mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 18:32:03 +00:00
566 lines
20 KiB
Plaintext
566 lines
20 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 //Upgrade factor can happen later, regular solars start with rglass panels
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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, 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.len)
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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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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_tag = 0
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var/health = 15 //Fragile shit, even with state-of-the-art reinforced glass
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var/maxhealth = 15 //If ANYONE ever makes it so that solars can be directly repaired without glass, also used for fancy calculations
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var/obscured = 0
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var/sunfrac = 0
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var/adir = SOUTH
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var/ndir = SOUTH
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var/turn_angle = 0
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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
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var/obj/machinery/power/solar_control/control
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var/obj/machinery/power/solar_assembly/solar_assembly
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/obj/machinery/power/solar/New()
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. = ..()
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make()
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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 -= src
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/obj/machinery/power/solar/connect_to_network()
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. = ..()
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solars_list += src
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/obj/machinery/power/solar/proc/make()
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if(!solar_assembly)
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solar_assembly = new /obj/machinery/power/solar_assembly()
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solar_assembly.glass_type = /obj/item/stack/sheet/rglass
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solar_assembly.anchored = 1
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solar_assembly.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(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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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 solar panel.</span>")
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qdel(src)
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else if(W)
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add_fingerprint(user)
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health -= W.force
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healthcheck()
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..()
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/obj/machinery/power/solar/blob_act()
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if(prob(30))
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broken() //Good hit
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else
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health--
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healthcheck()
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/obj/machinery/power/solar/proc/healthcheck()
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if(health <= 0)
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if(!(stat & BROKEN))
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broken()
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else
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solar_assembly.glass_type = null //The glass you're looking for is below pal
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getFromPool(/obj/item/weapon/shard, loc)
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getFromPool(/obj/item/weapon/shard, loc)
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qdel(src)
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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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if(solar_assembly.glass_type == /obj/item/stack/sheet/glass)
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overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
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else if(solar_assembly.glass_type == /obj/item/stack/sheet/rglass)
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overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_ref-b", layer = FLY_LAYER)
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else if(solar_assembly.glass_type == /obj/item/stack/sheet/glass/plasmaglass)
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overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_plasma-b", layer = FLY_LAYER)
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else if(solar_assembly.glass_type == /obj/item/stack/sheet/rglass/plasmarglass)
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overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_plasma_ref-b", layer = FLY_LAYER)
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else if(solar_assembly.glass_type == /obj/item/stack/sheet/glass)
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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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else if(solar_assembly.glass_type == /obj/item/stack/sheet/rglass)
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overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_ref", layer = FLY_LAYER)
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src.dir = angle2dir(adir)
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else if(solar_assembly.glass_type == /obj/item/stack/sheet/glass/plasmaglass)
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overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_plasma", layer = FLY_LAYER)
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src.dir = angle2dir(adir)
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else if(solar_assembly.glass_type == /obj/item/stack/sheet/rglass/plasmarglass)
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overlays += image('icons/obj/power.dmi', icon_state = "solar_panel_plasma_ref", 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)
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return
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if(!control)
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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)
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return
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var/sgen = SOLARGENRATE * sunfrac * glass_quality_factor * (health/maxhealth) //Raw generating power * Sun angle effect * Glass quality * Current panel health. Simple but thorough
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add_avail(sgen)
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if(powernet && control)
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if(powernet.nodes.Find(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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if(health > 1)
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health = 1 //Only holding up on shards and scrap
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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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solar_assembly.glass_type = null //The glass you're looking for is below pal
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if(prob(15))
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getFromPool(/obj/item/weapon/shard, loc)
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qdel(src)
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if(2.0)
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if(prob(25))
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solar_assembly.glass_type = null //The glass you're looking for is below pal
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getFromPool(/obj/item/weapon/shard, loc)
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qdel(src)
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else
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broken()
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if(3.0)
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if(prob(35))
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broken()
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else
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health-- //Let shrapnel have its effect
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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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density = 0
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/obj/machinery/power/solar/Destroy()
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if(control)
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control = null
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if(solar_assembly)
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solar_assembly.loc = get_turf(src)
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solar_assembly.give_glass()
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solar_assembly = null
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..()
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/obj/machinery/power/solar/fake/New() //This most likely shouldn't exist, but sure
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. = ..()
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disconnect_from_network()
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/obj/machinery/power/solar/fake/process()
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return PROCESS_KILL
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//Solar Assembly - For construction of solar arrays
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/obj/machinery/power/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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anchored = 0
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density = 1
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var/tracker = 0
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var/glass_type = null
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//Give back the glass type we were supplied with
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/obj/machinery/power/solar_assembly/proc/give_glass() //And the lord said unto him, 'Give that fucker glass'
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if(glass_type)
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var/obj/item/stack/sheet/S = new glass_type(get_turf(src))
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S.amount = 2
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glass_type = null //Memory vars ho !
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/obj/machinery/power/solar_assembly/attackby(var/obj/item/weapon/W, var/mob/user)
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if(!anchored && isturf(loc))
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if(iswrench(W))
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anchored = 1
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user.visible_message("<span class='notice'>[user] wrenches [src] down.</span>", \
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"<span class='notice'>You wrench [src] down.</span>")
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playsound(get_turf(src), 'sound/items/Ratchet.ogg', 75, 1)
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return 1
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else
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if(iswrench(W))
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anchored = 0
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user.visible_message("<span class='notice'>[user] unwrenches [src] from the ground.</span>", \
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"<span class='notice'>You unwrench [src] from the ground.</span>")
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playsound(get_turf(src), '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)) //Plasma glass types could be added, just needs a fancy sprite
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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(get_turf(src), 'sound/machines/click.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] carefully adds glass to [src].</span>", \
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"<span class='notice'>You carefully add glass to [src].</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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var/obj/machinery/power/solar/solar = new /obj/machinery/power/solar(get_turf(src))
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solar.solar_assembly = src
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//The following is terrible, but it's the easiest way I found of doing it
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if(istype(W, /obj/item/stack/sheet/glass))
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solar.glass_quality_factor = 0.5 //Oh shit nigger what the flying fucking shit are you doing ?
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solar.health = 5 //Glass is some weak shit
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solar.maxhealth = 5
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else if(istype(W, /obj/item/stack/sheet/rglass))
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solar.glass_quality_factor = 1 //You're okay
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solar.health = 15 //Justin case
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solar.maxhealth = 15
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else if(istype(W, /obj/item/stack/sheet/glass/plasmaglass))
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solar.glass_quality_factor = 0.65 //Somehow plasma gives a small plus to production
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solar.health = 10
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solar.maxhealth = 10
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else if(istype(W, /obj/item/stack/sheet/rglass/plasmarglass))
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solar.glass_quality_factor = 1.25 //Ditto above
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solar.health = 30 //Reinforced plasma glass is STRONG
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solar.maxhealth = 30
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//This is where tinted glass would go if it were a thing, sadly it isn't. Smuck-bait could have been had
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solar.update_icon() //Sanity check
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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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del(W)
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user.visible_message("<span class='notice'>[user] inserts the electronics into [src].</span>", \
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"<span class='notice'>You insert the electronics into [src].</span>")
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return 1
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else
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if(iscrowbar(W))
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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 the electronics out of [src].</span>", \
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"<span class='notice'>You take the electronics out of [src].</span>")
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return 1
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..()
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//Solar Control Computer
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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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use_power = 1
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idle_power_usage = 50
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active_power_usage = 300
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var/id_tag = 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 = manual 2 = automatic
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var/trackrate = 60 //Measured in tenths of degree per minute (i.e. defaults to 6.0 deg/min)
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var/trackdir = 1 //-1 = CCW, 1 = CW
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var/nexttime = 0 //Next clock time that manual tracking will move the array
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l_color = "#FF9933"
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power_change()
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..()
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if(!(stat & (BROKEN|NOPOWER)))
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SetLuminosity(2)
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else
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SetLuminosity(0)
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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 -= 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 += 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 > 0)
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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_hiddenprint(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(get_turf(src), '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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visible_message("<span class='notice'>[user] clears the broken monitor off of [src].</span>", \
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"You clear the broken monitor off of [src]")
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var/obj/structure/computerframe/A = new /obj/structure/computerframe(src.loc)
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getFromPool(/obj/item/weapon/shard, 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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del(src)
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else
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visible_message("<span class='notice'>[user] disconnects [src]'s monitor.</span>", \
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"<span class='notice'>You disconnect [src]'s monitor.</span>")
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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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del(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 && nexttime < world.time && trackdir * trackrate)
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// Increments nexttime using itself and not world.time to prevent drift
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nexttime = nexttime + 6000/trackrate
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// Nudges array 1 degree in desired direction
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cdir = (cdir + trackdir + 360)%360
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set_panels(cdir)
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update_icon()
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src.updateDialog()
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//Called by solar tracker when sun position changes (somehow, that's not supposed to be in process)
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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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update_icon()
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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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// AUTOFIXED BY fix_string_idiocy.py
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// C:\Users\Rob\Documents\Projects\vgstation13\code\modules\power\solar.dm:407: var/t = "<TT><B>Solar Generator Control</B><HR><PRE>"
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var/t = {"<TT><B>Solar Generator Control</B><HR><PRE>
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<B>Generated power</B> : [round(lastgen)] W<BR>
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Station Orbital Period : [60/abs(sun.rotationRate)] minutes<BR>
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Station Orbital Direction : [sun.rotationRate < 0 ? "CCW" : "CW"]<BR>
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Star Orientation : [sun.angle]° ([angle2text(sun.angle)])<BR>
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Array Orientation : [rate_control(src,"cdir","[cdir]°",1,10,60)] ([angle2text(cdir)])<BR>
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<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]°/min ([trackdir<0 ? "CCW" : "CW"])",1,10)]<BR>"
|
|
t += {"Manual Tracking Rate: [rate_control(src,"tdir","[trackrate/10]°/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>"
|