diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm
index 38d426766a0..2a78511d2c7 100644
--- a/code/game/objects/items/stacks/sheets/glass.dm
+++ b/code/game/objects/items/stacks/sheets/glass.dm
@@ -20,8 +20,8 @@
icon_state = "sheet-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "materials=1"
- var/created_window = /obj/structure/window/basic
- var/full_window = /obj/structure/window/full/basic
+ created_window = /obj/structure/window/basic
+ full_window = /obj/structure/window/full/basic
merge_type = /obj/item/stack/sheet/glass
/obj/item/stack/sheet/glass/fifty
@@ -154,8 +154,8 @@
icon_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "materials=2"
- var/created_window = /obj/structure/window/reinforced
- var/full_window = /obj/structure/window/full/reinforced
+ created_window = /obj/structure/window/reinforced
+ full_window = /obj/structure/window/full/reinforced
merge_type = /obj/item/stack/sheet/rglass
/obj/item/stack/sheet/rglass/cyborg
@@ -268,8 +268,8 @@
icon_state = "sheet-plasmaglass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
origin_tech = "plasmatech=2;materials=2"
- var/created_window = /obj/structure/window/plasmabasic
- var/full_window = /obj/structure/window/full/plasmabasic
+ created_window = /obj/structure/window/plasmabasic
+ full_window = /obj/structure/window/full/plasmabasic
/obj/item/stack/sheet/plasmaglass/attack_self(mob/user as mob)
@@ -357,8 +357,8 @@
icon_state = "sheet-plasmarglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
origin_tech = "plasmatech=2;materials=2"
- var/created_window = /obj/structure/window/plasmareinforced
- var/full_window = /obj/structure/window/full/plasmareinforced
+ created_window = /obj/structure/window/plasmareinforced
+ full_window = /obj/structure/window/full/plasmareinforced
/obj/item/stack/sheet/plasmarglass/attack_self(mob/user as mob)
diff --git a/code/game/objects/items/stacks/sheets/sheets.dm b/code/game/objects/items/stacks/sheets/sheets.dm
index 3a92d0f7662..460a70cb069 100644
--- a/code/game/objects/items/stacks/sheets/sheets.dm
+++ b/code/game/objects/items/stacks/sheets/sheets.dm
@@ -9,6 +9,8 @@
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
var/perunit = MINERAL_MATERIAL_AMOUNT
var/sheettype = null //this is used for girders in the creation of walls/false walls
+ var/created_window = null //apparently glass sheets don't share a base type for glass specifically, so each had to define these vars individually
+ var/full_window = null //moving the var declaration to here so this can be checked cleaner until someone is willing to make them share a base type properly
usesound = 'sound/items/Deconstruct.ogg'
toolspeed = 1
diff --git a/code/game/objects/structures/fullwindow.dm b/code/game/objects/structures/fullwindow.dm
index b0c1f2c512c..f9e8adbf9aa 100644
--- a/code/game/objects/structures/fullwindow.dm
+++ b/code/game/objects/structures/fullwindow.dm
@@ -44,7 +44,7 @@
icon_state = "plasmawindow"
shardtype = /obj/item/weapon/shard/plasma
glasstype = /obj/item/stack/sheet/plasmaglass
- health = 120
+ health = 240
/obj/structure/window/full/plasmabasic/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 32000)
@@ -59,7 +59,7 @@
shardtype = /obj/item/weapon/shard/plasma
glasstype = /obj/item/stack/sheet/plasmaglass
reinf = 1
- health = 160
+ health = 320
/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
@@ -69,7 +69,7 @@
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon_state = "rwindow"
basestate = "rwindow"
- health = 40
+ health = 80
reinf = 1
/obj/structure/window/full/reinforced/tinted
@@ -84,7 +84,7 @@
desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window."
icon_state = "fwindow"
basestate = "fwindow"
- health = 30
+ health = 60
/obj/structure/window/full/shuttle
name = "shuttle window"
diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm
index c1b4984c158..aab8d550040 100644
--- a/code/game/objects/structures/grille.dm
+++ b/code/game/objects/structures/grille.dm
@@ -159,65 +159,82 @@
//window placing begin
else if(istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/glass) || istype(W,/obj/item/stack/sheet/plasmaglass) || istype(W,/obj/item/stack/sheet/plasmarglass))
- if(!broken)
- var/obj/item/stack/ST = W
- if (ST.get_amount() < 1)
- to_chat(user, "You need at least one sheet of glass for that!")
- return
- var/dir_to_set = NORTH
- if(!anchored)
- to_chat(user, "[src] needs to be fastened to the floor first!")
- return
- if(loc == user.loc)
- dir_to_set = user.dir
- else
- if((x == user.x) || (y == user.y)) //Only supposed to work for cardinal directions.
- if(x == user.x)
- if(y > user.y)
- dir_to_set = SOUTH
- else
- dir_to_set = NORTH
- else if(y == user.y)
- if(x > user.x)
- dir_to_set = WEST
- else
- dir_to_set = EAST
- else
- to_chat(user, "You can't reach.")
- return //Only works for cardinal direcitons, diagonals aren't supposed to work like this.
- for(var/obj/structure/window/WINDOW in loc)
- if(WINDOW.dir == dir_to_set)
- to_chat(user, "There is already a window facing this way there.")
- return
- to_chat(user, "You start placing the window...")
- if(do_after(user, 20 * W.toolspeed, target = src))
- if(!loc || !anchored) //Grille destroyed or unanchored while waiting
- return
- for(var/obj/structure/window/WINDOW in loc)
- if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
- to_chat(user, "There is already a window facing this way there.")
- return
- var/obj/structure/window/WD
- if(istype(W,/obj/item/stack/sheet/rglass))
- WD = new/obj/structure/window/reinforced(loc) //reinforced window
- else if(istype(W,/obj/item/stack/sheet/glass))
- WD = new/obj/structure/window/basic(loc) //normal window
- else if(istype(W,/obj/item/stack/sheet/plasmaglass))
- WD = new/obj/structure/window/plasmabasic(loc) //basic plasma window
- else
- WD = new/obj/structure/window/plasmareinforced(loc) //reinforced plasma window
- WD.setDir(dir_to_set)
- WD.ini_dir = dir_to_set
- WD.anchored = 0
- WD.state = 0
- ST.use(1)
- to_chat(user, "You place the [WD] on [src].")
- WD.update_icon()
- return
+ build_window(W, user)
+ return
//window placing end
+
else if(istype(W, /obj/item/weapon/shard) || !shock(user, 70))
return attacked_by(W, user)
+/obj/structure/grille/proc/build_window(obj/item/stack/sheet/S, mob/user)
+ if(!istype(S) || !user)
+ return
+ if(broken)
+ to_chat(user, "You must repair or replace [src] first!")
+ return
+ if(S.get_amount() < 1)
+ to_chat(user, "You need at least one sheet of glass for that!")
+ return
+ if(!anchored)
+ to_chat(user, "[src] needs to be fastened to the floor first!")
+ return
+ if(!getRelativeDirection(src, user) && (user.loc != loc)) //essentially a cardinal direction adjacent or sharing same loc check
+ to_chat(user, "You can't reach.")
+ return
+ if(/obj/structure/window/full in loc) //check for a full window already present (blocks the whole tile)
+ to_chat(user, "There is already a full window there.")
+ return
+ var/selection = alert(user, "What type of window would you like to place?", "Window Construction", "One Direction", "Full", "Cancel")
+ if(selection == "Cancel")
+ return
+ if(selection == "Full")
+ if(S.get_amount() < 2)
+ to_chat(user, "You need at least two sheets of glass for that!")
+ return
+ if(do_after(user, 20, target = src)) //glass doesn't have a toolspeed, so no multiplier
+ if(broken || !anchored || !src) //make sure the grille is still intact, anchored, and exists!
+ return
+ if(S.get_amount() < 2) //make sure we still have enough for this!
+ return
+ if(!getRelativeDirection(src, user) && (user.loc != loc)) //make sure we can still do this from our location
+ return
+ var/obj/structure/window/W = new S.full_window(get_turf(src))
+ S.use(2)
+ W.anchored = 0
+ W.state = 0
+ to_chat(user, "You place [W] on [src].")
+ W.update_icon()
+ return
+ if(selection == "One Direction")
+ var/dir_selection = input("Which direction will this window face?", "Direction") as null|anything in list("north", "east", "south", "west")
+ if(!dir_selection)
+ return
+ var/temp_dir = text2dir(dir_selection)
+ for(var/obj/structure/window/W in loc)
+ if(istype(W, /obj/structure/window/full)) //double checking in case a full window was created while selecting direction
+ to_chat(user, "There is already a full window there.")
+ return
+ if(W.dir == temp_dir) //to avoid building a window on top of an existing window
+ to_chat(user, "There is already a window facing this direction there.")
+ return
+ if(do_after(user, 20, target = src))
+ if(broken || !anchored || !src) //make sure the grille is still intact, anchored, and exists!
+ return
+ if(S.get_amount() < 1) //make sure we still have enough fir this!
+ to_chat(user, "You need at least one sheet of glass for that!")
+ return
+ if(!getRelativeDirection(src, user) && (user.loc != loc)) //make sure we can still do this from our location
+ return
+ var/obj/structure/window/W = new S.created_window(get_turf(src))
+ S.use(1)
+ W.setDir(temp_dir)
+ W.ini_dir = temp_dir
+ W.anchored = 0
+ W.state = 0
+ to_chat(user, "You place [W] on [src].")
+ W.update_icon()
+ return
+
/obj/structure/grille/proc/attacked_by(obj/item/I, mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm
index 3946f6613da..cfee76dc749 100644
--- a/code/game/objects/structures/window.dm
+++ b/code/game/objects/structures/window.dm
@@ -180,7 +180,8 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
/obj/structure/window/attackby(obj/item/I as obj, mob/living/user as mob, params)
- if(!istype(I)) return//I really wish I did not need this
+ if(!istype(I))
+ return//I really wish I did not need this
if(istype(I, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = I
if(istype(G.affecting,/mob/living))
@@ -209,67 +210,97 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
M.apply_damage(30)
hit(75)
return
+ if(I.flags & NOBLUDGEON)
+ return
- if(I.flags & NOBLUDGEON) return
+ if(handle_decon(I, user, is_fulltile()))
+ return
- if(istype(I, /obj/item/weapon/screwdriver))
- if(reinf && state >= 1)
- state = 3 - state
- playsound(loc, I.usesound, 75, 1)
- to_chat(user, (state == 1 ? "You have unfastened the window from the frame." : "You have fastened the window to the frame."))
- else if(reinf && state == 0)
+ if(I.damtype == BRUTE || I.damtype == BURN)
+ user.changeNext_move(CLICK_CD_MELEE)
+ hit(I.force)
+ if(health <= 7)
+ anchored = 0
+ update_nearby_icons()
+ step(src, get_dir(user, src))
+ else
+ playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
+ ..()
+
+/obj/structure/window/proc/handle_decon(obj/item/weapon/W, mob/user, var/takes_time = FALSE)
+ //screwdriver
+ if(isscrewdriver(W))
+ playsound(loc, W.usesound, 75, 1)
+ if(reinf)
+ if(state == 0)
+ if(takes_time)
+ to_chat(user, "You begin to [anchored ? "unfasten the frame from" : "fasten the frame to"] the floor.")
+ if(!do_after(user, 20 * W.toolspeed, target = src))
+ return 1
+ anchored = !anchored
+ to_chat(user, "You have [anchored? "fastened the frame to" : "unfastened the frame from"] the floor.")
+ if(state >= 1)
+ if(takes_time)
+ to_chat(user, "You begin to [(state == 1) ? "fasten the window to" : "unfasten the window from"] the frame.")
+ if(!do_after(user, 20 * W.toolspeed, target = src))
+ return 1
+ state = 3 - state
+ to_chat(user, "You have [(state == 1) ? "unfastened the window from" : "fastened the window to"] the frame.")
+ else
+ if(takes_time)
+ to_chat(user, "You begin to [anchored ? "unfasten the frame from" : "fasten the frame to"] the floor.")
+ if(!do_after(user, 20 * W.toolspeed, target = src))
+ return 1
anchored = !anchored
update_nearby_icons()
- playsound(loc, I.usesound, 75, 1)
- to_chat(user, (anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor."))
- else if(!reinf)
- anchored = !anchored
- update_nearby_icons()
- playsound(loc, I.usesound, 75, 1)
- to_chat(user, (anchored ? "You have fastened the window to the floor." : "You have unfastened the window."))
- else if(istype(I, /obj/item/weapon/crowbar) && reinf && state <= 1)
+ to_chat(user, "You have [anchored ? "fastened the window to" : "unfastened the window from"] the floor.")
+ return 1
+ //crowbar
+ if(iscrowbar(W))
+ if(!reinf || state > 1)
+ return 0
+ playsound(loc, W.usesound, 75, 1)
+ if(takes_time)
+ to_chat(user, "You begin to pry the window [state ? "out of" : "in to"] the frame.")
+ if(!do_after(user, 20 * W.toolspeed, target = src))
+ return 1
state = 1 - state
- playsound(loc, I.usesound, 75, 1)
- to_chat(user, (state ? "You have pried the window into the frame." : "You have pried the window out of the frame."))
- else if(istype(I, /obj/item/weapon/wrench) && !anchored && health > 7) //Disassemble deconstructed window into parts
- playsound(src.loc, I.usesound, 50, 1)
- for(var/i=0;iYou have pried the window [state ? "into" : "out of"] the frame.")
+ return 1
+ //wrench
+ if(iswrench(W))
+ if(anchored)
+ return 0
+ playsound(loc, W.usesound, 50, 1)
+ if(takes_time)
+ to_chat(user, "You begin to disassemble [src]...")
+ if(!do_after(user, 20 * W.toolspeed, target = src))
+ return 1
+ for(var/i=0; i=G.max_amount)
+ if(S.amount >= S.max_amount)
continue
- G.attackby(NG, user, params)
+ S.attackby(NS, user)
if(reinf)
- var/obj/item/stack/rods/NR = new (src.loc)
- for(var/obj/item/stack/rods/R in src.loc)
- if(R==NR)
+ var/obj/item/stack/rods/NR = new (get_turf(src))
+ for(var/obj/item/stack/rods/R in loc)
+ if(R == NR)
continue
- if(R.amount>=R.max_amount)
+ if(R.amount >= R.max_amount)
continue
- R.attackby(NR, user, params)
+ R.attackby(NR, user)
- to_chat(user, "You have disassembled the window.")
+ to_chat(user, "You have disassembled [src].")
disassembled = 1
density = 0
air_update_turf(1)
update_nearby_icons()
qdel(src)
- else
- if(I.damtype == BRUTE || I.damtype == BURN)
- user.changeNext_move(CLICK_CD_MELEE)
- hit(I.force)
- if(health <= 7)
- anchored = 0
- update_nearby_icons()
- step(src, get_dir(user, src))
- else
- playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
- ..()
- return
-
+ return 1
/obj/structure/window/mech_melee_attack(obj/mecha/M)
if(..())