ACE3/addons/medical_vitals/functions/fnc_handleUnitVitals.sqf

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/*
* Author: Glowbal
* Updates the vitals. Called from the statemachine's onState functions.
*
* Arguments:
* 0: The Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
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* [player] call ace_medical_vitals_fnc_handleUnitVitals
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
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params ["_unit"];
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private _lastTimeUpdated = _unit getVariable [QGVAR(lastTimeUpdated), 0];
private _deltaT = (CBA_missionTime - _lastTimeUpdated) min 10;
if (_deltaT < 1) exitWith {}; // state machines could be calling this very rapidly depending on number of local units
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BEGIN_COUNTER(Vitals);
_unit setVariable [QGVAR(lastTimeUpdated), CBA_missionTime];
private _lastTimeValuesSynced = _unit getVariable [QGVAR(lastMomentValuesSynced), 0];
private _syncValues = (CBA_missionTime - _lastTimeValuesSynced) >= (10 + floor(random 10));
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if (_syncValues) then {
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_unit setVariable [QGVAR(lastMomentValuesSynced), CBA_missionTime];
};
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private _bloodVolume = GET_BLOOD_VOLUME(_unit) + ([_unit, _deltaT, _syncValues] call EFUNC(medical_status,getBloodVolumeChange));
_bloodVolume = 0 max _bloodVolume min DEFAULT_BLOOD_VOLUME;
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// @todo: replace this and the rest of the setVariable with EFUNC(common,setApproximateVariablePublic)
_unit setVariable [VAR_BLOOD_VOL, _bloodVolume, _syncValues];
// Set variables for synchronizing information across the net
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if (_bloodVolume < BLOOD_VOLUME_CLASS_1_HEMORRHAGE) then {
if (_bloodVolume < BLOOD_VOLUME_CLASS_3_HEMORRHAGE) then {
if (_unit getVariable [QGVAR(hasLostBlood), 0] != 2) then {
_unit setVariable [QGVAR(hasLostBlood), 2, true];
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};
} else {
if (_unit getVariable [QGVAR(hasLostBlood), 0] != 1) then {
_unit setVariable [QGVAR(hasLostBlood), 1, true];
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};
};
} else {
if (_unit getVariable [QGVAR(hasLostBlood), 0] != 0) then {
_unit setVariable [QGVAR(hasLostBlood), 0, true];
};
};
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private _bloodLoss = GET_BLOOD_LOSS(_unit);
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if (_bloodLoss > 0) then {
_unit setVariable [QGVAR(bloodloss), _bloodLoss, _syncValues];
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[QGVAR(Injury), _unit] call CBA_fnc_localEvent;
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if !IS_BLEEDING(_unit) then {
_unit setVariable [VAR_IS_BLEEDING, true, true];
};
} else {
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if IS_BLEEDING(_unit) then {
_unit setVariable [VAR_IS_BLEEDING, false, true];
};
};
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private _inPain = GET_PAIN_PERCEIVED(_unit) > 0;
if !(_inPain isEqualTo IS_IN_PAIN(_unit)) then {
_unit setVariable [VAR_IN_PAIN, _inPain, true];
};
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// Handle pain due tourniquets, that have been applied more than 120 s ago
private _tourniquetPain = 0;
private _tourniquets = _unit getVariable [QGVAR(tourniquets), [0,0,0,0,0,0]];
{
if (_x > 0 && {CBA_missionTime - _x > 120}) then {
_tourniquetPain = _tourniquetPain max (CBA_missionTime - _x - 120) * 0.001;
};
} forEach _tourniquets;
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[_unit, _tourniquetPain] call EFUNC(medical,adjustPainLevel);
private _heartRate = [_unit, _deltaT, _syncValues] call FUNC(updateHeartRate);
[_unit, _deltaT, _syncValues] call FUNC(updatePainSuppress);
[_unit, _deltaT, _syncValues] call FUNC(updatePeripheralResistance);
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private _bloodPressure = GET_BLOOD_PRESSURE(_unit);
_unit setVariable [VAR_BLOOD_PRESS, _bloodPressure, _syncValues];
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private _cardiacOutput = [_unit] call EFUNC(medical_status,getCardiacOutput);
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if (_bloodLoss > BLOOD_LOSS_KNOCK_OUT_THRESHOLD * _cardiacOutput) then {
[QGVAR(CriticalVitals), _unit] call CBA_fnc_localEvent;
};
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#ifdef DEBUG_MODE_FULL
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if (!isPlayer _unit) then {
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hintSilent format["blood volume: %1, blood loss: [%2, %3]\nhr: %4, bp: %5, pain: %6", round(_bloodVolume * 100) / 100, round(_bloodLoss * 1000) / 1000, round((_bloodLoss / (0.001 max _cardiacOutput)) * 100) / 100, round(_heartRate), _bloodPressure, round(_painLevel * 100) / 100];
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};
#endif
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_bloodPressure params ["_bloodPressureL", "_bloodPressureH"];
if (_bloodPressureL < 40 || {_heartRate < 30}) then {
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[QGVAR(CriticalVitals), _unit] call CBA_fnc_localEvent;
};
if ((_heartRate < 20) || {_heartRate > 220} || {_bloodPressureH < 50}) then {
[QGVAR(FatalVitals), _unit] call CBA_fnc_localEvent;
};
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END_COUNTER(Vitals);