a029a49392
Misc: +Fixes unreported issue with initializing lighting on a specific zlevel +Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors. +Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case) +New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions. +Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes. +New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects. +All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise. -Removed 'quadratic lighting', can add this back at some point. Sorry. +modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else. +Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi. -Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow. +All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you) +MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin. -removed the push_mob_back stuff due to conflicting changes. Sorry Giacom. _OK, NOW THE ACTUAL INTERESTING STUFF_ Following systems moved over to subsystem datums: air_master garbage_manager lighting_controller process_mobs (aka Life()) nanomanager power sun pipenets AFK kick loops shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles voting bots radio diseases events jobs objects ticker Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue. Many system-specific global variables have been refactored into All tickers which previously used world.timeofday now use world.time some subsystems can iterate before round start. this resolves the issue with votes not working pregame
542 lines
18 KiB
Plaintext
542 lines
18 KiB
Plaintext
#define SOLAR_MAX_DIST 40
|
|
#define SOLARGENRATE 1500
|
|
|
|
/obj/machinery/power/solar
|
|
name = "solar panel"
|
|
desc = "A solar electrical generator."
|
|
icon = 'icons/obj/power.dmi'
|
|
icon_state = "sp_base"
|
|
anchored = 1
|
|
density = 1
|
|
use_power = 0
|
|
idle_power_usage = 0
|
|
active_power_usage = 0
|
|
var/id = 0
|
|
var/health = 10
|
|
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
|
|
|
|
/obj/machinery/power/solar/New(var/turf/loc, var/obj/item/solar_assembly/S)
|
|
..(loc)
|
|
Make(S)
|
|
connect_to_network()
|
|
|
|
/obj/machinery/power/solar/Destroy()
|
|
unset_control() //remove from control computer
|
|
..()
|
|
|
|
//set the control of the panel to a given computer if closer than SOLAR_MAX_DIST
|
|
/obj/machinery/power/solar/proc/set_control(var/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/proc/Make(var/obj/item/solar_assembly/S)
|
|
if(!S)
|
|
S = new /obj/item/solar_assembly(src)
|
|
S.glass_type = /obj/item/stack/sheet/glass
|
|
S.anchored = 1
|
|
S.loc = src
|
|
if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass
|
|
health *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
|
|
update_icon()
|
|
|
|
|
|
|
|
/obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user)
|
|
|
|
if(istype(W, /obj/item/weapon/crowbar))
|
|
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
|
|
user.visible_message("<span class='notice'>[user] begins to take the glass off the solar panel.</span>")
|
|
if(do_after(user, 50))
|
|
var/obj/item/solar_assembly/S = locate() in src
|
|
if(S)
|
|
S.loc = src.loc
|
|
S.give_glass()
|
|
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
|
user.visible_message("<span class='notice'>[user] takes the glass off the solar panel.</span>")
|
|
qdel(src)
|
|
return
|
|
else if (W)
|
|
src.add_fingerprint(user)
|
|
src.health -= W.force
|
|
src.healthcheck()
|
|
..()
|
|
|
|
|
|
/obj/machinery/power/solar/blob_act()
|
|
src.health--
|
|
src.healthcheck()
|
|
return
|
|
|
|
|
|
/obj/machinery/power/solar/proc/healthcheck()
|
|
if (src.health <= 0)
|
|
if(!(stat & BROKEN))
|
|
broken()
|
|
else
|
|
new /obj/item/weapon/shard(src.loc)
|
|
new /obj/item/weapon/shard(src.loc)
|
|
qdel(src)
|
|
return
|
|
return
|
|
|
|
|
|
/obj/machinery/power/solar/update_icon()
|
|
..()
|
|
overlays.Cut()
|
|
if(stat & BROKEN)
|
|
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
|
|
else
|
|
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
|
|
src.dir = angle2dir(adir)
|
|
return
|
|
|
|
//calculates the fraction of the sunlight that the panel recieves
|
|
/obj/machinery/power/solar/proc/update_solar_exposure()
|
|
if(obscured)
|
|
sunfrac = 0
|
|
return
|
|
|
|
//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))
|
|
|
|
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 recieved 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
|
|
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
|
|
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
|
|
add_avail(sgen)
|
|
control.gen += sgen
|
|
else //if we're no longer on the same powernet, remove from control computer
|
|
unset_control()
|
|
|
|
/obj/machinery/power/solar/proc/broken()
|
|
. = (!(stat & BROKEN))
|
|
stat |= BROKEN
|
|
unset_control()
|
|
update_icon()
|
|
return
|
|
|
|
|
|
/obj/machinery/power/solar/ex_act(severity, target)
|
|
..()
|
|
if(!gc_destroyed)
|
|
switch(severity)
|
|
if(2)
|
|
if(prob(50) && broken())
|
|
new /obj/item/weapon/shard(src.loc)
|
|
if(3)
|
|
if(prob(25) && broken())
|
|
new /obj/item/weapon/shard(src.loc)
|
|
|
|
/obj/machinery/power/solar/blob_act()
|
|
if(prob(75))
|
|
broken()
|
|
src.density = 0
|
|
|
|
|
|
/obj/machinery/power/solar/fake/New(var/turf/loc, var/obj/item/solar_assembly/S)
|
|
..(loc, S, 0)
|
|
|
|
/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()
|
|
|
|
|
|
//
|
|
// Solar Assembly - For construction of solar arrays.
|
|
//
|
|
|
|
/obj/item/solar_assembly
|
|
name = "solar panel assembly"
|
|
desc = "A solar panel assembly kit, allows constructions of a solar panel, or with a tracking circuit board, a solar tracker"
|
|
icon = 'icons/obj/power.dmi'
|
|
icon_state = "sp_base"
|
|
item_state = "electropack"
|
|
w_class = 4 // Pretty big!
|
|
anchored = 0
|
|
var/tracker = 0
|
|
var/glass_type = null
|
|
|
|
/obj/item/solar_assembly/attack_hand(var/mob/user)
|
|
if(!anchored && isturf(loc)) // You can't pick it up
|
|
..()
|
|
|
|
// Give back the glass type we were supplied with
|
|
/obj/item/solar_assembly/proc/give_glass()
|
|
if(glass_type)
|
|
var/obj/item/stack/sheet/S = new glass_type(src.loc)
|
|
S.amount = 2
|
|
glass_type = null
|
|
|
|
|
|
/obj/item/solar_assembly/attackby(var/obj/item/weapon/W, var/mob/user)
|
|
|
|
if(!anchored && isturf(loc))
|
|
if(istype(W, /obj/item/weapon/wrench))
|
|
anchored = 1
|
|
user.visible_message("<span class='notice'>[user] wrenches the solar assembly into place.</span>")
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
|
return 1
|
|
else
|
|
if(istype(W, /obj/item/weapon/wrench))
|
|
anchored = 0
|
|
user.visible_message("<span class='notice'>[user] unwrenches the solar assembly from it's place.</span>")
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
|
return 1
|
|
|
|
if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass))
|
|
var/obj/item/stack/sheet/S = W
|
|
if(S.use(2))
|
|
glass_type = W.type
|
|
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
|
|
user.visible_message("<span class='notice'>[user] places the glass on the solar assembly.</span>")
|
|
if(tracker)
|
|
new /obj/machinery/power/tracker(get_turf(src), src)
|
|
else
|
|
new /obj/machinery/power/solar(get_turf(src), src)
|
|
else
|
|
user << "<span class='warning'>You need two sheets of glass to put them into a solar panel.</span>"
|
|
return
|
|
return 1
|
|
|
|
if(!tracker)
|
|
if(istype(W, /obj/item/weapon/tracker_electronics))
|
|
tracker = 1
|
|
user.drop_item()
|
|
qdel(W)
|
|
user.visible_message("<span class='notice'>[user] inserts the electronics into the solar assembly.</span>")
|
|
return 1
|
|
else
|
|
if(istype(W, /obj/item/weapon/crowbar))
|
|
new /obj/item/weapon/tracker_electronics(src.loc)
|
|
tracker = 0
|
|
user.visible_message("<span class='notice'>[user] takes out the electronics from the solar assembly.</span>")
|
|
return 1
|
|
..()
|
|
|
|
//
|
|
// Solar Control Computer
|
|
//
|
|
|
|
/obj/machinery/power/solar_control
|
|
name = "solar panel control"
|
|
desc = "A controller for solar panel arrays."
|
|
icon = 'icons/obj/computer.dmi'
|
|
icon_state = "solar"
|
|
anchored = 1
|
|
density = 1
|
|
use_power = 1
|
|
idle_power_usage = 250
|
|
var/id = 0
|
|
var/cdir = 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° in manual tracking
|
|
var/obj/machinery/power/tracker/connected_tracker = null
|
|
var/list/connected_panels = list()
|
|
|
|
|
|
/obj/machinery/power/solar_control/New()
|
|
..()
|
|
if(ticker)
|
|
initialize()
|
|
connect_to_network()
|
|
|
|
/obj/machinery/power/solar_control/Destroy()
|
|
for(var/obj/machinery/power/solar/M in connected_panels)
|
|
M.unset_control()
|
|
if(connected_tracker)
|
|
connected_tracker.unset_control()
|
|
..()
|
|
|
|
/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)
|
|
for(var/obj/machinery/power/M in powernet.nodes)
|
|
if(istype(M, /obj/machinery/power/solar))
|
|
var/obj/machinery/power/solar/S = M
|
|
if(!S.control) //i.e unconnected
|
|
S.set_control(src)
|
|
else if(istype(M, /obj/machinery/power/tracker))
|
|
if(!connected_tracker) //if there's already a tracker connected to the computer don't add another
|
|
var/obj/machinery/power/tracker/T = M
|
|
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...
|
|
cdir = 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(cdir)
|
|
updateDialog()
|
|
|
|
|
|
/obj/machinery/power/solar_control/initialize()
|
|
..()
|
|
if(!powernet) return
|
|
set_panels(cdir)
|
|
|
|
/obj/machinery/power/solar_control/update_icon()
|
|
if(stat & BROKEN)
|
|
icon_state = "broken"
|
|
overlays.Cut()
|
|
return
|
|
if(stat & NOPOWER)
|
|
icon_state = "c_unpowered"
|
|
overlays.Cut()
|
|
return
|
|
icon_state = "solar"
|
|
overlays.Cut()
|
|
if(cdir > -1)
|
|
overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
|
|
return
|
|
|
|
/obj/machinery/power/solar_control/attack_hand(mob/user)
|
|
if(!..())
|
|
interact(user)
|
|
|
|
/obj/machinery/power/solar_control/interact(mob/user)
|
|
|
|
var/t = "<B><span class='highlight'>Generated power</span></B> : [round(lastgen)] W<BR>"
|
|
t += "<B><span class='highlight'>Orientation</span></B>: [rate_control(src,"cdir","[cdir]°",1,15)] ([angle2text(cdir)])<BR>"
|
|
t += "<B><span class='highlight'>Tracking:</B><div class='statusDisplay'>"
|
|
switch(track)
|
|
if(0)
|
|
t += "<span class='linkOn'>Off</span> <A href='?src=\ref[src];track=1'>Timed</A> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
|
|
if(1)
|
|
t += "<A href='?src=\ref[src];track=0'>Off</A> <span class='linkOn'>Timed</span> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
|
|
if(2)
|
|
t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Timed</A> <span class='linkOn'>Auto</span><BR>"
|
|
|
|
t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",1,30,180)]</div><BR>"
|
|
|
|
t += "<B><span class='highlight'>Connected devices:</span></B><div class='statusDisplay'>"
|
|
|
|
t += "<A href='?src=\ref[src];search_connected=1'>Search for devices</A><BR>"
|
|
t += "Solar panels : [connected_panels.len] connected<BR>"
|
|
t += "Solar tracker : [connected_tracker ? "<span class='good'>Found</span>" : "<span class='bad'>Not found</span>"]</div><BR>"
|
|
|
|
t += "<A href='?src=\ref[src];close=1'>Close</A>"
|
|
|
|
var/datum/browser/popup = new(user, "solar", name)
|
|
popup.set_content(t)
|
|
popup.open()
|
|
|
|
return
|
|
|
|
/obj/machinery/power/solar_control/attackby(I as obj, user as mob)
|
|
if(istype(I, /obj/item/weapon/screwdriver))
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
|
|
if(do_after(user, 20))
|
|
if (src.stat & BROKEN)
|
|
user << "<span class='notice'>The broken glass falls out.</span>"
|
|
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
|
|
new /obj/item/weapon/shard( src.loc )
|
|
var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
|
|
for (var/obj/C in src)
|
|
C.loc = src.loc
|
|
A.circuit = M
|
|
A.state = 3
|
|
A.icon_state = "3"
|
|
A.anchored = 1
|
|
qdel(src)
|
|
else
|
|
user << "<span class='notice'>You disconnect the monitor.</span>"
|
|
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
|
|
var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
|
|
for (var/obj/C in src)
|
|
C.loc = src.loc
|
|
A.circuit = M
|
|
A.state = 4
|
|
A.icon_state = "4"
|
|
A.anchored = 1
|
|
qdel(src)
|
|
else
|
|
src.attack_hand(user)
|
|
return
|
|
|
|
/obj/machinery/power/solar_control/process()
|
|
lastgen = gen
|
|
gen = 0
|
|
|
|
if(stat & (NOPOWER | BROKEN))
|
|
return
|
|
|
|
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()
|
|
|
|
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°
|
|
|
|
src.updateDialog()
|
|
|
|
/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["rate control"])
|
|
if(href_list["cdir"])
|
|
src.cdir = dd_range(0,359,(360+src.cdir+text2num(href_list["cdir"]))%360)
|
|
src.targetdir = src.cdir
|
|
if(track == 2) //manual update, so losing auto-tracking
|
|
track = 0
|
|
spawn(1)
|
|
set_panels(cdir)
|
|
if(href_list["tdir"])
|
|
src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(href_list["tdir"]))
|
|
if(src.trackrate) nexttime = world.time + 36000/abs(trackrate)
|
|
|
|
if(href_list["track"])
|
|
track = text2num(href_list["track"])
|
|
if(track == 2)
|
|
if(connected_tracker)
|
|
connected_tracker.set_angle(SSsun.angle)
|
|
set_panels(cdir)
|
|
else if (track == 1) //begin manual tracking
|
|
src.targetdir = src.cdir
|
|
if(src.trackrate) nexttime = world.time + 36000/abs(trackrate)
|
|
set_panels(targetdir)
|
|
|
|
if(href_list["search_connected"])
|
|
search_for_connected()
|
|
if(connected_tracker && track == 2)
|
|
connected_tracker.set_angle(SSsun.angle)
|
|
set_panels(cdir)
|
|
|
|
src.updateUsrDialog()
|
|
return
|
|
|
|
//rotates the panel to the passed angle
|
|
/obj/machinery/power/solar_control/proc/set_panels(var/cdir)
|
|
|
|
for(var/obj/machinery/power/solar/S in connected_panels)
|
|
S.adir = cdir //instantly rotates the panel
|
|
S.occlusion()//and
|
|
S.update_icon() //update it
|
|
|
|
update_icon()
|
|
|
|
|
|
/obj/machinery/power/solar_control/power_change()
|
|
..()
|
|
update_icon()
|
|
|
|
|
|
/obj/machinery/power/solar_control/proc/broken()
|
|
stat |= BROKEN
|
|
update_icon()
|
|
|
|
|
|
/obj/machinery/power/solar_control/ex_act(severity, target)
|
|
..()
|
|
if(!gc_destroyed)
|
|
switch(severity)
|
|
if(2)
|
|
if(prob(50))
|
|
broken()
|
|
if(3)
|
|
if(prob(25))
|
|
broken()
|
|
|
|
/obj/machinery/power/solar_control/blob_act()
|
|
if (prob(75))
|
|
broken()
|
|
src.density = 0
|
|
|
|
|
|
//
|
|
// MISC
|
|
//
|
|
|
|
/obj/item/weapon/paper/solar
|
|
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>"
|
|
|
|
/proc/rate_control(var/S, var/V, var/C, var/Min=1, var/Max=5, var/Limit=null) //How not to name vars
|
|
var/href = "<A href='?src=\ref[S];rate control=1;[V]"
|
|
var/rate = "[href]=-[Max]'>-</A>[href]=-[Min]'>-</A> [(C?C : 0)] [href]=[Min]'>+</A>[href]=[Max]'>+</A>"
|
|
if(Limit) return "[href]=-[Limit]'>-</A>"+rate+"[href]=[Limit]'>+</A>"
|
|
return rate |