ACE3/addons/medical_status/functions/fnc_getMedicationCount.sqf

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Gets effective count of medications in a unit's system
* (each medication dose is scaled from 0..1 based on time till max effect and max time in system)
*
* Arguments:
* 0: The patient <OBJECT>
* 1: Medication (not case sensitive) <STRING>
* 2: Get raw count (true) or effect ratio (false) <BOOL>(default: true)
*
* Return Value:
* Medication count (float) <NUMBER>
*
* Example:
* [player, "Epinephrine"] call ace_medical_status_fnc_getMedicationCount
*
* Public: No
*/
params ["_target", "_medication", ["_getCount", true]];
private _return = 0;
{
_x params ["_xMed", "_timeAdded", "_timeTillMaxEffect", "_maxTimeInSystem"];
if (_xMed == _medication) then {
private _timeInSystem = CBA_missionTime - _timeAdded;
if (_getCount) then {
// just return effective count, a medication will always start at 1 and only drop after reaching timeTilMaxEffect
_return = _return + linearConversion [_timeTillMaxEffect, _maxTimeInSystem, _timeInSystem, 1, 0, true];
} else {
// as used in handleUnitVitals, a medication effectiveness will start low, ramp up to timeTillMaxEffect, and then drop off
_return = _return + (((_timeInSystem / _timeTillMaxEffect) ^ 2) min 1) * (_maxTimeInSystem - _timeInSystem) / _maxTimeInSystem;
};
};
} forEach (_target getVariable [VAR_MEDICATIONS, []]);
TRACE_4("getMedicationCount",_target,_medication,_getCount,_return);
_return