Tweaks made to improve determine if fatal algorithm

This commit is contained in:
Glowbal 2015-09-14 21:13:58 +02:00
parent 37639066c2
commit 8c60e76979

View File

@ -14,7 +14,15 @@
*/
#include "script_component.hpp"
private ["_damageThreshold", "_damageBodyPart"];
#define INCREASE_CHANCE_HEAD 0.05
#define INCREASE_CHANCE_TORSO 0.03
#define INCREASE_CHANGE_LIMB 0.01
#define CHANGE_FATAL_HEAD 0.7
#define CHANGE_FATAL_TORSO 0.6
#define CHANGE_FATAL_LIMB 0.1
private ["_damageThreshold", "_damageBodyPart", "_chanceFatal"];
params ["_unit", "_part", ["_withDamage", 0]];
if (!alive _unit) exitwith {true};
@ -28,17 +36,22 @@ if ([_unit] call EFUNC(common,IsPlayer)) then {
} else {
_damageThreshold =_unit getvariable[QGVAR(unitDamageThreshold), [GVAR(AIDamageThreshold), GVAR(AIDamageThreshold), GVAR(AIDamageThreshold) * 1.7]];
};
_damageThreshold params ["_thresholdHead", "_thresholdTorso", "_thresholdLimbs"];
_damageBodyPart = ((_unit getvariable [QGVAR(bodyPartStatus),[0, 0, 0, 0, 0, 0]]) select _part) + _withDamage;
// Check if damage to body part is higher as damage head
if (_part == 0) exitwith {
(_damageBodyPart >= (_damageThreshold select 0) && {(random(1) > 0.2)});
_chanceFatal = CHANGE_FATAL_HEAD + ((INCREASE_CHANCE_HEAD * (_damageBodyPart - _thresholdHead)) * 10);
(_damageBodyPart >= _thresholdHead && {(_chanceFatal >= random(1))});
};
// Check if damage to body part is higher as damage torso
if (_part == 1) exitwith {
(_damageBodyPart >= (_damageThreshold select 1) && {(random(1) > 0.35)});
_chanceFatal = CHANGE_FATAL_TORSO + ((INCREASE_CHANCE_TORSO * (_damageBodyPart - _thresholdTorso)) * 10);
(_damageBodyPart >= _thresholdTorso && {(_chanceFatal >= random(1))});
};
// Check if damage to body part is higher as damage limbs
(_damageBodyPart >= (_damageThreshold select 2) && {(random(1) > 0.95)});
// We use a slightly lower decrease for limbs, as we want any injuries done to those to be less likely to be fatal compared to head shots or torso.
_chanceFatal = CHANGE_FATAL_LIMB + ((INCREASE_CHANGE_LIMB * (_damageBodyPart - _thresholdLimbs)) * 10);
(_damageBodyPart >= _thresholdLimbs && {(_chanceFatal >= random(1))});