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medical_damage - cleanup woundHandler naming (#8824)
* medical_damage - cleanup woundHandler naming * woundsHandlerBase
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@ -5,9 +5,9 @@
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Body Part (not used) <STRING>
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* 2: Damage <NUMBER>
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* 3: Shooter <OBJECT>
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* 1: Damage done to each body part <ARRAY>
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* 2: Shooter <OBJECT>
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* 3: Ammo classname or damage type <STRING>
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*
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* Return Value:
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* None
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@ -73,7 +73,7 @@ class ACE_Medical_Injuries {
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// each entry should be a SQF expression that returns a function
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// this can also be overridden for each damage type
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class woundHandlers {
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ADDON = QFUNC(woundsHandlerActive);
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ADDON = QFUNC(woundsHandlerBase);
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};
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class bullet {
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@ -6,7 +6,6 @@ PREP(interpolatePoints);
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PREP(parseConfigForInjuries);
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PREP(parseWoundHandlersCfg);
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PREP(woundReceived);
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PREP(woundsHandler);
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PREP(woundsHandlerBase);
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PREP(woundsHandlerBurning);
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PREP(woundsHandlerSQF);
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PREP(woundsHandlerVehiclecrash);
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@ -8,15 +8,6 @@ PREP_RECOMPILE_END;
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#include "initSettings.sqf"
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// decide which woundsHandler to use by whether the extension is present or not
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// if ("ace_medical" callExtension "version" != "") then {
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// DFUNC(woundsHandlerActive) = LINKFUNC(woundsHandler);
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// } else {
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// INFO("Using woundsHandlerSQF");
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DFUNC(woundsHandlerActive) = LINKFUNC(woundsHandlerSQF);
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// };
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call FUNC(parseConfigForInjuries);
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addMissionEventHandler ["Loaded",{
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@ -57,7 +57,7 @@ if (_ammoClass != "") then {
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params ["_ammoClass", "_center"];
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private _position = _center vectorAdd [0, 0, 5];
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private _obj = _ammoClass createVehicle _position;
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_object setVectorDirAndUp [[0, 0, -1], [0, 1, 0]];
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_obj setVectorDirAndUp [[0, 0, -1], [0, 1, 0]];
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_obj setVelocity [0, 0, -20];
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}, [_ammoClass, _center], _delay] call CBA_fnc_waitAndExecute;
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};
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@ -114,7 +114,7 @@ TRACE_1("Found default wound handlers", count _defaultWoundHandlers);
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private _woundType = configName _x;
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if (_woundType == "woundHandlers") then {continue};
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if (_woundType in GVAR(woundDetails)) then {
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private _weighting = GET_ARRAY(_x >> "weighting",ARR_2([[0,1]]));
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private _weighting = GET_ARRAY(_x >> "weighting",[[ARR_2(0,1)]]);
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private _dmgMulti = GET_NUMBER(_x >> "damageMultiplier", 1);
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private _bleedMulti = GET_NUMBER(_x >> "bleedingMultiplier", 1);
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private _sizeMulti = GET_NUMBER(_x >> "sizeMultiplier", 1);
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@ -1,141 +0,0 @@
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#include "script_component.hpp"
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/*
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* Author: Glowbal, commy2
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* Handling of the open wounds & injuries upon the handleDamage eventhandler.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Body Part <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Type of the damage done <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, "Body", 0.5, "bullet"] call ace_medical_damage_fnc_woundsHandler
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*
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* Public: No
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*/
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WARNING("this function needs to be updated for changes to woundsHandlerSQF");
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params ["_unit", "_bodyPart", "_damage", "_typeOfDamage"];
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TRACE_4("start",_unit,_bodyPart,_damage,_typeOfDamage);
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if (_typeOfDamage isEqualTo "") then {
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_typeOfDamage = "unknown";
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};
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if !(_typeOfDamage in GVAR(damageTypeDetails)) then {
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_typeOfDamage = "unknown";
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};
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// Administration for open wounds and ids
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private _openWounds = GET_OPEN_WOUNDS(_unit);
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private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
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TRACE_4("extension call",_bodyPart,_damage,_typeOfDamage,_woundID);
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private _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _bodyPart, _damage, _typeOfDamage, _woundID];
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TRACE_1("",_extensionOutput);
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// these are default values and modified by _extensionOutput
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(parseSimpleArray _extensionOutput) params ["_woundsCreated", "_painToAdd"];
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// todo: Make the pain and bleeding calculations part of the extension again
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private _woundDamage = _damage / ((count _woundsCreated) max 1); // If the damage creates multiple wounds
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private _painLevel = 0;
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private _critialDamage = false;
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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private _bodyPartVisParams = [_unit, false, false, false, false]; // params array for EFUNC(medical_engine,updateBodyPartVisuals);
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{
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_x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"];
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_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _woundDamage];
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_bodyPartVisParams set [[1,2,3,3,4,4] select _bodyPartNToAdd, true]; // Mark the body part index needs updating
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// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
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private _nastinessLikelihood = linearConversion [0, 20, _woundDamage, 0.5, 30, true];
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private _bleedingModifier = 0.25 + 8 * exp ((random [-4.5, -5, -6]) / _nastinessLikelihood);
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private _painModifier = 0.05 + 2 * exp (-2 / _nastinessLikelihood);
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TRACE_3("",_nastinessLikelihood,_bleedingModifier,_painModifier);
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_bleeding = _bleeding * _bleedingModifier;
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private _pain = (((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painModifier);
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_painLevel = _painLevel + _pain;
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// wound category (minor [0..0.5], medium[0.5..1.0], large[1.0+])
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private _category = floor linearConversion [0, 1, _bleedingModifier, 0, 2, true];
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_x set [4, _bleeding];
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_x set [5, _woundDamage];
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_x set [6, _category];
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if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_woundDamage > PENETRATION_THRESHOLD}}) then {
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_critialDamage = true;
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};
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#ifdef DEBUG_MODE_FULL
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systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, _woundDamage toFixed 2, _woundDamage > PENETRATION_THRESHOLD, _bleeding toFixed 3, _pain toFixed 3];
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#endif
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// Emulate damage to vital organs
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switch (true) do {
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// Fatal damage to the head is guaranteed death
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case (_bodyPartNToAdd == 0 && {_woundDamage >= HEAD_DAMAGE_THRESHOLD}): {
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TRACE_1("lethal headshot",_woundDamage toFixed 2);
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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};
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// Fatal damage to torso has various results based on organ hit
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case (_bodyPartNToAdd == 1 && {_woundDamage >= ORGAN_DAMAGE_THRESHOLD}): {
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// Heart shot is lethal
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if (random 1 < HEART_HIT_CHANCE) then {
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TRACE_1("lethal heartshot",_woundDamage toFixed 2);
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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};
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};
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};
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// todo `forceWalk` based on leg damage
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private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
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if (_causeLimping == 1 && {_woundDamage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
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[_unit, true] call EFUNC(medical_engine,setLimping);
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};
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// if possible merge into existing wounds
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private _createNewWound = true;
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{
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage", "_oldCategory"];
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_woundDamage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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if (_oldCategory == _category) exitWith {
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private _newAmountOf = _oldAmountOf + 1;
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_x set [3, _newAmountOf];
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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_x set [4, _newBleeding];
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private _newDamage = (_oldAmountOf * _oldDamage + _woundDamage) / _newAmountOf;
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_x set [5, _newDamage];
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_createNewWound = false;
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};
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};
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} forEach _openWounds;
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if (_createNewWound) then {
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_openWounds pushBack _x;
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};
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} forEach _woundsCreated;
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_unit setVariable [VAR_OPEN_WOUNDS, _openWounds, true];
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_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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[_unit] call EFUNC(medical_status,updateWoundBloodLoss);
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_bodyPartVisParams call EFUNC(medical_engine,updateBodyPartVisuals);
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[QEGVAR(medical,injured), [_unit, _painLevel]] call CBA_fnc_localEvent;
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if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
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[_unit] call FUNC(handleIncapacitation);
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};
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TRACE_5("exit",_unit,_painLevel,GET_PAIN(_unit),GET_OPEN_WOUNDS(_unit),_woundsCreated);
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@ -12,13 +12,13 @@
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* None
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*
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* Example:
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* [player, [[0.5, "Body", 1]], "bullet"] call ace_medical_damage_fnc_woundsHandlerSQF
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* [player, [[0.5, "Body", 1]], "bullet"] call ace_medical_damage_fnc_woundsHandlerBase
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*
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* Public: No
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*/
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params ["_unit", "_allDamages", "_typeOfDamage"];
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TRACE_4("woundsHandlerSQF",_unit,_allDamages,_typeOfDamage);
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TRACE_3("woundsHandlerBase",_unit,_allDamages,_typeOfDamage);
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if !(_typeOfDamage in GVAR(damageTypeDetails)) then {
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@ -17,6 +17,7 @@
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* Public: No
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*/
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params ["_unit", "_allDamages", "_typeOfDamage"];
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TRACE_3("woundsHandlerBurning",_unit,_allDamages,_typeOfDamage);
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#define FIRE_DAMAGE_INTERVAL 1
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* Public: No
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*/
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params ["_unit", "_allDamages", "_typeOfDamage"];
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TRACE_3("woundsHandlerVehicleCrash",_unit,_allDamages,_typeOfDamage);
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// randomise all hit selections
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private _newDamages = _allDamages apply {
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@ -160,7 +160,7 @@ class ACE_Medical_Injuries {
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// each entry should be a SQF expression that returns a function
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// this can also be overridden for each damage type
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class woundHandlers {
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ace_medical_damage = "ace_medical_damage_fnc_woundsHandlerActive";
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ace_medical_damage = "ace_medical_damage_fnc_woundsHandlerBase";
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};
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// each sub-class defines a valid damage type
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@ -214,7 +214,7 @@ class ACE_Medical_Injuries {
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## 4.4 Wound Handler Function
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Custom wound handlers should follow the same spec as the built-in handler:
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`ace_medical_damage_fnc_woundsHandlerSQF`
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`ace_medical_damage_fnc_woundsHandlerBase`
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| Arguments | Type | Optional (default value)
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---| --------- | ---- | ------------------------
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@ -226,7 +226,7 @@ Custom wound handlers should follow the same spec as the built-in handler:
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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_.
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### Example
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`[player, [[0.5, "Body", 1], [0.3, "Head", 0.6]], "grenade"] ace_medical_damage_fnc_woundsHandlerSQF`
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`[player, [[0.5, "Body", 1], [0.3, "Head", 0.6]], "grenade"] ace_medical_damage_fnc_woundsHandlerBase`
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| Arguments | Explanation
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---| --------- | -----------
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