Added new treatment framework

This commit is contained in:
Glowbal 2015-02-21 21:09:57 +01:00
parent 3482633fb1
commit b3e7431e67
8 changed files with 141 additions and 105 deletions

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@ -0,0 +1,21 @@
class ACE_Medical_Treatments {
class ACE_Bandaging {
// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"};
// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
requiredMedic = 0;
// Available under which medical level settings? 0 = basic, 1 = advanced.
availableLevels[] = {0, 1};
// The time it takes for a treatment action to complete. Time is in seconds.
treatmentTime = 5;
// Item required for the action. Leave empty for no item required.
items[] = {"ace_sampleItem"};
// Callbacks
callbackSuccess = "hint ""Success"";";
callbackFailure = "hint ""Failure "";";
onProgress = "";
animationPatient = "";
animationCaller = "";
};
};

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@ -26,9 +26,8 @@ PREP(addUnconsciousCondition);
PREP(setDead);
PREP(playInjuredSound);
PREP(treatment);
PREP(treatmentCallback);
PREP(treatmentCallback_basic);
PREP(treatmentCallback_advanced);
PREP(canTreat);
GVAR(injuredUnitCollection) = [];

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@ -6,7 +6,7 @@ class CfgPatches {
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {ace_common, ace_interaction};
author[] = {""};
author[] = {"Glowbal", "KoffienFlummi"};
authorUrl = "";
VERSION_CONFIG;
};
@ -14,3 +14,4 @@ class CfgPatches {
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"
#include "ACE_Medical_Treatments.hpp"

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@ -0,0 +1,48 @@
/*
* Author: Glowbal
* Check if the treatment action can be performed.
*
* Arguments:
* 0: The caller <OBJECT>
* 1: The target <OBJECT>
* 2: Selection name <STRING>
* 3: ACE_Medical_Treatments Classname <STRING>
*
* ReturnValue:
* Can Treat <BOOL>
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_caller", "_target", "_selectionName", "_className", "_config", "_availableLevels", "_medicRequired", "_items", "_locations", "_return"];
_caller = _this select 0;
_target = _this select 1;
_selectionName = _this select 2;
_className = _this select 3;
_config = (ConfigFile >> "ACE_Medical_Treatments" >> _className);
if !(isClass _config) exitwith {false};
_availableLevels = getArray (_config >> "availableLevels");
if !(GVAR(level) in _availableLevels) exitwith {false};
_medicRequired = getNumber (_config >> "requiredMedic");
if !([_caller, _medicRequired] call FUNC(isMedic) || [_target, _medicRequired] call FUNC(isMedic)) exitwith {false};
_items = getArray (_config >> "items");
if (count _items > 0 && {!([_caller, _target, _items] call FUNC(hasItems))}) exitwith {false};
_locations = getArray (_config >> "treatmentLocations");
if ("All" in _locations) exitwith {true};
_return = false;
{
if (_x == "field") exitwith {_return = true;};
if (_x == "MedicalFacility" && {[_caller, _target] call FUNC(inMedicalFacility)}) exitwith {_return = true;};
if (_x == "MedicalVehicle" && {[_caller, _target] call FUNC(inMedicalVehicle)}) exitwith {_return = true;};
}foreach _locations;
_return;

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@ -1,34 +1,87 @@
/*
* Author: KoffeinFlummi
* Author: Glowbal, KoffeinFlummi
* Starts the treatment process
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: The treatment type/item <STRING>
* 3+: Additional paramters <ANY>
* 2: SelectionName <STRING>
* 3: Treatment classname <STRING>
*
* Return Value:
* nil
* Succesful treatment started <BOOL>
*
* Public: Yes
*/
#include "script_component.hpp"
_medic = _this select 0;
_patient = _this select 1;
_type = _this select 2;
private ["_caller", "_target", "_selectionName", "_className", "_config", "_availableLevels", "_medicRequired", "_items", "_locations", "_return", "_callbackSuccess", "_callbackFailure", "_onProgress", "_treatmentTime", "_callerAnim", "_patietAnim"];
_caller = _this select 0;
_target = _this select 1;
_selectionName = _this select 2;
_className = _this select 3;
_params = + _this;
_params deleteAt 0;
_params deleteAt 0;
_params deleteAt 0;
_config = (ConfigFile >> "ACE_Medical_Treatments" >> _className);
if !(isClass _config) exitwith {false};
// @todo: animation
_availableLevels = getArray (_config >> "availableLevels");
if !(GVAR(level) in _availableLevels) exitwith {false};
// @todo: remove item
_medicRequired = getNumber (_config >> "requiredMedic");
if !([_caller, _medicRequired] call FUNC(isMedic) || [_target, _medicRequired] call FUNC(isMedic)) exitwith {false};
// @todo: progress bar
_items = getArray (_config >> "items");
if (count _items > 0 && {!([_caller, _target, _items] call FUNC(hasItems))}) exitwith {false};
_this call FUNC(treatmentCallback);
_locations = getArray (_config >> "treatmentLocations");
if ("All" in _locations) exitwith {true};
_return = false;
{
if (_x == "field") exitwith {_return = true;};
if (_x == "MedicalFacility" && {[_caller, _target] call FUNC(inMedicalFacility)}) exitwith {_return = true;};
if (_x == "MedicalVehicle" && {[_caller, _target] call FUNC(inMedicalVehicle)}) exitwith {_return = true;};
}foreach _locations;
if !(_return) exitwith {false};
// Parse the config for the success callback
_callbackSuccess = getText (_config >> "callbackSuccess");
if (isNil _callbackSuccess) then {
_callbackSuccess = compile _callbackSuccess;
} else {
_callbackSuccess = missionNamespace getvariable _callbackSuccess;
};
// Parse the config for the failure callback
_callbackFailure = getText (_config >> "callbackFailure");
if (isNil _callbackFailure) then {
_callbackFailure = compile _callbackFailure;
} else {
_callbackFailure = missionNamespace getvariable _callbackFailure;
};
// Parse the config for the onProgress callback
_onProgress = getText (_config >> "onProgress");
if (isNil _onProgress) then {
_onProgress = compile _onProgress;
} else {
_onProgress = missionNamespace getvariable _onProgress;
};
_treatmentTime = getNumber (_config >> "treatmentTime");
[_treatmentTime, [_caller, _target, _selectionName, _className, _items], _callbackSuccess, _callbackFailure, (localize ""), _onProgress] call EFUNC(common,progressBar);
_callerAnim = getText (_config >> "animationCaller");
_patietAnim = getText (_confg >> "animationPatient");
if (_caller != _target && {vehicle _target == _target} && {_patietAnim != ""}) then {
[_target, _patietAnim] call EFUNC(common,doMove);
};
if (vehicle _caller == _caller && {_callerAnim != ""}) then {
[_caller, _callerAnim] call EFUNC(common,doMove);
};
true;

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@ -1,32 +0,0 @@
/*
* Author: KoffeinFlummi
* Callback for a successfull treatment.
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: Treatment type/item <STRING>
* 3+: Additional parameters <ANY>
*
* Return Value:
* nil
*
* Public: Yes
*/
#include "script_component.hpp"
_medic = _this select 0;
_patient = _this select 1;
_type = _this select 2;
_params = + _this;
_params deleteAt 0;
_params deleteAt 0;
_params deleteAt 0;
if (GVAR(level) == 0) then {
_this call FUNC(treatmentCallback_basic);
} else {
_this call FUNC(treatmentCallback_advanced);
};

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@ -1,27 +0,0 @@
/*
* Author: KoffeinFlummi
* Callback for an advanced successfull treatment.
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: Treatment type/item <STRING>
* 3+: Additional parameters <ANY>
*
* Return Value:
* nil
*
* Public: Yes
*/
#include "script_component.hpp"
_medic = _this select 0;
_patient = _this select 1;
_type = _this select 2;
_params = + _this;
_params deleteAt 0;
_params deleteAt 0;
_params deleteAt 0;

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@ -1,27 +0,0 @@
/*
* Author: KoffeinFlummi
* Callback for a basic successfull treatment.
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: Treatment type/item <STRING>
* 3+: Additional parameters <ANY>
*
* Return Value:
* nil
*
* Public: Yes
*/
#include "script_component.hpp"
_medic = _this select 0;
_patient = _this select 1;
_type = _this select 2;
_params = + _this;
_params deleteAt 0;
_params deleteAt 0;
_params deleteAt 0;