* apparantly you need shuttles, who knew * some tweaks Sprites need adjustments Janidogs need adjustments in UI * Hm, maybe a fix. Revert attempt to rename sprites * [MIRROR] Better Chat Squashing (#5193) * Merge pull request #35058 from uraniummeltdown/chatsquash Better Chat Squashing * Better Chat Squashing * [MIRROR] Sexy Solar Sprites (#5191) * replaced solar panel sprites with better ones * Sexy Solar Sprites * Automatic changelog generation for PR #5191 [ci skip] * [MIRROR] New Coffin Sprite (#5190) * coffins have a new sprite (#34995) * New Coffin Sprite * Automatic changelog generation for PR #5190 [ci skip] * [MIRROR] Makes fire colorful and anime (#5187) * Makes fire colorful and anime (#34977) * - Makes fire colorful and anime * - Updates light color on fires - Makes fire update color less often (1/7th as often) * - Changes the transition from blue to purple to be much more gradual, it starts at 40000 and peaks at 120000 Kelvin now - Changes fusion fire (>4 million Kelvin) to have a slight colorshift to it (It's just the druggy overlay). * - Moves fire above gas (and everything else) - Changes fire alpha for low temperature fires to compensate for items no longer rendering on top of fire * - Makes the new fire layer a define and makes sure it isn't above "Hyperspace Ripples" whatever that is * - Removes comment * - FIRE_LAYER is already defined for burning humans. * Makes fire colorful and anime * Automatic changelog generation for PR #5187 [ci skip] * [MIRROR] Expand Cyborg (#5183) * Expand Cyborg (#34958) * Expand Cyborg * i ded pls nerf * Oh sheet * Expand Cyborg * Automatic changelog generation for PR #5183 [ci skip] * [MIRROR] Cosmic Bedsheet (#5170) * adds cosmic space bedsheet * Cosmic Bedsheet * [MIRROR] The punisher no longer punishes ticker subsystems with delayed fires (#5174) * Merge pull request #34964 from MrStonedOne/patch-463 The punisher no longer punishes ticker subsystems with delayed fires * The punisher no longer punishes ticker subsystems with delayed fires * Fuck this I'm done with it
98 lines
3.2 KiB
Plaintext
98 lines
3.2 KiB
Plaintext
//Solar tracker
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//Machine that tracks the sun and reports it's direction to the solar controllers
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//As long as this is working, solar panels on same powernet will track automatically
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/obj/machinery/power/tracker
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name = "solar tracker"
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desc = "A solar directional tracker."
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icon = 'goon/icons/obj/power.dmi'
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icon_state = "tracker"
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anchored = TRUE
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density = TRUE
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use_power = NO_POWER_USE
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max_integrity = 250
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integrity_failure = 50
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var/id = 0
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var/sun_angle = 0 // sun angle as set by sun datum
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var/obj/machinery/power/solar_control/control = null
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/obj/machinery/power/tracker/Initialize(mapload, obj/item/solar_assembly/S)
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. = ..()
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Make(S)
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connect_to_network()
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/obj/machinery/power/tracker/Destroy()
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unset_control() //remove from control computer
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return ..()
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//set the control of the tracker to a given computer if closer than SOLAR_MAX_DIST
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/obj/machinery/power/tracker/proc/set_control(obj/machinery/power/solar_control/SC)
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if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
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return 0
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control = SC
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SC.connected_tracker = src
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return 1
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//set the control of the tracker to null and removes it from the previous control computer if needed
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/obj/machinery/power/tracker/proc/unset_control()
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if(control)
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control.connected_tracker = null
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control = null
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/obj/machinery/power/tracker/proc/Make(obj/item/solar_assembly/S)
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if(!S)
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S = new /obj/item/solar_assembly(src)
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S.glass_type = /obj/item/stack/sheet/glass
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S.tracker = 1
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S.anchored = TRUE
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S.forceMove(src)
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update_icon()
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//updates the tracker icon and the facing angle for the control computer
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/obj/machinery/power/tracker/proc/set_angle(angle)
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sun_angle = angle
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//set icon dir to show sun illumination
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setDir(turn(NORTH, -angle - 22.5) )// 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST
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if(powernet && (powernet == control.powernet)) //update if we're still in the same powernet
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control.currentdir = angle
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/obj/machinery/power/tracker/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/crowbar))
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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user.visible_message("[user] begins to take the glass off the solar tracker.", "<span class='notice'>You begin to take the glass off the solar tracker...</span>")
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if(do_after(user, 50*W.toolspeed, target = src))
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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user.visible_message("[user] takes the glass off the tracker.", "<span class='notice'>You take the glass off the tracker.</span>")
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deconstruct(TRUE)
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else
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return ..()
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/obj/machinery/power/tracker/obj_break(damage_flag)
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if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
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playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
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stat |= BROKEN
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unset_control()
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/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(disassembled)
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var/obj/item/solar_assembly/S = locate() in src
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if(S)
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S.forceMove(loc)
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S.give_glass(stat & BROKEN)
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else
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playsound(src, "shatter", 70, 1)
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new /obj/item/shard(src.loc)
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new /obj/item/shard(src.loc)
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qdel(src)
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// Tracker Electronic
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/obj/item/electronics/tracker
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name = "tracker electronics"
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