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https://github.com/minetest-mods/technic.git
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7c4b7046cc
All electrically-powered machines now consistently indicate their tier (supply voltage) in their names. As this implies that they are electrically powered, the furnaces no longer have "Electric" in their names. The fuel-fired equivalents of electric machines, which exist for alloy furnace and furnace, now say "Fuel-Fired" to distinguish them. (The fuel-fired alloy furnace used to say "Coal", which was inaccurate because it uses any fuel. The fuel-fired furnace, from the default mod, used to just be called "Furnace", which is ambiguous.) Electric power generators now consistently indicate their tier and have the word "Generator" in their names. This makes their purpose much clearer, and makes obvious craft guide searches produce useful results. The fuel-fired generators, previously just (ambiguously) called "Generator", are now explicitly "Fuel-Fired".
71 lines
2.7 KiB
Lua
71 lines
2.7 KiB
Lua
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local S = technic.getter
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function technic.register_solar_array(data)
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local tier = data.tier
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local ltier = string.lower(tier)
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minetest.register_node("technic:solar_array_"..ltier, {
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tiles = {"technic_"..ltier.."_solar_array_top.png", "technic_"..ltier.."_solar_array_bottom.png",
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"technic_"..ltier.."_solar_array_side.png", "technic_"..ltier.."_solar_array_side.png",
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"technic_"..ltier.."_solar_array_side.png", "technic_"..ltier.."_solar_array_side.png"},
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groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2},
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sounds = default.node_sound_wood_defaults(),
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description = S("Arrayed Solar %s Generator"):format(tier),
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active = false,
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drawtype = "nodebox",
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paramtype = "light",
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node_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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},
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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local name = minetest.get_node(pos).name
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meta:set_int(tier.."_EU_supply", 0)
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end,
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})
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minetest.register_abm({
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nodenames = {"technic:solar_array_"..ltier},
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interval = 1,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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-- The action here is to make the solar array produce power
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-- Power is dependent on the light level and the height above ground
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-- 130m and above is optimal as it would be above cloud level.
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-- Height gives 1/4 of the effect, light 3/4. Max. effect is 2880EU for the array.
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-- There are many ways to cheat by using other light sources like lamps.
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-- As there is no way to determine if light is sunlight that is just a shame.
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-- To take care of some of it solar panels do not work outside daylight hours or if
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-- built below -10m
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local pos1 = {}
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local machine_name = S("Arrayed Solar %s Generator"):format(tier)
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pos1.y = pos.y + 1
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pos1.x = pos.x
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pos1.z = pos.z
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local light = minetest.get_node_light(pos1, nil)
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local time_of_day = minetest.get_timeofday()
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local meta = minetest.get_meta(pos)
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light = light or 0
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-- turn on array only during day time and if sufficient light
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-- I know this is counter intuitive when cheating by using other light sources.
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if light >= 12 and time_of_day >= 0.24 and time_of_day <= 0.76 and pos.y > 0 then
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local charge_to_give = math.floor((light + pos.y) * data.power)
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charge_to_give = math.max(charge_to_give, 0)
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charge_to_give = math.min(charge_to_give, data.power * 50)
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meta:set_string("infotext", S("%s Active"):format(machine_name).." ("..charge_to_give.."EU)")
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meta:set_int(tier.."_EU_supply", charge_to_give)
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else
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meta:set_string("infotext", S("%s Idle"):format(machine_name))
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meta:set_int(tier.."_EU_supply", 0)
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end
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end,
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})
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technic.register_machine(tier, "technic:solar_array_"..ltier, technic.producer)
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end
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