Fix environmental damage sources (#6515)

* Tidy handle damage code
* Fix environmental damage conditions

- Vehicle damage would never occur because it doesn't fire all the
hitpoints
- Missing sanity check on fall damage to check that unit isn't in a
vehicle
- Getting hit by a vehicle while on foot can be detected by checking for
a shooter

* Improve collision handling

- All collisions have a `_shooter` so we simply first check for that because burning doesn't and it could happen at any velocity
- We don't actually care what caused the collision because they should all cause the same type of wounding
- The exception is fall damage because we want to prioritise wounding the legs, we assume if the `_unit` had downward velocity and `_shooter == _unit` that it was fall damage (not necessarily always true, but almost always is and there doesn't look to be a more specific way to check).
This commit is contained in:
SilentSpike
2018-08-15 07:57:11 +01:00
committed by GitHub
parent 5fbaf426a8
commit 11547d7ff8

View File

@ -1,7 +1,9 @@
#include "script_component.hpp" #include "script_component.hpp"
/* /*
* Author: commy2 * Author: commy2, SilentSpike
* Main HandleDamage EH function for soldiers. * HandleDamage EH where wound events are raised based on incoming damage.
* Be aware that for each source of damage, the EH can fire multiple times (once for each hitpoint).
* We store these incoming damages and compare them on our final hitpoint: "ace_hdbracket".
* *
* Arguments: * Arguments:
* Handle damage EH * Handle damage EH
@ -13,49 +15,35 @@
*/ */
// for travis // for travis
#define HIT_STRUCTURAL QGVAR($#structural) #define HIT_STRUCTURAL QGVAR($#structural)
#define HIT_CRASH QGVAR($#crash)
params ["_unit", "_selection", "_damage", "_shooter", "_ammo", "_hitPointIndex", "_instigator"]; params ["_unit", "_selection", "_damage", "_shooter", "_ammo", "_hitPointIndex", "_instigator", "_hitpoint"];
//diag_log text str _this;
// HD sometimes triggers for remote units - ignore. // HD sometimes triggers for remote units - ignore.
if (!local _unit) exitWith {nil}; if !(local _unit) exitWith {nil};
// Get missing meta info // Get missing meta info
private ["_hitPoint", "_oldDamage"]; private _oldDamage = 0;
private _isCrash = false;
// Store if (_hitPoint isEqualTo "") then {
if (_hitPointIndex < 0) then {
_hitPoint = "#structural"; _hitPoint = "#structural";
_oldDamage = damage _unit; _oldDamage = damage _unit;
// Handle vehicle crashes
if (_damage == _unit getVariable [HIT_CRASH, -1]) then {
_isCrash = (_ammo == "");
_unit setVariable [HIT_CRASH, -1];
} else {
_unit setVariable [HIT_CRASH, _damage];
};
} else { } else {
_hitPoint = toLower (getAllHitPointsDamage _unit select 0 select _hitPointIndex);
_oldDamage = _unit getHitIndex _hitPointIndex; _oldDamage = _unit getHitIndex _hitPointIndex;
// No crash, reset
_unit setVariable [HIT_CRASH, -1];
}; };
// Damage can be disabled with old variable or via sqf command allowDamage // Damage can be disabled with old variable or via sqf command allowDamage
if !(isDamageAllowed _unit && _unit getVariable [QEGVAR(medical,allowDamage), true]) exitWith {_oldDamage}; if !(isDamageAllowed _unit && _unit getVariable [QEGVAR(medical,allowDamage), true]) exitWith {_oldDamage};
// Damages are stored for "ace_hdbracket" event triggered last
private _newDamage = _damage - _oldDamage; private _newDamage = _damage - _oldDamage;
_unit setVariable [format [QGVAR($%1), _hitPoint], _newDamage]; _unit setVariable [format [QGVAR($%1), _hitPoint], _newDamage];
// These control blood material visuals. // Engine damage to these hitpoints controls blood visuals, limping, weapon sway
// If damage is in dummy hitpoints, "hands" and "legs", don't change anything // Handled in fnc_damageBodyPart, persist here
if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {_oldDamage}; if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {_oldDamage};
// Add injury // This hitpoint is set to trigger last, evaluate all the stored damage values
// to determine where wounds are applied
if (_hitPoint isEqualTo "ace_hdbracket") exitWith { if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
_unit setVariable [QGVAR(lastShooter), _shooter]; _unit setVariable [QGVAR(lastShooter), _shooter];
_unit setVariable [QGVAR(lastInstigator), _instigator]; _unit setVariable [QGVAR(lastInstigator), _instigator];
@ -80,10 +68,8 @@ if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
private _damageLeftLeg = _unit getVariable [QGVAR($HitLeftLeg), 0]; private _damageLeftLeg = _unit getVariable [QGVAR($HitLeftLeg), 0];
private _damageRightLeg = _unit getVariable [QGVAR($HitRightLeg), 0]; private _damageRightLeg = _unit getVariable [QGVAR($HitRightLeg), 0];
// Find hit point that received the maxium damage. // Find hit point that received the maxium damage
// second param is a priority. should multiple hitpoints receive the same // Priority used for sorting if incoming damage is equivalent (e.g. max which is 4)
// amount of damage (e.g. max which is 4), we don't want them to be sorted
// alphabetically (which would mean that RightLeg is always chosen)
private _allDamages = [ private _allDamages = [
[_damageHead, PRIORITY_HEAD, "Head"], [_damageHead, PRIORITY_HEAD, "Head"],
[_damageBody, PRIORITY_BODY, "Body"], [_damageBody, PRIORITY_BODY, "Body"],
@ -97,57 +83,69 @@ if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
_allDamages sort false; _allDamages sort false;
(_allDamages select 0) params ["_receivedDamage", "", "_woundedHitPoint"]; (_allDamages select 0) params ["_receivedDamage", "", "_woundedHitPoint"];
// We know it's structural when no specific hitpoint is damaged
if (_receivedDamage == 0) then { if (_receivedDamage == 0) then {
_receivedDamage = _damageStructural; _receivedDamage = _damageStructural;
_woundedHitPoint = "Body"; _woundedHitPoint = "Body";
}; };
TRACE_2("received",_receivedDamage,_woundedHitPoint);
// Check for falling damage. // Environmental damage sources all have empty ammo string
// No explicit source given, we infer from differences between them
if (_ammo isEqualTo "") then { if (_ammo isEqualTo "") then {
if (velocity _unit select 2 < -2) then { // Any collision with terrain/vehicle/object has a shooter
if (_receivedDamage < 0.35) then { // Check this first because burning can happen at any velocity
// Less than ~ 5 m if !(isNull _shooter) then {
_woundedHitPoint = selectRandom ["LeftLeg", "RightLeg"]; _ammo = "#collision";
/*
If shooter != unit then they hit unit, otherwise it could be:
- Unit hitting anything at speed
- An empty vehicle hitting unit
- A physX object hitting unit
Assume fall damage for downward velocity because it's most common
*/
if (_shooter == _unit && {(velocity _unit select 2) < -2}) then {
_woundedHitPoint = selectRandom ["RightLeg", "LeftLeg"];
TRACE_5("Fall",_unit,_shooter,_instigator,_damage,_receivedDamage);
} else { } else {
// More than ~ 5 m _woundedHitPoint = selectRandom ["RightArm", "LeftArm", "RightLeg", "LeftLeg"];
_woundedHitPoint = selectRandom ["LeftLeg", "RightLeg", "Body", "Head"]; TRACE_5("Collision",_unit,_shooter,_instigator,_damage,_receivedDamage);
};
// Significant damage suggests high relative velocity
// Momentum transfers to body/head for worse wounding
if (_receivedDamage > 0.35) then {
_woundedHitPoint = selectRandom ["Body", "Head"];
}; };
_ammo = "#falling";
} else { } else {
if (_receivedDamage > 0.1) then { // Anything else is almost guaranteed to be fire damage
// Assume collision damage.
_woundedHitPoint = "Body";
_ammo = "#vehiclecrash";
} else {
// Probably fire damage:
_woundedHitPoint = selectRandom ["LeftLeg", "RightLeg", "Body"]; _woundedHitPoint = selectRandom ["LeftLeg", "RightLeg", "Body"];
_ammo = "#unknown"; _ammo = "#unknown";
// Fire damage can occur as lots of minor damage events
// Combine these until significant enough to wound
private _combinedDamage = _receivedDamage + (_unit getVariable [QGVAR(trivialDamage), 0]); private _combinedDamage = _receivedDamage + (_unit getVariable [QGVAR(trivialDamage), 0]);
if (_combinedDamage > 0.1) then { if (_combinedDamage > 0.1) then {
// if the new sum is large enough, reset variable and continue with it added in
_unit setVariable [QGVAR(trivialDamage), 0]; _unit setVariable [QGVAR(trivialDamage), 0];
TRACE_2("Using sum of trivialDamage",_receivedDamage,_combinedDamage);
_receivedDamage = _combinedDamage; _receivedDamage = _combinedDamage;
TRACE_5("Burning",_unit,_shooter,_instigator,_damage,_receivedDamage);
} else { } else {
// otherwise just save the new sum into the variable and exit
_unit setVariable [QGVAR(trivialDamage), _combinedDamage]; _unit setVariable [QGVAR(trivialDamage), _combinedDamage];
_receivedDamage = 0; _receivedDamage = 0;
}; };
}; };
}; };
};
// Don't trigger for minor damage. // No wounds for minor damage
if (_receivedDamage > 1E-3) then { if (_receivedDamage > 1E-3) then {
[QEGVAR(medical,woundReceived), [_unit, _woundedHitPoint, _receivedDamage, _shooter, _ammo]] call CBA_fnc_localEvent; [QEGVAR(medical,woundReceived), [_unit, _woundedHitPoint, _receivedDamage, _shooter, _ammo]] call CBA_fnc_localEvent;
TRACE_2("received",_receivedDamage,_woundedHitPoint);
}; };
// resetting these single-damage-event tracker vars, if we don't do this then // Clear stored damages otherwise they will influence future damage events
// subsequent wounds will be piled onto the selection which has accumulated // (aka wounds will pile onto the historically most damaged hitpoint)
// the most wounding
{ {
_unit setVariable [_x, 0]; _unit setVariable [_x, nil];
} forEach [ } forEach [
QGVAR($HitFace),QGVAR($HitNeck),QGVAR($HitHead), QGVAR($HitFace),QGVAR($HitNeck),QGVAR($HitHead),
QGVAR($HitPelvis),QGVAR($HitAbdomen),QGVAR($HitDiaphragm),QGVAR($HitChest),QGVAR($HitBody), QGVAR($HitPelvis),QGVAR($HitAbdomen),QGVAR($HitDiaphragm),QGVAR($HitChest),QGVAR($HitBody),
@ -157,19 +155,34 @@ if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
0 0
}; };
// Check for drowning damage. // Drowning doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
// Don't change the third expression. Safe method for FLOATs. // Damage occurs in consistent increments
if (_hitPoint isEqualTo "#structural" && {getOxygenRemaining _unit <= 0.5} && {_damage isEqualTo (_oldDamage + 0.005)}) exitWith { if (
_hitPoint isEqualTo "#structural" &&
{getOxygenRemaining _unit <= 0.5} &&
{_damage isEqualTo (_oldDamage + 0.005)}
) exitWith {
[QEGVAR(medical,woundReceived), [_unit, "Body", _newDamage, _unit, "#drowning"]] call CBA_fnc_localEvent; [QEGVAR(medical,woundReceived), [_unit, "Body", _newDamage, _unit, "#drowning"]] call CBA_fnc_localEvent;
TRACE_5("Drowning",_unit,_shooter,_instigator,_damage,_newDamage);
0 0
}; };
// Handle vehicle crashes // Crashing a vehicle doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
if (_isCrash) exitWith { // It does fire the EH multiple times, but this seems to scale with the intensity of the crash
private _vehicle = vehicle _unit;
if (
_hitPoint isEqualTo "#structural" &&
{_ammo isEqualTo ""} &&
{_vehicle != _unit} &&
{vectorMagnitude (velocity _vehicle) > 5}
// todo: no way to detect if stationary and another vehicle hits you
) exitWith {
[QEGVAR(medical,woundReceived), [_unit, "Body", _newDamage, _unit, "#vehiclecrash"]] call CBA_fnc_localEvent; [QEGVAR(medical,woundReceived), [_unit, "Body", _newDamage, _unit, "#vehiclecrash"]] call CBA_fnc_localEvent;
TRACE_5("Crash",_unit,_shooter,_instigator,_damage,_newDamage);
0 0
}; };
// We store our own damage values so engine damage is unnecessary
0 0