2016-12-06 09:59:29 +00:00
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/*
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* Author: Glowbal, commy2
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* Handling of the open wounds & injuries upon the handleDamage eventhandler.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Body Part <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter or source of the damage <OBJECT>
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* 4: Type of the damage done <STRING>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_bodyPart", "_damage", "_typeOfProjectile", "_typeOfDamage"];
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TRACE_5("start",_unit,_bodyPart,_damage,_typeOfProjectile,_typeOfDamage);
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// Convert the selectionName to a number and ensure it is a valid selection.
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private _bodyPartN = ALL_BODY_PARTS find toLower _bodyPart;
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if (_bodyPartN < 0) exitWith {};
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if (_typeOfDamage isEqualTo "") then {
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_typeOfDamage = "unknown";
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};
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// Get the damage type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes]
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// WoundTypes are the available wounds for this damage type. Format [[classID, selections, bleedingRate, pain], ..]
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private _damageTypeInfo = [GVAR(allDamageTypesData) getVariable _typeOfDamage] param [0, [[], false, []]];
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_damageTypeInfo params ["_thresholds", "_isSelectionSpecific", "_woundTypes"];
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// It appears we are dealing with an unknown type of damage.
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if (count _woundTypes == 0) then {
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// grabbing the configuration for unknown damage type
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_damageTypeInfo = [GVAR(allDamageTypesData) getVariable "unknown"] param [0, [[], false, []]];
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_woundTypes = _damageTypeInfo select 2;
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};
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// find the available injuries for this damage type and damage amount
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private _highestPossibleSpot = -1;
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private _highestPossibleDamage = -1;
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private _allPossibleInjuries = [];
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{
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_x params ["", "_selections", "", "", "_damageExtrema"];
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_damageExtrema params ["_minDamage", "_maxDamage"];
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// Check if the damage is higher as the min damage for the specific injury
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if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then {
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// Check if the injury can be applied to the given selection name
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if ("All" in _selections || {_bodyPart in _selections}) then { // @todo, this is case sensitive!
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// 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 {
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_highestPossibleSpot = _forEachIndex;
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_highestPossibleDamage = _minDamage;
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};
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// Store the valid possible injury for the damage type, damage amount and selection
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_allPossibleInjuries pushBack _x;
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};
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};
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} forEach _woundTypes;
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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
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private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []];
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private _woundID = _unit getVariable [QGVAR(lastUniqueWoundID), 1];
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private _painLevel = 0;
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2016-12-08 10:38:43 +00:00
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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2016-12-06 09:59:29 +00:00
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private _woundsCreated = [];
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{
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if (_x select 0 <= _damage) exitWith {
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for "_i" from 0 to ((_x select 1)-1) do {
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// Find the injury we are going to add. Format [ classID, allowdSelections, bleedingRate, injuryPain]
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private _oldInjury = if (random 1 >= 0.85) then {
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_woundTypes select _highestPossibleSpot
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} else {
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selectRandom _allPossibleInjuries
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};
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_oldInjury params ["_woundClassIDToAdd", "", "_injuryBleedingRate", "_injuryPain"];
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private _bodyPartNToAdd = [floor random 6, _bodyPartN] select _isSelectionSpecific; // 6 == count ALL_BODY_PARTS
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2016-12-08 10:38:43 +00:00
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_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _damage];
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2016-12-06 09:59:29 +00:00
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// Create a new injury. Format [ID, classID, bodypart, percentage treated, bleeding rate]
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_injury = [_woundID, _woundClassIDToAdd, _bodyPartNToAdd, 1, _injuryBleedingRate];
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// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
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private _nastinessLikelihood = if (_damage > 1) then {
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(_damage ^ 0.33)
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} else {
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(0.1 max _damage)
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};
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private _bloodiness = 0.01 + 0.99 * (1 - random[0, 1, 0.9]) ^ (1 / _nastinessLikelihood);
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private _painfullness = 0.05 + 0.95 * (1 - random[0, 1, 0.5]) ^ (1 / _nastinessLikelihood);
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_bleeding = _injuryBleedingRate * _bloodiness;
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_injury set [4, _bleeding];
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_injury set [5, _damage];
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private _pain = _injuryPain * _painfullness;
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_painLevel = _painLevel max _pain;
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#ifdef DEBUG_MODE_FULL
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systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, round(_damage * 100) / 100, _damage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000];
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#endif
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2016-12-08 10:38:43 +00:00
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if (_bodyPartNToAdd == 0 && {_damage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then {
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2016-12-06 09:59:29 +00:00
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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};
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// todo `forceWalk` based on leg damage
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private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
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2016-12-08 10:38:43 +00:00
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if (_causeLimping == 1 && {_damage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
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2016-12-06 09:59:29 +00:00
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[_unit, true] call EFUNC(medical_engine,setLimping);
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};
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2016-12-08 11:59:30 +00:00
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// if possible merge into existing wounds
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private _createNewWound = true;
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{
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage"];
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2016-12-09 09:55:24 +00:00
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_damage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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2016-12-08 11:59:30 +00:00
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private _oldCategory = (floor ((0 max _oldBleeding min 0.1) / 0.05));
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private _newCategory = (floor ((0 max _bleeding min 0.1) / 0.05));
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if (_oldCategory == _newCategory) exitWith {
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2016-12-09 09:55:24 +00:00
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private _newAmountOf = _oldAmountOf + 1;
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2016-12-08 11:59:30 +00:00
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_x set [3, _newAmountOf];
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2016-12-09 09:55:24 +00:00
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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_x set [4, _newBleeding];
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private _newDamage = (_oldAmountOf * _oldDamage + _damage) / _newAmountOf;
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_x set [5, _newDamage];
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2016-12-08 11:59:30 +00:00
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_createNewWound = false;
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};
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};
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} forEach _openWounds;
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if (_createNewWound) then {
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_openWounds pushBack _injury;
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};
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2016-12-06 09:59:29 +00:00
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// New injuries will also increase the wound ID
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_woundID = _woundID + 1;
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// Store the injury so we can process it later correctly.
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_woundsCreated pushBack _injury;
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};
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};
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} forEach _thresholds;
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_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
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2016-12-08 10:38:43 +00:00
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_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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2016-12-06 09:59:29 +00:00
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[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
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// Only update if new wounds have been created
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if (count _woundsCreated > 0) then {
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_unit setVariable [QEGVAR(medical,lastUniqueWoundID), _woundID, true];
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[_unit] call EFUNC(medical,handleIncapacitation);
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};
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[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
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[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
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TRACE_5("exit",_unit,_painLevel,_unit getVariable QEGVAR(medical,pain),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
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