ACE3/addons/medical_damage/functions/fnc_woundsHandler.sqf

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/*
* Author: Glowbal, commy2
* Handling of the open wounds & injuries upon the handleDamage eventhandler.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Body Part <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Type of the damage done <STRING>
*
* Return Value:
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* None
*
* Public: No
*/
#include "script_component.hpp"
#define MATH_E 2.71828182846
params ["_unit", "_bodyPart", "_damage", "_typeOfDamage"];
TRACE_5("start",_unit,_bodyPart,_damage,_typeOfDamage);
if (_typeOfDamage isEqualTo "") then {
_typeOfDamage = "unknown";
};
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// Administration for open wounds and ids
private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []];
private _woundID = _unit getVariable [QGVAR(lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
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TRACE_4("extension call",_bodyPart,_damage,_typeOfDamage,_woundID);
private _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _bodyPart, _damage, _typeOfDamage, _woundID];
TRACE_1("",_extensionOutput);
// these are default values and modified by _extensionOutput
private _painToAdd = 0;
private _woundsCreated = [];
call compile _extensionOutput;
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// todo: Make the pain and bleeding calculations part of the extension again
private _painLevel = 0;
private _critialDamage = false;
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
{
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_x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"];
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_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _damage];
// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
private _nastinessLikelihood = linearConversion [0, 20, _damage, 0.5, 30, true];
private _bloodiness = 0.01 + 0.99 * MATH_E ^ (-(random 30) / _nastinessLikelihood);
private _painfullness = 0.05 + 0.95 * MATH_E ^ (-(random 30) / _nastinessLikelihood);
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_bleeding = _bleeding * _bloodiness;
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// wound category (minor, medium, large)
private _category = floor ((0 max _bleeding min 0.1) / 0.05);
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_x set [4, _bleeding];
_x set [5, _damage];
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_x set [6, _category];
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private _pain = ((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painfullness;
_painLevel = _painLevel max _pain;
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if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_damage > PENETRATION_THRESHOLD}}) then {
_critialDamage = true;
};
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#ifdef DEBUG_MODE_FULL
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];
#endif
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if (_bodyPartNToAdd == 0 && {_damage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then {
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
};
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// todo `forceWalk` based on leg damage
private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
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if (_causeLimping == 1 && {_damage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
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[_unit, true] call EFUNC(medical_engine,setLimping);
};
// if possible merge into existing wounds
private _createNewWound = true;
{
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage", "_oldCategory"];
if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_damage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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if (_oldCategory == _category) exitWith {
private _newAmountOf = _oldAmountOf + 1;
_x set [3, _newAmountOf];
private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
_x set [4, _newBleeding];
private _newDamage = (_oldAmountOf * _oldDamage + _damage) / _newAmountOf;
_x set [5, _newDamage];
_createNewWound = false;
};
};
} forEach _openWounds;
if (_createNewWound) then {
_openWounds pushBack _x;
};
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} forEach _woundsCreated;
_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
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_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
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[_unit] call EFUNC(medical,handleIncapacitation);
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};
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[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
[_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);