ACE3/addons/medical/functions/fnc_deserializeState.sqf

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#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Deserializes the medical state of a unit and applies it.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: State as JSON <STRING>
*
* Return Value:
* None
*
* Example:
* [player, _json] call ace_medical_fnc_deserializeState
*
* Public: Yes
*/
params [["_unit", objNull, [objNull]], ["_json", "{}", [""]]];
// Don't run in scheduled environment
if (canSuspend) exitWith {
[FUNC(deserializeState), _this] call CBA_fnc_directCall
};
if (isNull _unit) exitWith {};
if (!local _unit) exitWith { ERROR_1("unit [%1] is not local",_unit) };
// If unit is not initialized yet, wait until event is raised
if !(_unit getVariable [QGVAR(initialized), false]) exitWith {
[QEGVAR(medical_status,initialized), {
params ["_unit"];
_thisArgs params ["_target"];
if (_unit == _target) then {
_thisArgs call FUNC(deserializeState);
[_thisType, _thisId] call CBA_fnc_removeEventHandler;
};
}, _this] call CBA_fnc_addEventHandlerArgs;
};
private _state = [_json] call CBA_fnc_parseJSON;
// Migration from old array wounding storage serialized in old versions (<= 3.16.0)
{
if ((_state getVariable [_x, createHashMap]) isEqualType []) then {
private _migratedWounds = createHashMap;
{
_x params ["_class", "_bodyPartIndex", "_amountOf", "_bleeding", "_damage"];
private _partWounds = _migratedWounds getOrDefault [ALL_BODY_PARTS select _bodyPartIndex, [], true];
_partWounds pushBack [_class, _amountOf, _bleeding, _damage];
} forEach (_state getVariable _x);
_state setVariable [_x, _migratedWounds];
};
} forEach [VAR_OPEN_WOUNDS, VAR_BANDAGED_WOUNDS, VAR_STITCHED_WOUNDS];
// Set medical variables
{
_x params ["_var", "_default"];
private _value = _state getVariable _x;
// Handle wound hashmaps deserialized as CBA_namespaces
if (typeName _value == "LOCATION") then {
private _keys = allVariables _value;
private _values = _keys apply {_value getVariable _x};
_value = _keys createHashMapFromArray _values;
};
// Treat null as nil
if (_value isEqualTo objNull) then {
_value = _default;
};
_unit setVariable [_var, _value, true];
} forEach [
[VAR_BLOOD_VOL, DEFAULT_BLOOD_VOLUME],
[VAR_HEART_RATE, DEFAULT_HEART_RATE],
[VAR_BLOOD_PRESS, [80, 120]],
[VAR_PERIPH_RES, DEFAULT_PERIPH_RES],
// State transition should handle this
// [VAR_CRDC_ARRST, false],
[VAR_HEMORRHAGE, 0],
[VAR_PAIN, 0],
[VAR_IN_PAIN, false],
[VAR_PAIN_SUPP, 0],
[VAR_OPEN_WOUNDS, createHashMap],
[VAR_BANDAGED_WOUNDS, createHashMap],
[VAR_STITCHED_WOUNDS, createHashMap],
[VAR_FRACTURES, DEFAULT_FRACTURE_VALUES],
// State transition should handle this
// [VAR_UNCON, false],
[VAR_TOURNIQUET, DEFAULT_TOURNIQUET_VALUES],
[QEGVAR(medical,occludedMedications), nil],
[QEGVAR(medical,ivBags), nil],
[QEGVAR(medical,triageLevel), 0],
[QEGVAR(medical,triageCard), []],
[QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]]
// Offset needs to be converted
// [VAR_MEDICATIONS, []]
];
// Reset timers
_unit setVariable [QEGVAR(medical,lastWakeUpCheck), nil];
// Convert medications offset to time
private _medications = _state getVariable [VAR_MEDICATIONS, []];
{
_x set [1, _x#1 + CBA_missionTime];
} forEach _medications;
_unit setVariable [VAR_MEDICATIONS, _medications, true];
// Update effects
[_unit] call EFUNC(medical_engine,updateDamageEffects);
[_unit] call EFUNC(medical_status,updateWoundBloodLoss);
// Transition within statemachine
private _currentState = [_unit, GVAR(STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
private _targetState = _state getVariable [QGVAR(statemachineState), "Default"];
[_unit, GVAR(STATE_MACHINE), _currentState, _targetState] call CBA_statemachine_fnc_manualTransition;
// Manually call wake up tranisition if necessary
if (_currentState in ["Unconscious", "CardiacArrest"] && {_targetState in ["Default", "Injured"]}) then {
[_unit, false] call EFUNC(medical_status,setUnconsciousState);
};
_state call CBA_fnc_deleteNamespace;