcheck()
/obj/machinery/power/solar/proc/healthcheck()
if(health <= 0)
if(!(stat & BROKEN))
broken()
else
solar_assembly.glass_type = null //The glass you're looking for is below pal
getFromPool(/obj/item/weapon/shard, loc)
getFromPool(/obj/item/weapon/shard, loc)
qdel(src)
/obj/machinery/power/solar/update_icon()
..()
overlays.Cut()
if(stat & BROKEN)
if(solar_assembly.glass_type == /obj/item/stack/sheet/glass)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
else if(solar_assembly.glass_type == /obj/item/stack/sheet/rglass)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_ref-b", layer = FLY_LAYER)
else if(solar_assembly.glass_type == /obj/item/stack/sheet/glass/plasmaglass)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_plasma-b", layer = FLY_LAYER)
else if(solar_assembly.glass_type == /obj/item/stack/sheet/rglass/plasmarglass)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_plasma_ref-b", layer = FLY_LAYER)
else if(solar_assembly.glass_type == /obj/item/stack/sheet/glass)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
src.dir = angle2dir(adir)
else if(solar_assembly.glass_type == /obj/item/stack/sheet/rglass)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_ref", layer = FLY_LAYER)
src.dir = angle2dir(adir)
else if(solar_assembly.glass_type == /obj/item/stack/sheet/glass/plasmaglass)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_plasma", layer = FLY_LAYER)
src.dir = angle2dir(adir)
else if(solar_assembly.glass_type == /obj/item/stack/sheet/rglass/plasmarglass)
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_plasma_ref", layer = FLY_LAYER)
src.dir = angle2dir(adir)
return
/obj/machinery/power/solar/proc/update_solar_exposure()
if(!sun)
return
if(obscured)
sunfrac = 0
return
var/p_angle = abs((360 + adir)%360 - (360 + sun.angle)%360)
if(p_angle > 90) //If facing more than 90deg from sun, zero output
sunfrac = 0
return
sunfrac = 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(!control)
return
if(adir != ndir)
adir = (360 + adir + dd_range(-10, 10, ndir-adir))%360
update_icon()
update_solar_exposure()
if(obscured)
return
var/sgen = SOLARGENRATE * sunfrac * glass_quality_factor * (health/maxhealth) //Raw generating power * Sun angle effect * Glass quality * Current panel health. Simple but thorough
add_avail(sgen)
if(powernet && control)
if(powernet.nodes.Find(control))
control.gen += sgen
/obj/machinery/power/solar/proc/broken()
stat |= BROKEN
update_icon()
if(health > 1)
health = 1 //Only holding up on shards and scrap
/obj/machinery/power/solar/meteorhit()
if(stat & !BROKEN)
broken()
else
qdel(src)
/obj/machinery/power/solar/ex_act(severity)
switch(severity)
if(1.0)
solar_assembly.glass_type = null //The glass you're looking for is below pal
if(prob(15))
getFromPool(/obj/item/weapon/shard, loc)
qdel(src)
if(2.0)
if(prob(25))
solar_assembly.glass_type = null //The glass you're looking for is below pal
getFromPool(/obj/item/weapon/shard, loc)
qdel(src)
else
broken()
if(3.0)
if(prob(35))
broken()
else
health-- //Let shrapnel have its effect
/obj/machinery/power/solar/blob_act()
if(prob(75))
broken()
density = 0
/obj/machinery/power/solar/Destroy()
if(control)
control = null
if(solar_assembly)
solar_assembly.loc = get_turf(src)
solar_assembly.give_glass()
solar_assembly = null
..()
/obj/machinery/power/solar/fake/New() //This most likely shouldn't exist, but sure
. = ..()
disconnect_from_network()
/obj/machinery/power/solar/fake/process()
return PROCESS_KILL
//Solar Assembly - For construction of solar arrays
/obj/machinery/power/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"
anchored = 0
density = 1
var/tracker = 0
var/glass_type = null
//Give back the glass type we were supplied with
/obj/machinery/power/solar_assembly/proc/give_glass() //And the lord said unto him, 'Give that fucker glass'
if(glass_type)
var/obj/item/stack/sheet/S = new glass_type(get_turf(src))
S.amount = 2
glass_type = null //Memory vars ho !
/obj/machinery/power/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 [src] down.</span>", \
"<span class='notice'>You wrench [src] down.</span>")
playsound(get_turf(src), 'sound/items/Ratchet.ogg', 75, 1)
return 1
else
if(iswrench(W))
anchored = 0
user.visible_message("<span class='notice'>[user] unwrenches [src] from the ground.</span>", \
"<span class='notice'>You unwrench [src] from the ground.</span>")
playsound(get_turf(src), 'sound/items/Ratchet.ogg', 75, 1)
return 1
if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass)) //Plasma glass types could be added, just needs a fancy sprite
var/obj/item/stack/sheet/S = W
if(S.amount >= 2)
glass_type = W.type
S.use(2)
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] carefully adds glass to [src].</span>", \
"<span class='notice'>You carefully add glass to [src].</span>")
if(tracker)
new /obj/machinery/power/tracker(get_turf(src), src)
else
var/obj/machinery/power/solar/solar = new /obj/machinery/power/solar(get_turf(src))
solar.solar_assembly = src
//The following is terrible, but it's the easiest way I found of doing it
if(istype(W, /obj/item/stack/sheet/glass))
solar.glass_quality_factor = 0.5 //Oh shit nigger what the flying fucking shit are you doing ?
solar.health = 5 //Glass is some weak shit
solar.maxhealth = 5
else if(istype(W, /obj/item/stack/sheet/rglass))
solar.glass_quality_factor = 1 //You're okay
solar.health = 15 //Justin case
solar.maxhealth = 15
else if(istype(W, /obj/item/stack/sheet/glass/plasmaglass))
solar.glass_quality_factor = 0.65 //Somehow plasma gives a small plus to production
solar.health = 10
solar.maxhealth = 10
else if(istype(W, /obj/item/stack/sheet/rglass/plasmarglass))
solar.glass_quality_factor = 1.25 //Ditto above
solar.health = 30 //Reinforced plasma glass is STRONG
solar.maxhealth = 30
//This is where tinted glass would go if it were a thing, sadly it isn't. Smuck-bait could have been had
solar.update_icon() //Sanity check
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 [src].</span>", \
"<span class='notice'>You insert the electronics into [src].</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 the electronics out of [src].</span>", \
"<span class='notice'>You take the electronics out of [src].</span>")
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
use_power = 1
idle_power_usage = 50
active_power_usage = 300
var/id_tag = 0
var/cdir = 0
var/gen = 0
var/lastgen = 0
var/track = 0 //0 = off 1 = manual 2 = automatic
var/trackrate = 60 //Measured in tenths of degree per minute (i.e. defaults to 6.0 deg/min)
var/trackdir = 1 //-1 = CCW, 1 = CW
var/nexttime = 0 //Next clock time that manual tracking will move the array
l_color = "#FF9933"
power_change()
..()
if(!(stat & (BROKEN|NOPOWER)))
SetLuminosity(2)
else
SetLuminosity(0)
/obj/machinery/power/solar_control/New()
. = ..()
if(ticker)
initialize()
connect_to_network()
/obj/machinery/power/solar_control/disconnect_from_network()
..()
solars_list -= src
/obj/machinery/power/solar_control/connect_to_network()
. = ..()
if(powernet)
solars_list += src
/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 > 0)
overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
return
/obj/machinery/power/solar_control/attack_ai(mob/user)
add_hiddenprint(user)
if(stat & (BROKEN | NOPOWER)) return
interact(user)
/obj/machinery/power/solar_control/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN | NOPOWER)) return
interact(user)
/obj/machinery/power/solar_control/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if(src.stat & BROKEN)
visible_message("<span class='notice'>[user] clears the broken monitor off of [src].</span>", \
"You clear the broken monitor off of [src]")
var/obj/structure/computerframe/A = new /obj/structure/computerframe(src.loc)
getFromPool(/obj/item/weapon/shard, loc)
var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control(A)
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
visible_message("<span class='notice'>[user] disconnects [src]'s monitor.</span>", \
"<span class='notice'>You disconnect [src]'s monitor.</span>")
var/obj/structure/computerframe/A = new /obj/structure/computerframe(src.loc)
var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control(A)
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else
src.attack_hand(user)
return
/obj/machinery/power/solar_control/process()
lastgen = gen
gen = 0
if(stat & (NOPOWER | BROKEN))
return
if(track == 1 && nexttime < world.time && trackdir * trackrate)
// Increments nexttime using itself and not world.time to prevent drift
nexttime = nexttime + 6000/trackrate
// Nudges array 1 degree in desired direction
cdir = (cdir + trackdir + 360)%360
set_panels(cdir)
update_icon()
src.updateDialog()
//Called by solar tracker when sun position changes (somehow, that's not supposed to be in process)
/obj/machinery/power/solar_control/proc/tracker_update(var/angle)
if(track != 2 || stat & (NOPOWER | BROKEN))
return
cdir = angle
set_panels(cdir)
update_icon()
src.updateDialog()
/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))
user.unset_machine()
user << browse(null, "window=solcon")
return
add_fingerprint(user)
user.set_machine(src)
// AUTOFIXED BY fix_string_idiocy.py
// C:\Users\Rob\Documents\Projects\vgstation13\code\modules\power\solar.dm:407: var/t = "<TT><B>Solar Generator Control</B><HR><PRE>"
var/t = {"<TT><B>Solar Generator Control</B><HR><PRE>
<B>Generated power</B> : [round(lastgen)] W<BR>
Station Orbital Period : [60/abs(sun.rotationRate)] minutes<BR>
Station Orbital Direction : [sun.rotationRate < 0 ? "CCW" : "CW"]<BR>
Star Orientation : [sun.angle]&deg ([angle2text(sun.angle)])<BR>
Array Orientation : [rate_control(src,"cdir","[cdir]&deg",1,10,60)] ([angle2text(cdir)])<BR>
<BR><HR><BR>
Tracking :"}
// END AUTOFIX
switch(track)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];track=1'>Manual</A> <A href='?src=\ref[src];track=2'>Automatic</A><BR>"
if(1)
t += "<A href='?src=\ref[src];track=0'>Off</A> <B>Manual</B> <A href='?src=\ref[src];track=2'>Automatic</A><BR>"
if(2)
t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Manual</A> <B>Automatic</B><BR>"
// AUTOFIXED BY fix_string_idiocy.py
// C:\Users\Rob\Documents\Projects\vgstation13\code\modules\power\solar.dm:423: t += "Manual Tracking Rate: [rate_control(src,"tdir","[trackrate/10]&deg/min ([trackdir<0 ? "CCW" : "CW"])",1,10)]<BR>"
t += {"Manual Tracking Rate: [rate_control(src,"tdir","[trackrate/10]&deg/min ([trackdir<0 ? "CCW" : "CW"])",1,10)]<BR>
Manual Tracking Direction:"}
// END AUTOFIX
switch(trackdir)
if(-1)
t += "<A href='?src=\ref[src];trackdir=1'>CW</A> <B>CCW</B><BR>"
if(1)
t += "<B>CW</B> <A href='?src=\ref[src];trackdir=-1'>CCW</A><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A></TT>"
user << browse(t, "window=solcon")
onclose(user, "solcon")
return
/obj/machinery/power/solar_control/Topic(href, href_list)
if(..())
usr << browse(null, "window=solcon")
usr.unset_machine()
return
if(href_list["close"] )
usr << browse(null, "window=solcon")
usr.unset_machine()
return
if(href_list["dir"])
cdir = text2num(href_list["dir"])
set_panels(cdir)
update_icon()
if(href_list["rate control"])
if(href_list["cdir"])
cdir = dd_range(0, 359, (360 + cdir + text2num(href_list["cdir"]))%360)
spawn(1)
set_panels(cdir)
update_icon()
if(href_list["tdir"])
trackrate = dd_range(0, 360, trackrate + text2num(href_list["tdir"]))
if(trackrate)
nexttime = world.time + 6000/trackrate
if(href_list["track"])
if(trackrate)
nexttime = world.time + 6000/trackrate
track = text2num(href_list["track"])
if(powernet && (track == 2))
if(!solars_list.Find(src,1,0) || !(locate(src) in solars_list) || !(src in solars_list))
solars_list.Add(src)
for(var/obj/machinery/power/tracker/T in get_solars_powernet())
if(powernet.nodes.Find(T))
cdir = T.sun_angle
break
if(href_list["trackdir"])
trackdir = text2num(href_list["trackdir"])
set_panels(cdir)
update_icon()
src.updateUsrDialog()
return
/obj/machinery/power/solar_control/proc/set_panels(var/cdir)
if(!powernet) //Everything is kill
return
for(var/obj/machinery/power/solar/S in get_solars_powernet())
if(powernet.nodes.Find(S))
if(get_dist(S, src) < SOLAR_MAX_DIST)
if(!S.control)
S.control = src
S.ndir = cdir
/obj/machinery/power/solar_control/power_change()
if(powered())
stat &= ~NOPOWER
update_icon()
else
spawn(rand(0, 15))
stat |= NOPOWER
update_icon()
/obj/machinery/power/solar_control/proc/broken()
stat |= BROKEN
update_icon()
/obj/machinery/power/solar_control/meteorhit()
broken()
return
/obj/machinery/power/solar_control/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
if(2.0)
if (prob(50))
broken()
if(3.0)
if (prob(25))
broken()
/obj/machinery/power/solar_control/blob_act()
if(prob(75))
broken()
density = 0
//This is here because it is fucking here. If you found this, you're lucky !
/obj/item/weapon/paper/solar
name = "paper - 'Going green with Greencorps! Instrunctions on setting up your own solar array.'"
info = "<h1>Welcome</h1><p>We at Greencorps we love the environment, and space. With this package you will help mother nature and produce energy without using fossil fuel or plasma! The Singularity Engine 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. Add a glass panel, reinforced or regular glass will do, which will finish the construction of your solar panel. It's 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 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>"