2015-02-21 20:10:57 +00:00
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/*
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* Author: Glowbal
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* Handles the bandage of a patient.
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*
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* Arguments:
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* 0: The patient <OBJECT>
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* 1: Treatment classname <STRING>
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*
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*
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* Return Value:
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* Succesful treatment started <BOOL>
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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2015-03-09 19:03:17 +00:00
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private ["_target", "_bandage", "_part", "_selectionName", "_openWounds", "_config", "_effectiveness","_mostEffectiveInjury", "_mostEffectiveSpot", "_woundEffectivenss", "_mostEffectiveInjury", "_impact", "_exit"];
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2015-02-21 20:10:57 +00:00
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_target = _this select 0;
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_bandage = _this select 1;
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2015-03-09 19:03:17 +00:00
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_selectionName = _this select 2;
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_specificClass = if (count _this > 3) then {_this select 3} else { -1 };
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2015-02-21 20:10:57 +00:00
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// Ensure it is a valid bodypart
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_part = [_selectionName] call FUNC(selectionNameToNumber);
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if (_part < 0) exitwith {};
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// Get the open wounds for this unit
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_openWounds = _target getvariable [QGVAR(openWounds), []];
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if (count _openWounds == 0) exitwith {}; // nothing to do here!
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// Get the default effectiveness for the used bandage
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_config = (ConfigFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Bandaging");
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_effectiveness = getNumber (_config >> "effectiveness");
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if (isClass (_config >> _bandage)) then {
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_config = (_config >> _bandage);
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if (isNumber (_config >> "effectiveness")) then { _effectiveness = getNumber (_config >> "effectiveness");};
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};
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// Figure out which injury for this bodypart is the best choice to bandage
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_mostEffectiveSpot = 0;
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_effectivenessFound = 0;
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_mostEffectiveInjury = _openWounds select 0;
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2015-03-09 19:03:17 +00:00
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_exit = false;
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2015-02-21 20:10:57 +00:00
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{
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// Only parse injuries that are for the selected bodypart.
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if (_x select 2 == _part) then {
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_woundEffectivenss = _effectiveness;
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2015-03-03 21:13:22 +00:00
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_classID = (_x select 1);
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2015-02-21 20:10:57 +00:00
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2015-03-03 22:26:54 +00:00
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// Select the classname from the wound classname storage
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_className = GVAR(woundClassNames) select _classID;
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// Check if this wound type has attributes specified for the used bandage
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if (isClass (_config >> _className)) then {
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2015-02-21 20:10:57 +00:00
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// Collect the effectiveness from the used bandage for this wound type
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2015-03-03 22:26:54 +00:00
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_woundTreatmentConfig = (_config >> _className);
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2015-02-21 20:10:57 +00:00
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if (isNumber (_woundTreatmentConfig >> "effectiveness")) then {
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_woundEffectivenss = getNumber (_woundTreatmentConfig >> "effectiveness");
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};
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};
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2015-03-09 19:03:17 +00:00
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if (_specificClass == _classID) exitwith {
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_effectivenessFound = _woundEffectivenss;
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_mostEffectiveSpot = _foreachIndex;
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_mostEffectiveInjury = _x;
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_exit = true;
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};
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2015-02-21 20:10:57 +00:00
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// Check if this is the currently most effective found.
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if (_woundEffectivenss * ((_x select 4) * (_x select 3)) > _effectivenessFound * ((_mostEffectiveInjury select 4) * (_mostEffectiveInjury select 3))) then {
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_effectivenessFound = _woundEffectivenss;
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_mostEffectiveSpot = _foreachIndex;
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_mostEffectiveInjury = _x;
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};
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};
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2015-03-09 19:03:17 +00:00
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if (_exit) exitwith {};
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2015-02-21 20:10:57 +00:00
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}foreach _openWounds;
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if (_effectivenessFound == 0) exitwith {}; // Seems everything is patched up on this body part already..
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2015-02-28 10:41:27 +00:00
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// TODO refactor this part
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2015-02-21 20:10:57 +00:00
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// Find the impact this bandage has and reduce the amount this injury is present
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_impact = if ((_mostEffectiveInjury select 3) >= _effectivenessFound) then {_effectivenessFound} else { (_mostEffectiveInjury select 3) };
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_mostEffectiveInjury set [ 3, ((_mostEffectiveInjury select 3) - _effectivenessFound) max 0];
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2015-02-28 19:48:34 +00:00
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_openWounds set [_mostEffectiveSpot, _mostEffectiveInjury];
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2015-02-28 10:41:27 +00:00
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2015-02-28 19:48:34 +00:00
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_target setvariable [QGVAR(openWounds), _openWounds];
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2015-02-28 10:41:27 +00:00
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2015-02-28 19:48:34 +00:00
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["medical_propagateWound", [_unit, _mostEffectiveInjury]] call EFUNC(common,globalEvent);
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2015-02-21 20:10:57 +00:00
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// Handle the reopening of bandaged wounds
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if (_impact > 0) then {
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// TODO handle reopening of bandaged wounds
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// [_target, _impact, _part,_highestSpot, _removeItem] call FUNC(handleBandageOpening);
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};
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// If all wounds have been bandaged, we will reset all damage to 0, so the unit is not showing any blood on the model anymore.
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if (count _openWounds == 0) then {
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_target setDamage 0;
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// TODO also set hitpoints to 0
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};
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true;
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