Add selectionDamage implementation

This commit is contained in:
Glowbal 2016-01-17 12:28:08 +01:00
parent ee9a620a63
commit 6e42a10d47
3 changed files with 98 additions and 14 deletions

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@ -3,8 +3,8 @@
#include "script_component.hpp"
["medical_selectionDamage", {_this call FUNC(handleSelectionDamage)}] call EFUNC(common,addEventhandler);
["medical_fallDamage", {_this call FUNC(handleFallDamage)}] call EFUNC(common,addEventhandler);
["medical_drowningDamage", {_this call FUNC(handleDrowningDamage)}] call EFUNC(common,addEventhandler);
["medical_fallDamage", {_this call FUNC(handleFallDamage)}] call EFUNC(common,addEventhandler);
["medical_drowningDamage", {_this call FUNC(handleDrowningDamage)}] call EFUNC(common,addEventhandler);
["medical_collisionDamage", {_this call FUNC(handleCollisionDamage)}] call EFUNC(common,addEventhandler);
GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"];

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@ -42,10 +42,21 @@ if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {
};
};
// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
if (_selection == "hands") exitWith {_unit getHit "hands"};
if (_selection == "legs") exitWith {_unit getHit "legs"};
if (_selection == "arms") exitWith {_unit getHit "arms"};
// Deal with the new hitpoint and selection names introduced with Arma v1.50 and later.
// This will convert new selection names into selection names that the medical system understands
// TODO This should be cleaned up when we revisit the medical system at a later stage
// and instead we should deal with the new hitpoints directly
_selection = [_unit, _selection, _hitPointIndex] call FUNC(translateSelections);
diag_log text str _selection;
diag_log text str _damage;
// systemChat format["_selection %1 _damage %2", _selection, _damage];
private ["_damageReturn", "_newDamage", "_index"];
@ -62,13 +73,13 @@ if (_selection == "") then {
// handle damage always tries to start and end with the same structural damage call. Use that to find and set the final damage. discard everything the game discards too.
// this correctly handles: bullets, explosions, fire
if (_damage == _cachedStructuralDamage) then {
private "_cachedNewHitpointDamages";
_cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
private _cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
private _cachedNewHitpointProjectiles = _unit getVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
// this is the only point damage actually counts. all additional vitality functions should use these values.
{
if (_x > 0) then {
["medical_selectionDamage", [_unit, GVAR(Selections) select _forEachIndex, _x, _projectile]] call EFUNC(common,localEvent);
["medical_selectionDamage", [_unit, GVAR(Selections) select _forEachIndex, _x, _cachedNewHitpointProjectiles select _forEachIndex]] call EFUNC(common,localEvent);
};
} forEach _cachedNewHitpointDamages;
} else {
@ -126,6 +137,7 @@ if (_selection == "") then {
// reset everything, get ready for the next bullet
_unit setVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
_unit setVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
_unit setVariable [QGVAR(cachedStructuralDamageNew), _damage];
} else {
@ -137,8 +149,8 @@ if (_selection == "") then {
// a selection we care for was hit. now save the new damage to apply it by a later structural damage call
if (_index != -1) then {
private "_cachedNewHitpointDamages";
_cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
private _cachedNewHitpointDamages = _unit getVariable [QGVAR(cachedNewHitpointDamages), [0,0,0,0,0,0]];
private _cachedNewHitpointProjectiles = _unit getVariable [QGVAR(cachedNewHitpointProjectiles), ["", "", "", "", "", ""]];
// prevents multiple selections from being hit by one bullet due to hitpoint radius system
{
@ -150,12 +162,19 @@ if (_selection == "") then {
// overwrite minor damage in secondary selections
if (_x > 0) then {
_cachedNewHitpointDamages set [_forEachIndex, 0];
_cachedNewHitpointProjectiles set [_forEachIndex, ""];
};
} forEach _cachedNewHitpointDamages;
// apply these by the next matching hd call with selection "". If that one is not matching, this gets discarded
_cachedNewHitpointDamages set [_index, _newDamage];
if (_cachedNewHitpointDamages select _index < _newDamage) then {
// apply these by the next matching hd call with selection "". If that one is not matching, this gets discarded
_cachedNewHitpointDamages set [_index, _newDamage];
_cachedNewHitpointProjectiles set [_index, _projectile];
} else {
diag_log format["PREVENTED OVERWRITE: %1", [_newDamage, _projectile, _selection]];
};
_unit setVariable [QGVAR(cachedNewHitpointDamages), _cachedNewHitpointDamages];
_unit setVariable [QGVAR(cachedNewHitpointProjectiles), _cachedNewHitpointProjectiles];
};
// use this to detect collision damage.

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@ -1,11 +1,76 @@
// by commy2
/*
* Author: Glowbal, Commy2 & KoffeinFlummi
* Sets the hitpoint damage for an unit to the correct values
*
* Arguments:
* 0: Unit for which the hitpoint damage will be sorted out <OBJECT>
* 1: Selection name <STRING>
* 2: new damage <NUMBER>
* 3: projectile <STRING>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_selection", "_newDamage", "_projectile"];
private "_totalDamage";
_totalDamage = (_unit getHit _selection) + _newDamage;
// private _totalDamage = (_unit getHit _selection) + _newDamage;
systemChat format["handleSelectionDamage: %1", _this];
_unit setHit [_selection, _totalDamage];
private _part = [_selection] call FUNC(selectionNameToNumber);
if (_part < 0) exitwith {systemchat format["Selection name part is below 0"]};
systemChat format ["selection: %1", _this];
// Store the new damage values in our damageBodyParts store
private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts];
// our unconscious calculation for selection damages
if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
// If it reaches this, we can assume that the hit did not kill this unit, as this function is called some time after the damage has been passed.
if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
[_unit, true, 0.5+random(10)] call FUNC(setUnconscious);
};
};
if (GVAR(level) > 1) then { // advanced medical is enabled
systemChat format["LEVEL OF MEDICAL SYSTEM IS ADVANCED"];
_typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); // Get the exact type of damage
[_unit, _selection, _newDamage, _projectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
// TODO Disabled until implemented fully
//if (GVAR(enableAirway)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
//};
//if (GVAR(enableFractures)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
//};
//if (GVAR(enableInternalBleeding)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
//};
} else {
systemChat format["LEVEL OF MEDICAL SYSTEM IS BASIC"];
// New pain values
_pain = _unit getVariable [QGVAR(pain), 0];
_pain = _pain + (_newDamage / 4) * (1 - (_unit getVariable [QGVAR(morphine), 0]));
_unit setVariable [QGVAR(pain), _pain min 1, true];
};
// Store the hitpoint values so blood ends up on the unit textures
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
TRACE_2("ACE_DEBUG: HandleSelectionDamage Broadcast value here", _unit, _unit getVariable QGVAR(bodyPartStatus));
EXPLODE_6_PVT(_damageBodyParts,_headDamage,_torsoDamage,_handsDamageR,_handsDamageL,_legsDamageR,_legsDamageL);
_unit setHitPointDamage ["hitHead", _headDamage min 0.95];
_unit setHitPointDamage ["hitBody", _torsoDamage min 0.95];
_unit setHitPointDamage ["hitHands", (_handsDamageR + _handsDamageL) min 0.95];
_unit setHitPointDamage ["hitLegs", (_legsDamageR + _legsDamageL) min 0.95];
{
private _hitPointName = [_unit, _x, true] call FUNC(translateSelections);
_unit setHitPointDamage [_hitPointName, (_damageBodyParts select _foreachIndex) min 0.95];
}foreach GVAR(SELECTIONS);