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@@ -63,7 +63,7 @@
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assembly = S
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assembly.glass_type.on_solar_construction(src)
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obj_integrity = max_integrity
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update_icon()
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update_appearance()
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/obj/machinery/power/solar/crowbar_act(mob/user, obj/item/I)
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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@@ -86,11 +86,10 @@
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/obj/machinery/power/solar/obj_break(damage_flag)
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if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
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. = ..()
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if(.)
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playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
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stat |= BROKEN
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unset_control()
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update_icon()
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/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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@@ -99,7 +98,7 @@
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assembly.forceMove(loc)
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assembly.give_glass(stat & BROKEN)
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else
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playsound(src, "shatter", 70, 1)
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playsound(src, "shatter", 70, TRUE)
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var/shard = assembly?.glass_type ? assembly.glass_type.shard_type : /obj/item/shard
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new shard(loc)
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new shard(loc)
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@@ -110,16 +109,15 @@
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var/matrix/turner = matrix()
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turner.Turn(azimuth_current)
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panel.transform = turner
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if(stat & BROKEN)
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panel.icon_state = "solar_panel-b"
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else
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panel.icon_state = "solar_panel"
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panel.icon_state = "solar_panel[(stat & BROKEN) ? "-b" : null]"
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/obj/machinery/power/solar/proc/queue_turn(azimuth)
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needs_to_turn = TRUE
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azimuth_target = azimuth
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/obj/machinery/power/solar/proc/queue_update_solar_exposure()
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SIGNAL_HANDLER
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needs_to_update_solar_exposure = TRUE //updating right away would be wasteful if we're also turning later
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/obj/machinery/power/solar/proc/update_turn()
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@@ -127,7 +125,7 @@
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if(azimuth_current != azimuth_target)
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azimuth_current = azimuth_target
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occlusion_setup()
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update_icon()
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update_appearance()
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needs_to_update_solar_exposure = TRUE
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///trace towards sun to see if we're in shadow
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@@ -173,7 +171,7 @@
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control.gen += sgen
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//Bit of a hack but this whole type is a hack
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/obj/machinery/power/solar/fake/Initialize(turf/loc, obj/item/solar_assembly/S)
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/obj/machinery/power/solar/fake/Initialize(mapload, obj/item/solar_assembly/S)
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. = ..()
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UnregisterSignal(SSsun, COMSIG_SUN_MOVED)
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@@ -199,6 +197,16 @@
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var/static/list/allowed_sheets = typecacheof(list(/obj/item/stack/sheet/glass, /obj/item/stack/sheet/rglass,
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/obj/item/stack/sheet/plasmaglass, /obj/item/stack/sheet/plasmarglass,
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/obj/item/stack/sheet/titaniumglass, /obj/item/stack/sheet/plastitaniumglass))
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var/random_offset = 6 //amount in pixels an unanchored assembly may be offset by
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/obj/item/solar_assembly/Initialize(mapload)
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. = ..()
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if(!anchored && !pixel_x && !pixel_y)
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randomise_offset(random_offset)
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/obj/item/solar_assembly/proc/randomise_offset(amount)
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pixel_x = rand(-amount, amount)
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pixel_y = rand(-amount, amount)
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// Give back the glass type we were supplied with
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/obj/item/solar_assembly/proc/give_glass(device_broken)
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@@ -212,20 +220,21 @@
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glass_type.forceMove(Tsec)
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glass_type = null
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/obj/item/solar_assembly/set_anchored(anchorvalue)
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. = ..()
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if(isnull(.))
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return
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randomise_offset(anchored ? 0 : random_offset)
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/obj/item/solar_assembly/attackby(obj/item/W, mob/user, params)
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if(W.tool_behaviour == TOOL_WRENCH && isturf(loc))
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if(isinspace())
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to_chat(user, "<span class='warning'>You can't secure [src] here.</span>")
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return
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anchored = !anchored
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if(anchored)
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user.visible_message("[user] wrenches the solar assembly into place.", "<span class='notice'>You wrench the solar assembly into place.</span>")
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W.play_tool_sound(src, 75)
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else
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user.visible_message("[user] unwrenches the solar assembly from its place.", "<span class='notice'>You unwrench the solar assembly from its place.</span>")
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W.play_tool_sound(src, 75)
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return 1
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set_anchored(!anchored)
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user.visible_message("[user] [anchored ? null : "un"]wrenches the solar assembly into place.", "You [anchored ? null : "un"]wrench the solar assembly into place.")
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W.play_tool_sound(src, 75)
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return TRUE
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if(is_type_in_typecache(W, allowed_sheets))
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if(!anchored)
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@@ -249,16 +258,16 @@
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if(istype(W, /obj/item/electronics/tracker))
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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tracker = 1
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tracker = TRUE
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qdel(W)
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user.visible_message("[user] inserts the electronics into the solar assembly.", "<span class='notice'>You insert the electronics into the solar assembly.</span>")
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return 1
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else
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if(W.tool_behaviour == TOOL_CROWBAR)
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new /obj/item/electronics/tracker(src.loc)
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tracker = 0
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tracker = FALSE
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user.visible_message("[user] takes out the electronics from the solar assembly.", "<span class='notice'>You take out the electronics from the solar assembly.</span>")
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return 1
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return TRUE
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return ..()
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//
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@@ -322,11 +331,12 @@
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if(stat & NOPOWER)
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. += mutable_appearance(icon, "[icon_keyboard]_off")
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return
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. += mutable_appearance(icon, icon_keyboard)
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if(stat & BROKEN)
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. += mutable_appearance(icon, "[icon_state]_broken")
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else
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. += mutable_appearance(icon, icon_screen)
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return
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. += mutable_appearance(icon, icon_screen)
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/obj/machinery/power/solar_control/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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@@ -347,7 +357,8 @@
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return data
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/obj/machinery/power/solar_control/ui_act(action, params)
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if(..())
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. = ..()
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if(.)
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return
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if(action == "azimuth")
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var/adjust = text2num(params["adjust"])
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@@ -381,10 +392,10 @@
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return TRUE
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return FALSE
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/obj/machinery/power/solar_control/attackby(obj/item/I, mob/user, params)
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/obj/machinery/power/solar_control/attackby(obj/item/I, mob/living/user, params)
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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if(I.use_tool(src, user, 20, volume = 50))
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if(src.stat & BROKEN)
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if(I.use_tool(src, user, 20, volume=50))
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if (src.stat & BROKEN)
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to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
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var/obj/structure/frame/computer/A = new /obj/structure/frame/computer( src.loc )
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new /obj/item/shard( src.loc )
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@@ -394,7 +405,7 @@
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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 = TRUE
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A.set_anchored(TRUE)
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qdel(src)
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else
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to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
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@@ -405,7 +416,7 @@
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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 = TRUE
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A.set_anchored(TRUE)
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qdel(src)
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else if(user.a_intent != INTENT_HARM && !(I.item_flags & NOBLUDGEON))
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attack_hand(user)
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@@ -423,10 +434,9 @@
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/machinery/power/solar_control/obj_break(damage_flag)
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if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
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. = ..()
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if(.)
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playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
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stat |= BROKEN
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update_icon()
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/obj/machinery/power/solar_control/process()
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lastgen = gen
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@@ -437,6 +447,8 @@
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///Ran every time the sun updates.
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/obj/machinery/power/solar_control/proc/timed_track()
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SIGNAL_HANDLER
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if(track == SOLAR_TRACK_TIMED)
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azimuth_target += azimuth_rate
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set_panels(azimuth_target)
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@@ -453,20 +465,12 @@
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for(var/obj/machinery/power/solar/S in connected_panels)
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S.queue_turn(azimuth)
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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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//
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// MISC
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//
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/obj/item/paper/guides/jobs/engi/solars
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info = {"
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# Welcome!
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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.
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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.
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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!
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"}
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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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#undef SOLAR_GEN_RATE
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