Merge pull request #11241 from Arturlang/Solar_updates

Ports TGs Solar updates.
This commit is contained in:
kevinz000
2020-02-27 01:03:52 -07:00
committed by GitHub
8 changed files with 267 additions and 289 deletions
@@ -208,7 +208,7 @@
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
// Destroy the Solar Arrays
/datum/objective/bloodsucker/solars
@@ -228,7 +228,7 @@
if (SC && SC.lastgen > 0 && SC.connected_panels.len > 0 && SC.connected_tracker)
return FALSE
return TRUE
*/
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -379,20 +379,21 @@
protege_objective.generate_objective()
add_objective(protege_objective)
if (rand(0,1) == 0)
//if (rand(0,1) == 0)
// Heart Thief Objective
var/datum/objective/bloodsucker/heartthief/heartthief_objective = new
heartthief_objective.owner = owner
heartthief_objective.generate_objective()
add_objective(heartthief_objective)
var/datum/objective/bloodsucker/heartthief/heartthief_objective = new
heartthief_objective.owner = owner
heartthief_objective.generate_objective()
add_objective(heartthief_objective)
/*
else
// Solars Objective
// Solars Objective, doesnt work due to TG updates.
var/datum/objective/bloodsucker/solars/solars_objective = new
solars_objective.owner = owner
solars_objective.generate_objective()
add_objective(solars_objective)
*/
// Survive Objective
var/datum/objective/bloodsucker/survive/survive_objective = new
survive_objective.owner = owner
+186 -197
View File
@@ -1,5 +1,5 @@
#define SOLAR_MAX_DIST 40
#define SOLARGENRATE 1500
#define SOLAR_GEN_RATE 1500
#define OCCLUSION_DISTANCE 20
/obj/machinery/power/solar
name = "solar panel"
@@ -10,20 +10,53 @@
use_power = NO_POWER_USE
idle_power_usage = 0
active_power_usage = 0
var/id = 0
max_integrity = 150
integrity_failure = 0.33
var/obscured = 0
var/sunfrac = 0
var/adir = SOUTH // actual dir
var/ndir = SOUTH // target dir
var/turn_angle = 0
var/obj/machinery/power/solar_control/control = null
var/id
var/obscured = FALSE
var/sunfrac = 0 //[0-1] measure of obscuration -- multipllier against power generation
var/azimuth_current = 0 //[0-360) degrees, which direction are we facing?
var/azimuth_target = 0 //same but what way we're going to face next time we turn
var/obj/machinery/power/solar_control/control
var/needs_to_turn = TRUE //do we need to turn next tick?
var/needs_to_update_solar_exposure = TRUE //do we need to call update_solar_exposure() next tick?
var/obj/effect/overlay/panel
var/obj/item/solar_assembly/assembly
var/efficiency = 1
/obj/machinery/power/solar/Initialize(mapload, obj/item/solar_assembly/S)
. = ..()
panel = new()
#if DM_VERSION >= 513
panel.vis_flags = VIS_INHERIT_ID|VIS_INHERIT_ICON|VIS_INHERIT_PLANE
vis_contents += panel
#endif
panel.icon = icon
panel.icon_state = "solar_panel"
panel.layer = FLY_LAYER
Make(S)
connect_to_network()
RegisterSignal(SSsun, COMSIG_SUN_MOVED, .proc/queue_update_solar_exposure)
/obj/machinery/power/solar/Destroy()
unset_control() //remove from control computer
return ..()
//set the control of the panel to a given computer
/obj/machinery/power/solar/proc/set_control(obj/machinery/power/solar_control/SC)
unset_control()
control = SC
SC.connected_panels += src
queue_turn(SC.azimuth_target)
//set the control of the panel to null and removes it from the control list of the previous control computer if needed
/obj/machinery/power/solar/proc/unset_control()
if(control)
control.connected_panels -= src
control = null
/obj/machinery/power/solar/proc/Make(obj/item/solar_assembly/S)
if(!S)
assembly = new /obj/item/solar_assembly
assembly.glass_type = new /obj/item/stack/sheet/glass(null, 2)
@@ -34,32 +67,13 @@
assembly.glass_type.on_solar_construction(src)
obj_integrity = max_integrity
update_icon()
connect_to_network()
/obj/machinery/power/solar/Destroy()
unset_control() //remove from control computer
return ..()
//set the control of the panel to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/solar/proc/set_control(obj/machinery/power/solar_control/SC)
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_panels |= src
return 1
//set the control of the panel to null and removes it from the control list of the previous control computer if needed
/obj/machinery/power/solar/proc/unset_control()
if(control)
control.connected_panels.Remove(src)
control = null
/obj/machinery/power/solar/crowbar_act(mob/user, obj/item/I)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("[user] begins to take the glass off [src].", "<span class='notice'>You begin to take the glass off [src]...</span>")
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] begins to take the glass off [src].</span>", "<span class='notice'>You begin to take the glass off [src]...</span>")
if(I.use_tool(src, user, 50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
user.visible_message("[user] takes the glass off [src].", "<span class='notice'>You take the glass off [src].</span>")
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] takes the glass off [src].</span>", "<span class='notice'>You take the glass off [src].</span>")
deconstruct(TRUE)
return TRUE
@@ -67,16 +81,16 @@
switch(damage_type)
if(BRUTE)
if(stat & BROKEN)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 60, 1)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 60, TRUE)
else
playsound(loc, 'sound/effects/glasshit.ogg', 90, 1)
playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 100, 1)
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/machinery/power/solar/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
stat |= BROKEN
unset_control()
update_icon()
@@ -94,81 +108,95 @@
new shard(loc)
qdel(src)
/obj/machinery/power/solar/update_icon()
..()
cut_overlays()
/obj/machinery/power/solar/update_overlays()
. = ..()
var/matrix/turner = matrix()
turner.Turn(azimuth_current)
panel.transform = turner
if(stat & BROKEN)
add_overlay(mutable_appearance(icon, "solar_panel-b", FLY_LAYER))
panel.icon_state = "solar_panel-b"
else
add_overlay(mutable_appearance(icon, "solar_panel", FLY_LAYER))
src.setDir(angle2dir(adir))
panel.icon_state = "solar_panel"
#if DM_VERSION <= 512
. += new /mutable_appearance(panel)
#endif
//calculates the fraction of the sunlight that the panel receives
/obj/machinery/power/solar/proc/queue_turn(azimuth)
needs_to_turn = TRUE
azimuth_target = azimuth
/obj/machinery/power/solar/proc/queue_update_solar_exposure()
needs_to_update_solar_exposure = TRUE //updating right away would be wasteful if we're also turning later
/obj/machinery/power/solar/proc/update_turn()
needs_to_turn = FALSE
if(azimuth_current != azimuth_target)
azimuth_current = azimuth_target
occlusion_setup()
update_icon()
needs_to_update_solar_exposure = TRUE
///trace towards sun to see if we're in shadow
/obj/machinery/power/solar/proc/occlusion_setup()
obscured = TRUE
var/distance = OCCLUSION_DISTANCE
var/target_x = round(sin(SSsun.azimuth), 0.01)
var/target_y = round(cos(SSsun.azimuth), 0.01)
var/x_hit = x
var/y_hit = y
var/turf/hit
for(var/run in 1 to distance)
x_hit += target_x
y_hit += target_y
hit = locate(round(x_hit, 1), round(y_hit, 1), z)
if(hit.opacity)
return
if(hit.x == 1 || hit.x == world.maxx || hit.y == 1 || hit.y == world.maxy) //edge of the map
break
obscured = FALSE
///calculates the fraction of the sunlight that the panel receives
/obj/machinery/power/solar/proc/update_solar_exposure()
needs_to_update_solar_exposure = FALSE
sunfrac = 0
if(obscured)
sunfrac = 0
return
return 0
//find the smaller angle between the direction the panel is facing and the direction of the sun (the sign is not important here)
var/p_angle = min(abs(adir - SSsun.angle), 360 - abs(adir - SSsun.angle))
var/sun_azimuth = SSsun.azimuth
if(azimuth_current == sun_azimuth) //just a quick optimization for the most frequent case
. = 1
else
//dot product of sun and panel -- Lambert's Cosine Law
. = cos(azimuth_current - sun_azimuth)
. = CLAMP(round(., 0.01), 0, 1)
sunfrac = .
if(p_angle > 90) // if facing more than 90deg from sun, zero output
sunfrac = 0
return
sunfrac = cos(p_angle) ** 2
//isn't the power received from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ?
/obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
/obj/machinery/power/solar/process()
if(stat & BROKEN)
return
if(!control) //if there's no sun or the panel is not linked to a solar control computer, no need to proceed
if(control && (!powernet || control.powernet != powernet))
unset_control()
if(needs_to_turn)
update_turn()
if(needs_to_update_solar_exposure)
update_solar_exposure()
if(sunfrac <= 0)
return
if(powernet)
if(powernet == control.powernet)//check if the panel is still connected to the computer
if(obscured) //get no light from the sun, so don't generate power
return
var/sgen = SOLARGENRATE * sunfrac * efficiency
add_avail(sgen)
control.gen += sgen
else //if we're no longer on the same powernet, remove from control computer
unset_control()
var/sgen = SOLAR_GEN_RATE * sunfrac
add_avail(sgen)
if(control)
control.gen += sgen
/obj/machinery/power/solar/fake/New(var/turf/loc, var/obj/item/solar_assembly/S)
..(loc, S, 0)
//Bit of a hack but this whole type is a hack
/obj/machinery/power/solar/fake/Initialize(turf/loc, obj/item/solar_assembly/S)
. = ..()
UnregisterSignal(SSsun, COMSIG_SUN_MOVED)
/obj/machinery/power/solar/fake/process()
. = PROCESS_KILL
return
//trace towards sun to see if we're in shadow
/obj/machinery/power/solar/proc/occlusion()
var/ax = x // start at the solar panel
var/ay = y
var/turf/T = null
var/dx = SSsun.dx
var/dy = SSsun.dy
for(var/i = 1 to 20) // 20 steps is enough
ax += dx // do step
ay += dy
T = locate( round(ax,0.5),round(ay,0.5),z)
if(T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge
break
if(T.density) // if we hit a solid turf, panel is obscured
obscured = 1
return
obscured = 0 // if hit the edge or stepped 20 times, not obscured
update_solar_exposure()
return PROCESS_KILL
//
// Solar Assembly - For construction of solar arrays.
@@ -202,6 +230,7 @@
glass_type.forceMove(Tsec)
glass_type = null
/obj/item/solar_assembly/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench) && isturf(loc))
if(isinspace())
@@ -224,8 +253,7 @@
var/obj/item/stack/sheet/G = S.change_stack(null, 2)
if(G)
glass_type = G
G.moveToNullspace()
playsound(loc, 'sound/machines/click.ogg', 50, 1)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("[user] places the glass on the solar assembly.", "<span class='notice'>You place the glass on the solar assembly.</span>")
if(tracker)
new /obj/machinery/power/tracker(get_turf(src), src)
@@ -269,21 +297,23 @@
var/icon_screen = "solar"
var/icon_keyboard = "power_key"
var/id = 0
var/currentdir = 0
var/targetdir = 0 // target angle in manual tracking (since it updates every game minute)
var/gen = 0
var/lastgen = 0
var/track = 0 // 0= off 1=timed 2=auto (tracker)
var/trackrate = 600 // 300-900 seconds
var/nexttime = 0 // time for a panel to rotate of 1 degree in manual tracking
var/azimuth_target = 0
var/azimuth_rate = 1 ///degree change per minute
var/track = SOLAR_TRACK_OFF ///SOLAR_TRACK_OFF, SOLAR_TRACK_TIMED, SOLAR_TRACK_AUTO
var/obj/machinery/power/tracker/connected_tracker = null
var/list/connected_panels = list()
/obj/machinery/power/solar_control/Initialize()
. = ..()
if(powernet)
set_panels(currentdir)
azimuth_rate = SSsun.base_rotation
RegisterSignal(SSsun, COMSIG_SUN_MOVED, .proc/timed_track)
connect_to_network()
if(powernet)
set_panels(azimuth_target)
/obj/machinery/power/solar_control/Destroy()
for(var/obj/machinery/power/solar/M in connected_panels)
@@ -292,16 +322,6 @@
connected_tracker.unset_control()
return ..()
/obj/machinery/power/solar_control/disconnect_from_network()
..()
SSsun.solars.Remove(src)
/obj/machinery/power/solar_control/connect_to_network()
var/to_return = ..()
if(powernet) //if connected and not already in solar_list...
SSsun.solars |= src //... add it
return to_return
//search for unconnected panels and trackers in the computer powernet and connect them
/obj/machinery/power/solar_control/proc/search_for_connected()
if(powernet)
@@ -316,32 +336,16 @@
if(!T.control) //i.e unconnected
T.set_control(src)
//called by the sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly
/obj/machinery/power/solar_control/proc/update()
if(stat & (NOPOWER | BROKEN))
return
switch(track)
if(1)
if(trackrate) //we're manual tracking. If we set a rotation speed...
currentdir = targetdir //...the current direction is the targetted one (and rotates panels to it)
if(2) // auto-tracking
if(connected_tracker)
connected_tracker.set_angle(SSsun.angle)
set_panels(currentdir)
updateDialog()
/obj/machinery/power/solar_control/update_icon()
cut_overlays()
/obj/machinery/power/solar_control/update_overlays()
. = ..()
if(stat & NOPOWER)
add_overlay("[icon_keyboard]_off")
. += mutable_appearance(icon, "[icon_keyboard]_off")
return
add_overlay(icon_keyboard)
. += mutable_appearance(icon, icon_keyboard)
if(stat & BROKEN)
add_overlay("[icon_state]_broken")
. += mutable_appearance(icon, "[icon_state]_broken")
else
add_overlay(icon_screen)
. += mutable_appearance(icon, icon_screen)
/obj/machinery/power/solar_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
@@ -352,73 +356,60 @@
/obj/machinery/power/solar_control/ui_data()
var/data = list()
data["generated"] = round(lastgen)
data["angle"] = currentdir
data["direction"] = angle2text(currentdir)
data["generated_ratio"] = data["generated"] / round(max(connected_panels.len, 1) * SOLAR_GEN_RATE)
data["azimuth_current"] = azimuth_target
data["azimuth_rate"] = azimuth_rate
data["max_rotation_rate"] = SSsun.base_rotation * 2
data["tracking_state"] = track
data["tracking_rate"] = trackrate
data["rotating_way"] = (trackrate<0 ? "CCW" : "CW")
data["connected_panels"] = connected_panels.len
data["connected_tracker"] = (connected_tracker ? 1 : 0)
data["connected_tracker"] = (connected_tracker ? TRUE : FALSE)
return data
/obj/machinery/power/solar_control/ui_act(action, params)
if(..())
return
if(action == "angle")
if(action == "azimuth")
var/adjust = text2num(params["adjust"])
var/value = text2num(params["value"])
if(adjust)
value = currentdir + adjust
value = azimuth_target + adjust
if(value != null)
currentdir = CLAMP((360 + value) % 360, 0, 359)
targetdir = currentdir
set_panels(currentdir)
set_panels(value)
return TRUE
return FALSE
if(action == "rate")
if(action == "azimuth_rate")
var/adjust = text2num(params["adjust"])
var/value = text2num(params["value"])
if(adjust)
value = trackrate + adjust
value = azimuth_rate + adjust
if(value != null)
trackrate = CLAMP(value, -7200, 7200)
if(trackrate)
nexttime = world.time + 36000 / abs(trackrate)
azimuth_rate = round(CLAMP(value, -2 * SSsun.base_rotation, 2 * SSsun.base_rotation), 0.01)
return TRUE
return FALSE
if(action == "tracking")
var/mode = text2num(params["mode"])
track = mode
if(mode == 2 && connected_tracker)
connected_tracker.set_angle(SSsun.angle)
set_panels(currentdir)
else if(mode == 1)
targetdir = currentdir
if(trackrate)
nexttime = world.time + 36000 / abs(trackrate)
set_panels(targetdir)
if(mode == SOLAR_TRACK_AUTO)
if(connected_tracker)
connected_tracker.sun_update(SSsun, SSsun.azimuth)
else
track = SOLAR_TRACK_OFF
return TRUE
if(action == "refresh")
search_for_connected()
if(connected_tracker && track == 2)
connected_tracker.set_angle(SSsun.angle)
set_panels(currentdir)
return TRUE
return FALSE
/obj/machinery/power/solar_control/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
if(I.use_tool(src, user, 20, volume=50))
if (src.stat & BROKEN)
if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(I.use_tool(src, user, 20, volume = 50))
if(src.stat & BROKEN)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
var/obj/structure/frame/computer/A = new /obj/structure/frame/computer( src.loc )
new /obj/item/shard( src.loc )
var/obj/item/circuitboard/computer/solar_control/M = new /obj/item/circuitboard/computer/solar_control( A )
for (var/obj/C in src)
for(var/obj/C in src)
C.forceMove(drop_location())
A.circuit = M
A.state = 3
@@ -429,7 +420,7 @@
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
var/obj/structure/frame/computer/A = new /obj/structure/frame/computer( src.loc )
var/obj/item/circuitboard/computer/solar_control/M = new /obj/item/circuitboard/computer/solar_control( A )
for (var/obj/C in src)
for(var/obj/C in src)
C.forceMove(drop_location())
A.circuit = M
A.state = 4
@@ -445,15 +436,15 @@
switch(damage_type)
if(BRUTE)
if(stat & BROKEN)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
else
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/machinery/power/solar_control/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
stat |= BROKEN
update_icon()
@@ -461,36 +452,31 @@
lastgen = gen
gen = 0
if(stat & (NOPOWER | BROKEN))
return
if(connected_tracker && (!powernet || connected_tracker.powernet != powernet))
connected_tracker.unset_control()
if(connected_tracker) //NOTE : handled here so that we don't add trackers to the processing list
if(connected_tracker.powernet != powernet)
connected_tracker.unset_control()
///Ran every time the sun updates.
/obj/machinery/power/solar_control/proc/timed_track()
if(track == SOLAR_TRACK_TIMED)
azimuth_target += azimuth_rate
set_panels(azimuth_target)
if(track==1 && trackrate) //manual tracking and set a rotation speed
if(nexttime <= world.time) //every time we need to increase/decrease the angle by 1...
targetdir = (targetdir + trackrate/abs(trackrate) + 360) % 360 //... do it
nexttime += 36000/abs(trackrate) //reset the counter for the next 1
//rotates the panel to the passed angle
/obj/machinery/power/solar_control/proc/set_panels(currentdir)
///Rotates the panel to the passed angles
/obj/machinery/power/solar_control/proc/set_panels(azimuth)
azimuth = CLAMP(round(azimuth, 0.01), -360, 719.99)
if(azimuth >= 360)
azimuth -= 360
if(azimuth < 0)
azimuth += 360
azimuth_target = azimuth
for(var/obj/machinery/power/solar/S in connected_panels)
S.adir = currentdir //instantly rotates the panel
S.occlusion()//and
S.update_icon() //update it
update_icon()
S.queue_turn(azimuth)
/obj/machinery/power/solar_control/power_change()
..()
update_icon()
//
// MISC
//
@@ -498,3 +484,6 @@
/obj/item/paper/guides/jobs/engi/solars
name = "paper- 'Going green! Setup your own solar array instructions.'"
info = "<h1>Welcome</h1><p>At greencorps we love the environment, and space. With this package you are able to help mother nature and produce energy without any usage of fossil fuel or plasma! Singularity energy is dangerous while solar energy is safe, which is why it's better. Now here is how you setup your own solar array.</p><p>You can make a solar panel by wrenching the solar assembly onto a cable node. Adding a glass panel, reinforced or regular glass will do, will finish the construction of your solar panel. It is that easy!</p><p>Now after setting up 19 more of these solar panels you will want to create a solar tracker to keep track of our mother nature's gift, the sun. These are the same steps as before except you insert the tracker equipment circuit into the assembly before performing the final step of adding the glass. You now have a tracker! Now the last step is to add a computer to calculate the sun's movements and to send commands to the solar panels to change direction with the sun. Setting up the solar computer is the same as setting up any computer, so you should have no trouble in doing that. You do need to put a wire node under the computer, and the wire needs to be connected to the tracker.</p><p>Congratulations, you should have a working solar array. If you are having trouble, here are some tips. Make sure all solar equipment are on a cable node, even the computer. You can always deconstruct your creations if you make a mistake.</p><p>That's all to it, be safe, be green!</p>"
#undef SOLAR_GEN_RATE
#undef OCCLUSION_DISTANCE
+37 -40
View File
@@ -1,6 +1,6 @@
//Solar tracker
//Machine that tracks the sun and reports it's direction to the solar controllers
//Machine that tracks the sun and reports its direction to the solar controllers
//As long as this is working, solar panels on same powernet will track automatically
/obj/machinery/power/tracker
@@ -14,12 +14,39 @@
integrity_failure = 0.2
var/id = 0
var/sun_angle = 0 // sun angle as set by sun datum
var/obj/machinery/power/solar_control/control = null
var/obj/machinery/power/solar_control/control
var/obj/item/solar_assembly/assembly
/obj/machinery/power/tracker/Initialize(mapload, obj/item/solar_assembly/S)
. = ..()
Make(S)
connect_to_network()
RegisterSignal(SSsun, COMSIG_SUN_MOVED, .proc/sun_update)
/obj/machinery/power/tracker/Destroy()
unset_control() //remove from control computer
return ..()
/obj/machinery/power/tracker/proc/set_control(obj/machinery/power/solar_control/SC)
unset_control()
control = SC
SC.connected_tracker = src
//set the control of the tracker to null and removes it from the previous control computer if needed
/obj/machinery/power/tracker/proc/unset_control()
if(control)
if(control.track == SOLAR_TRACK_AUTO)
control.track = SOLAR_TRACK_OFF
control.connected_tracker = null
control = null
///Tell the controller to turn the solar panels
/obj/machinery/power/tracker/proc/sun_update(datum/source, azimuth)
setDir(angle2dir(azimuth))
if(control && control.track == SOLAR_TRACK_AUTO)
control.set_panels(azimuth)
/obj/machinery/power/tracker/proc/Make(obj/item/solar_assembly/S)
if(!S)
assembly = new /obj/item/solar_assembly
assembly.glass_type = new /obj/item/stack/sheet/glass(null, 2)
@@ -29,59 +56,29 @@
S.moveToNullspace()
assembly = S
update_icon()
connect_to_network()
/obj/machinery/power/tracker/Destroy()
unset_control() //remove from control computer
return ..()
//set the control of the tracker to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/tracker/proc/set_control(obj/machinery/power/solar_control/SC)
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_tracker = src
return 1
//set the control of the tracker to null and removes it from the previous control computer if needed
/obj/machinery/power/tracker/proc/unset_control()
if(control)
control.connected_tracker = null
control = null
//updates the tracker icon and the facing angle for the control computer
/obj/machinery/power/tracker/proc/set_angle(angle)
sun_angle = angle
//set icon dir to show sun illumination
setDir(turn(NORTH, -angle - 22.5) )// 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST
if(powernet && (powernet == control.powernet)) //update if we're still in the same powernet
control.currentdir = angle
/obj/machinery/power/tracker/crowbar_act(mob/user, obj/item/I)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("[user] begins to take the glass off [src].", "<span class='notice'>You begin to take the glass off [src]...</span>")
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] begins to take the glass off [src].</span>", "<span class='notice'>You begin to take the glass off [src]...</span>")
if(I.use_tool(src, user, 50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
user.visible_message("[user] takes the glass off [src].", "<span class='notice'>You take the glass off [src].</span>")
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] takes the glass off [src].</span>", "<span class='notice'>You take the glass off [src].</span>")
deconstruct(TRUE)
return TRUE
/obj/machinery/power/tracker/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
stat |= BROKEN
playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
unset_control()
/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
/obj/machinery/power/tracker/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
if(assembly)
assembly.forceMove(loc)
assembly.give_glass(stat & BROKEN)
else
playsound(src, "shatter", 70, 1)
playsound(src, "shatter", 70, TRUE)
var/shard = assembly?.glass_type ? assembly.glass_type.shard_type : /obj/item/shard
new shard(loc)
new shard(loc)