ACE3/addons/medical/functions/fnc_handleDamage_wounds.sqf

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/*
* Author: Glowbal
* Handling of the open wounds & injuries upon the handleDamage eventhandler.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter or source of the damage <OBJECT>
* 4: Type of the damage done <STRING>
*
* Return Value:
* None <NIL>
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage", "_bodyPartn", "_woundType", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd"];
_unit = _this select 0;
_selectionName = _this select 1;
_damage = _this select 2;
_typeOfProjectile = _this select 3;
_typeOfDamage = _this select 4;
// Convert the selectionName to a number and ensure it is a valid selection.
_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
if (_bodyPartn < 0) exitwith {};
// Get the injury type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes]
_injuryTypeInfo = missionNamespace getvariable [format[QGVAR(woundInjuryType_%1), _typeOfDamage],[[], false, []]];
// This are the available injuries for this damage type. Format [[classtype, selections, bloodloss, minimalDamage, pain], ..]
_allInjuriesForDamageType = _injuryTypeInfo select 2;
// It appears we are dealing with an unknown type of damage.
if (count _allInjuriesForDamageType == 0) then {
// grabbing the configuration for unknown damage type
_injuryTypeInfo = missionNamespace getvariable [QGVAR(woundInjuryType_unknown),[[], false, []]];
_allInjuriesForDamageType = _injuryTypeInfo select 2;
};
// find the available injuries for this damage type and damage amount
_highestPossibleSpot = -1;
_highestPossibleDamage = -1;
_allPossibleInjuries = [];
{
_damageLevels = _x select 4;
_minDamage = _damageLevels select 0;
_maxDamage = _damageLevels select 1;
// Check if the damage is higher as the min damage for the specific injury
if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then {
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//_classType = _x select 0;
_selections = _x select 1;
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//_bloodLoss = _x select 2;
//_pain = _x select 3;
// Check if the injury can be applied to the given selection name
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if ("All" in _selections || _selectionName in _selections) then {
// Find the wound which has the highest minimal damage, so we can use this later on for adding the correct injuries
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if (_minDamage > _highestPossibleDamage) then {
_highestPossibleSpot = _foreachIndex;
_highestPossibleDamage = _minDamage;
};
// Store the valid possible injury for the damage type, damage amount and selection
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_allPossibleInjuries pushback _x;
};
};
}foreach _allInjuriesForDamageType;
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// No possible wounds available for this damage type or damage amount.
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if (_highestPossibleSpot < 0) exitwith {};
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// Administration for open wounds and ids
_openWounds = _unit getvariable[QGVAR(openWounds), []];
_woundID = _unit getvariable[QGVAR(lastUniqueWoundID), 1];
_painToAdd = 0;
_woundsCreated = [];
{
if (_x select 0 <= _damage) exitwith {
for "_i" from 0 to (1+ floor(random(_x select 1)-1)) /* step +1 */ do {
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// Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage]
_toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {_allPossibleInjuries select (floor(random (count _allPossibleInjuries)));};
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_toAddClassID = _toAddInjury select 0;
_foundIndex = -1;
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_bodyPartNToAdd = if (_injuryTypeInfo select 1) then {_bodyPartn} else {floor(random(6))};
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// If the injury type is selection part specific, we will check if one of those injury types already exists and find the spot for it..
if ((_injuryTypeInfo select 1)) then {
{
// Check if we have an id of the given class on the given bodypart already
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if (_x select 1 == _toAddClassID && {_x select 2 == _bodyPartNToAdd}) exitwith {
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_foundIndex = _foreachIndex;
};
}foreach _openWounds;
};
_injury = [];
if (_foundIndex < 0) then {
// Create a new injury. Format [ID, classID, bodypart, percentage treated, bloodloss rate]
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_injury = [_woundID, _toAddInjury select 0, _bodyPartNToAdd, 1, _toAddInjury select 2];
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// Since it is a new injury, we will have to add it to the open wounds array to store it
_openWounds pushback _injury;
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// New injuries will also increase the wound ID
_woundID = _woundID + 1;
} else {
// We already have one of these, so we are just going to increase the number that we have of it with a new one.
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_injury = _openWounds select _foundIndex;
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_injury set [3, (_injury select 3) + 1];
};
// Store the injury so we can process it later correctly.
_woundsCreated pushback _injury;
// Collect the pain that is caused by this injury
_painToAdd = _painToAdd + (_toAddInjury select 3);
};
};
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}foreach (_injuryTypeInfo select 0); // foreach damage thresholds
_unit setvariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC];
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// Only update if new wounds have been created
if (count _woundsCreated > 0) then {
_unit setvariable [QGVAR(lastUniqueWoundID), _woundID, true];
};
if (USE_WOUND_EVENT_SYNC) then {
// TODO Should this be done in a single broadcast?
// Broadcast the new injuries across the net in parts. One broadcast per injury. Prevents having to broadcast one massive array of injuries.
{
["medical_propagateWound", [_unit, _x]] call EFUNC(common,globalEvent);
}foreach _woundsCreated;
};
_painLevel = _unit getvariable [QGVAR(pain), 0];
_unit setvariable [QGVAR(pain), _painLevel + _painToAdd];