medical_damage - cleanup woundHandler naming (#8824)

* medical_damage - cleanup woundHandler naming

* woundsHandlerBase
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PabstMirror 2022-02-20 17:23:56 -06:00 committed by GitHub
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11 changed files with 15 additions and 164 deletions

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@ -5,9 +5,9 @@
* *
* Arguments: * Arguments:
* 0: Unit <OBJECT> * 0: Unit <OBJECT>
* 1: Body Part (not used) <STRING> * 1: Damage done to each body part <ARRAY>
* 2: Damage <NUMBER> * 2: Shooter <OBJECT>
* 3: Shooter <OBJECT> * 3: Ammo classname or damage type <STRING>
* *
* Return Value: * Return Value:
* None * None

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@ -73,7 +73,7 @@ class ACE_Medical_Injuries {
// each entry should be a SQF expression that returns a function // each entry should be a SQF expression that returns a function
// this can also be overridden for each damage type // this can also be overridden for each damage type
class woundHandlers { class woundHandlers {
ADDON = QFUNC(woundsHandlerActive); ADDON = QFUNC(woundsHandlerBase);
}; };
class bullet { class bullet {

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@ -6,7 +6,6 @@ PREP(interpolatePoints);
PREP(parseConfigForInjuries); PREP(parseConfigForInjuries);
PREP(parseWoundHandlersCfg); PREP(parseWoundHandlersCfg);
PREP(woundReceived); PREP(woundReceived);
PREP(woundsHandler); PREP(woundsHandlerBase);
PREP(woundsHandlerBurning); PREP(woundsHandlerBurning);
PREP(woundsHandlerSQF);
PREP(woundsHandlerVehiclecrash); PREP(woundsHandlerVehiclecrash);

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@ -8,15 +8,6 @@ PREP_RECOMPILE_END;
#include "initSettings.sqf" #include "initSettings.sqf"
// decide which woundsHandler to use by whether the extension is present or not
// if ("ace_medical" callExtension "version" != "") then {
// DFUNC(woundsHandlerActive) = LINKFUNC(woundsHandler);
// } else {
// INFO("Using woundsHandlerSQF");
DFUNC(woundsHandlerActive) = LINKFUNC(woundsHandlerSQF);
// };
call FUNC(parseConfigForInjuries); call FUNC(parseConfigForInjuries);
addMissionEventHandler ["Loaded",{ addMissionEventHandler ["Loaded",{

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@ -57,7 +57,7 @@ if (_ammoClass != "") then {
params ["_ammoClass", "_center"]; params ["_ammoClass", "_center"];
private _position = _center vectorAdd [0, 0, 5]; private _position = _center vectorAdd [0, 0, 5];
private _obj = _ammoClass createVehicle _position; private _obj = _ammoClass createVehicle _position;
_object setVectorDirAndUp [[0, 0, -1], [0, 1, 0]]; _obj setVectorDirAndUp [[0, 0, -1], [0, 1, 0]];
_obj setVelocity [0, 0, -20]; _obj setVelocity [0, 0, -20];
}, [_ammoClass, _center], _delay] call CBA_fnc_waitAndExecute; }, [_ammoClass, _center], _delay] call CBA_fnc_waitAndExecute;
}; };

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@ -114,7 +114,7 @@ TRACE_1("Found default wound handlers", count _defaultWoundHandlers);
private _woundType = configName _x; private _woundType = configName _x;
if (_woundType == "woundHandlers") then {continue}; if (_woundType == "woundHandlers") then {continue};
if (_woundType in GVAR(woundDetails)) then { if (_woundType in GVAR(woundDetails)) then {
private _weighting = GET_ARRAY(_x >> "weighting",ARR_2([[0,1]])); private _weighting = GET_ARRAY(_x >> "weighting",[[ARR_2(0,1)]]);
private _dmgMulti = GET_NUMBER(_x >> "damageMultiplier", 1); private _dmgMulti = GET_NUMBER(_x >> "damageMultiplier", 1);
private _bleedMulti = GET_NUMBER(_x >> "bleedingMultiplier", 1); private _bleedMulti = GET_NUMBER(_x >> "bleedingMultiplier", 1);
private _sizeMulti = GET_NUMBER(_x >> "sizeMultiplier", 1); private _sizeMulti = GET_NUMBER(_x >> "sizeMultiplier", 1);

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@ -1,141 +0,0 @@
#include "script_component.hpp"
/*
* Author: Glowbal, commy2
* Handling of the open wounds & injuries upon the handleDamage eventhandler.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Body Part <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Type of the damage done <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "Body", 0.5, "bullet"] call ace_medical_damage_fnc_woundsHandler
*
* Public: No
*/
WARNING("this function needs to be updated for changes to woundsHandlerSQF");
params ["_unit", "_bodyPart", "_damage", "_typeOfDamage"];
TRACE_4("start",_unit,_bodyPart,_damage,_typeOfDamage);
if (_typeOfDamage isEqualTo "") then {
_typeOfDamage = "unknown";
};
if !(_typeOfDamage in GVAR(damageTypeDetails)) then {
_typeOfDamage = "unknown";
};
// Administration for open wounds and ids
private _openWounds = GET_OPEN_WOUNDS(_unit);
private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
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
(parseSimpleArray _extensionOutput) params ["_woundsCreated", "_painToAdd"];
// todo: Make the pain and bleeding calculations part of the extension again
private _woundDamage = _damage / ((count _woundsCreated) max 1); // If the damage creates multiple wounds
private _painLevel = 0;
private _critialDamage = false;
private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
private _bodyPartVisParams = [_unit, false, false, false, false]; // params array for EFUNC(medical_engine,updateBodyPartVisuals);
{
_x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"];
_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _woundDamage];
_bodyPartVisParams set [[1,2,3,3,4,4] select _bodyPartNToAdd, true]; // Mark the body part index needs updating
// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
private _nastinessLikelihood = linearConversion [0, 20, _woundDamage, 0.5, 30, true];
private _bleedingModifier = 0.25 + 8 * exp ((random [-4.5, -5, -6]) / _nastinessLikelihood);
private _painModifier = 0.05 + 2 * exp (-2 / _nastinessLikelihood);
TRACE_3("",_nastinessLikelihood,_bleedingModifier,_painModifier);
_bleeding = _bleeding * _bleedingModifier;
private _pain = (((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painModifier);
_painLevel = _painLevel + _pain;
// wound category (minor [0..0.5], medium[0.5..1.0], large[1.0+])
private _category = floor linearConversion [0, 1, _bleedingModifier, 0, 2, true];
_x set [4, _bleeding];
_x set [5, _woundDamage];
_x set [6, _category];
if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_woundDamage > PENETRATION_THRESHOLD}}) then {
_critialDamage = true;
};
#ifdef DEBUG_MODE_FULL
systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, _woundDamage toFixed 2, _woundDamage > PENETRATION_THRESHOLD, _bleeding toFixed 3, _pain toFixed 3];
#endif
// Emulate damage to vital organs
switch (true) do {
// Fatal damage to the head is guaranteed death
case (_bodyPartNToAdd == 0 && {_woundDamage >= HEAD_DAMAGE_THRESHOLD}): {
TRACE_1("lethal headshot",_woundDamage toFixed 2);
[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
};
// Fatal damage to torso has various results based on organ hit
case (_bodyPartNToAdd == 1 && {_woundDamage >= ORGAN_DAMAGE_THRESHOLD}): {
// Heart shot is lethal
if (random 1 < HEART_HIT_CHANCE) then {
TRACE_1("lethal heartshot",_woundDamage toFixed 2);
[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
};
};
};
// todo `forceWalk` based on leg damage
private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
if (_causeLimping == 1 && {_woundDamage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
[_unit, true] call EFUNC(medical_engine,setLimping);
};
// if possible merge into existing wounds
private _createNewWound = true;
{
_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage", "_oldCategory"];
if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_woundDamage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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 + _woundDamage) / _newAmountOf;
_x set [5, _newDamage];
_createNewWound = false;
};
};
} forEach _openWounds;
if (_createNewWound) then {
_openWounds pushBack _x;
};
} forEach _woundsCreated;
_unit setVariable [VAR_OPEN_WOUNDS, _openWounds, true];
_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
[_unit] call EFUNC(medical_status,updateWoundBloodLoss);
_bodyPartVisParams call EFUNC(medical_engine,updateBodyPartVisuals);
[QEGVAR(medical,injured), [_unit, _painLevel]] call CBA_fnc_localEvent;
if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
[_unit] call FUNC(handleIncapacitation);
};
TRACE_5("exit",_unit,_painLevel,GET_PAIN(_unit),GET_OPEN_WOUNDS(_unit),_woundsCreated);

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@ -12,13 +12,13 @@
* None * None
* *
* Example: * Example:
* [player, [[0.5, "Body", 1]], "bullet"] call ace_medical_damage_fnc_woundsHandlerSQF * [player, [[0.5, "Body", 1]], "bullet"] call ace_medical_damage_fnc_woundsHandlerBase
* *
* Public: No * Public: No
*/ */
params ["_unit", "_allDamages", "_typeOfDamage"]; params ["_unit", "_allDamages", "_typeOfDamage"];
TRACE_4("woundsHandlerSQF",_unit,_allDamages,_typeOfDamage); TRACE_3("woundsHandlerBase",_unit,_allDamages,_typeOfDamage);
if !(_typeOfDamage in GVAR(damageTypeDetails)) then { if !(_typeOfDamage in GVAR(damageTypeDetails)) then {

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@ -17,6 +17,7 @@
* Public: No * Public: No
*/ */
params ["_unit", "_allDamages", "_typeOfDamage"]; params ["_unit", "_allDamages", "_typeOfDamage"];
TRACE_3("woundsHandlerBurning",_unit,_allDamages,_typeOfDamage);
#define FIRE_DAMAGE_INTERVAL 1 #define FIRE_DAMAGE_INTERVAL 1
@ -47,4 +48,4 @@ params ["_unit", "_allDamages", "_typeOfDamage"];
_unit setVariable [QGVAR(storedBurnDamage), _newDamage]; _unit setVariable [QGVAR(storedBurnDamage), _newDamage];
} forEach _allDamages; } forEach _allDamages;
[] //return, no further damage handling for this event [] //return, no further damage handling for this event

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@ -17,6 +17,7 @@
* Public: No * Public: No
*/ */
params ["_unit", "_allDamages", "_typeOfDamage"]; params ["_unit", "_allDamages", "_typeOfDamage"];
TRACE_3("woundsHandlerVehicleCrash",_unit,_allDamages,_typeOfDamage);
// randomise all hit selections // randomise all hit selections
private _newDamages = _allDamages apply { private _newDamages = _allDamages apply {

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@ -160,7 +160,7 @@ class ACE_Medical_Injuries {
// each entry should be a SQF expression that returns a function // each entry should be a SQF expression that returns a function
// this can also be overridden for each damage type // this can also be overridden for each damage type
class woundHandlers { class woundHandlers {
ace_medical_damage = "ace_medical_damage_fnc_woundsHandlerActive"; ace_medical_damage = "ace_medical_damage_fnc_woundsHandlerBase";
}; };
// each sub-class defines a valid damage type // each sub-class defines a valid damage type
@ -214,7 +214,7 @@ class ACE_Medical_Injuries {
## 4.4 Wound Handler Function ## 4.4 Wound Handler Function
Custom wound handlers should follow the same spec as the built-in handler: Custom wound handlers should follow the same spec as the built-in handler:
`ace_medical_damage_fnc_woundsHandlerSQF` `ace_medical_damage_fnc_woundsHandlerBase`
| Arguments | Type | Optional (default value) | Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------ ---| --------- | ---- | ------------------------
@ -226,7 +226,7 @@ Custom wound handlers should follow the same spec as the built-in handler:
The damage elements are sorted in descending order according to how much damage was dealt to each body part _before armor was taken into account_, but the actual damage values are _after armor_. The damage elements are sorted in descending order according to how much damage was dealt to each body part _before armor was taken into account_, but the actual damage values are _after armor_.
### Example ### Example
`[player, [[0.5, "Body", 1], [0.3, "Head", 0.6]], "grenade"] ace_medical_damage_fnc_woundsHandlerSQF` `[player, [[0.5, "Body", 1], [0.3, "Head", 0.6]], "grenade"] ace_medical_damage_fnc_woundsHandlerBase`
| Arguments | Explanation | Arguments | Explanation
---| --------- | ----------- ---| --------- | -----------