Medical AI - Add tourniquet support (#10158)

Add tourniquet support for Medical AI
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johnb432 2024-08-05 11:39:01 +02:00 committed by GitHub
parent 4226cd383e
commit cd678c5b90
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4 changed files with 196 additions and 62 deletions

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@ -20,6 +20,7 @@ private _itemHash = createHashMap;
} forEach [
["@bandage", ["FieldDressing", "PackingBandage", "ElasticBandage", "QuikClot"]],
["@iv", ["SalineIV", "SalineIV_500", "SalineIV_250", "BloodIV", "BloodIV_500", "BloodIV_250", "PlasmaIV", "PlasmaIV_500", "PlasmaIV_250"]],
["tourniquet", ["ApplyTourniquet"]],
["splint", ["splint"]],
["morphine", ["morphine"]],
["epinephrine", ["epinephrine"]]

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@ -47,6 +47,10 @@ if (_this distance _target > 2.5) exitWith {
_this setVariable [QGVAR(currentTreatment), nil];
if (CBA_missionTime >= (_this getVariable [QGVAR(nextMoveOrder), CBA_missionTime])) then {
_this setVariable [QGVAR(nextMoveOrder), CBA_missionTime + 10];
// Medic, when doing a lot of treatment, moves away from injured over time (because of animations)
// Need to allow the medic to move back to the injured again
_this forceSpeed -1;
_this doMove getPosATL _target;
#ifdef DEBUG_MODE_FULL
systemChat format ["%1 moving to %2", _this, _target];

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@ -27,13 +27,28 @@ if (_finishTime > 0) exitWith {
if (CBA_missionTime >= _finishTime) then {
TRACE_5("treatment finished",_finishTime,_treatmentTarget,_treatmentEvent,_treatmentArgs,_treatmentItem);
_healer setVariable [QGVAR(currentTreatment), nil];
private _usedItem = "";
if ((GVAR(requireItems) > 0) && {_treatmentItem != ""}) then {
([_healer, _treatmentItem] call FUNC(itemCheck)) params ["_itemOk", "_itemClassname", "_treatmentClass"];
if (!_itemOk) exitWith { _treatmentEvent = "#fail"; }; // no item after delay
// No item after treatment done
if (!_itemOk) exitWith {
_treatmentEvent = "#fail";
};
if (_treatmentClass != "") then {
_healer removeItem _itemClassname;
if (_treatmentClass != "") then { _treatmentArgs set [2, _treatmentClass]; };
_usedItem = _itemClassname;
_treatmentArgs set [2, _treatmentClass];
};
};
if ((_treatmentTarget == _target) && {(_treatmentEvent select [0, 1]) != "#"}) then {
// There is no event for tourniquet removal, so handle calling function directly
if (_treatmentEvent == QGVAR(tourniquetRemove)) exitWith {
_treatmentArgs call EFUNC(medical_treatment,tourniquetRemove);
};
[_treatmentEvent, _treatmentArgs, _target] call CBA_fnc_targetEvent;
// Splints are already logged on their own
@ -42,14 +57,25 @@ if (_finishTime > 0) exitWith {
[_target, "activity", ELSTRING(medical_treatment,Activity_bandagedPatient), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
};
case QEGVAR(medical_treatment,ivBagLocal): {
[_target, _treatmentArgs select 2] call EFUNC(medical_treatment,addToTriageCard);
if (_usedItem == "") then {
_usedItem = "ACE_salineIV";
};
[_target, _usedItem] call EFUNC(medical_treatment,addToTriageCard);
[_target, "activity", ELSTRING(medical_treatment,Activity_gaveIV), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
};
case QEGVAR(medical_treatment,medicationLocal): {
private _usedItem = ["ACE_epinephrine", "ACE_morphine"] select (_treatmentArgs select 2 == "Morphine");
if (_usedItem == "") then {
_usedItem = ["ACE_epinephrine", "ACE_morphine"] select (_treatmentArgs select 2 == "Morphine");
};
[_target, _usedItem] call EFUNC(medical_treatment,addToTriageCard);
[_target, "activity", ELSTRING(medical_treatment,Activity_usedItem), [[_healer, false, true] call EFUNC(common,getName), getText (configFile >> "CfgWeapons" >> _usedItem >> "displayName")]] call EFUNC(medical_treatment,addToLog);
};
case QEGVAR(medical_treatment,tourniquetLocal): {
[_target, "ACE_tourniquet"] call EFUNC(medical_treatment,addToTriageCard);
[_target, "activity", ELSTRING(medical_treatment,Activity_appliedTourniquet), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
};
};
#ifdef DEBUG_MODE_FULL
@ -63,8 +89,47 @@ if (_finishTime > 0) exitWith {
// Find a suitable limb (no tourniquets) for injecting and giving IVs
private _fnc_findNoTourniquet = {
private _bodyPart = "";
// If all limbs have tourniquets, find the least damaged limb and try to bandage it
if ((_tourniquets select [2]) find 0 == -1) then {
// If no bandages available, wait
if !(([_healer, "@bandage"] call FUNC(itemCheck)) # 0) exitWith {
_treatmentEvent = "#waitForNonTourniquetedLimb"; // TODO: Medic can move onto another patient/should be flagged as out of supplies
};
// Bandage the least bleeding body part
private _bodyPartBleeding = [0, 0, 0, 0];
{
// Ignore head and torso
private _partIndex = (ALL_BODY_PARTS find _x) - 2;
if (_partIndex >= 0) then {
{
_x params ["", "_amountOf", "_bleeding"];
_bodyPartBleeding set [_partIndex, (_bodyPartBleeding select _partIndex) + (_amountOf * _bleeding)];
} forEach _y;
};
} forEach GET_OPEN_WOUNDS(_target);
private _minBodyPartBleeding = selectMin _bodyPartBleeding;
private _selection = ALL_BODY_PARTS select ((_bodyPartBleeding find _minBodyPartBleeding) + 2);
// If not bleeding anymore, remove the tourniquet
if (_minBodyPartBleeding == 0) exitWith {
_treatmentEvent = QGVAR(tourniquetRemove);
_treatmentTime = 7;
_treatmentArgs = [_healer, _target, _selection];
};
// Otherwise keep bandaging
_treatmentEvent = QEGVAR(medical_treatment,bandageLocal);
_treatmentTime = 5;
_treatmentArgs = [_target, _selection, "FieldDressing"];
_treatmentItem = "@bandage";
} else {
// Select a random non-tourniqueted limb otherwise
private _bodyParts = ["leftarm", "rightarm", "leftleg", "rightleg"];
private _bodyPartsSaved = +_bodyParts;
while {_bodyParts isNotEqualTo []} do {
_bodyPart = selectRandom _bodyParts;
@ -74,18 +139,11 @@ private _fnc_findNoTourniquet = {
_bodyParts deleteAt (_bodyParts find _bodyPart);
};
// If all limbs have tourniquets, use random limb
if (_bodyPart == "") then {
_bodyPart = selectRandom _bodyPartsSaved;
};
_bodyPart
_bodyPart // return
};
private _isMedic = [_healer] call EFUNC(medical_treatment,isMedic);
private _heartRate = GET_HEART_RATE(_target);
private _fractures = GET_FRACTURES(_target);
private _tourniquets = GET_TOURNIQUETS(_target);
private _treatmentEvent = "#none";
@ -94,46 +152,77 @@ private _treatmentTime = 6;
private _treatmentItem = "";
if (true) then {
if (
(GET_WOUND_BLEEDING(_target) > 0) &&
{([_healer, "@bandage"] call FUNC(itemCheck)) # 0}
) exitWith {
// Select first bleeding wound and bandage it
private _selection = "?";
if (IS_BLEEDING(_target)) exitWith {
private _hasBandage = ([_healer, "@bandage"] call FUNC(itemCheck)) # 0;
private _hasTourniquet = ([_healer, "tourniquet"] call FUNC(itemCheck)) # 0;
// Patient is not worth treating if bloodloss can't be stopped
if !(_hasBandage || _hasTourniquet) exitWith {
_treatmentEvent = "#cantStabilise"; // TODO: Medic should be flagged as out of supplies
};
// Bandage the heaviest bleeding body part
private _bodyPartBleeding = [0, 0, 0, 0, 0, 0];
{
private _partIndex = ALL_BODY_PARTS find _x;
// Ignore tourniqueted limbs
if (_tourniquets select (ALL_BODY_PARTS find _x) == 0 && {
_y findIf {
_x params ["", "_amount", "_percentage"];
(_amount * _percentage) > 0
} != -1}
) exitWith { _selection = _x; };
if (_tourniquets select _partIndex == 0) then {
{
_x params ["", "_amountOf", "_bleeding"];
_bodyPartBleeding set [_partIndex, (_bodyPartBleeding select _partIndex) + (_amountOf * _bleeding)];
} forEach _y;
};
} forEach GET_OPEN_WOUNDS(_target);
private _maxBodyPartBleeding = selectMax _bodyPartBleeding;
private _bodyPartIndex = _bodyPartBleeding find _maxBodyPartBleeding;
private _selection = ALL_BODY_PARTS select _bodyPartIndex;
// Apply tourniquet if moderate bleeding or no bandage is available, and if not head and torso
if (_hasTourniquet && {_bodyPartIndex > HITPOINT_INDEX_BODY} && {!_hasBandage || {_maxBodyPartBleeding > 0.3}}) exitWith {
_treatmentEvent = QEGVAR(medical_treatment,tourniquetLocal);
_treatmentTime = 7;
_treatmentArgs = [_target, _selection];
_treatmentItem = "tourniquet";
};
_treatmentEvent = QEGVAR(medical_treatment,bandageLocal);
_treatmentTime = 5;
_treatmentArgs = [_target, _selection, "FieldDressing"];
_treatmentItem = "@bandage";
};
private _hasIV = ([_healer, "@iv"] call FUNC(itemCheck)) # 0;
private _bloodVolume = GET_BLOOD_VOLUME(_target);
private _needsIV = _bloodVolume < MINIMUM_BLOOD_FOR_STABLE_VITALS;
private _canGiveIV = _needsIV &&
{_healer call EFUNC(medical_treatment,isMedic)} &&
{([_healer, "@iv"] call FUNC(itemCheck)) # 0}; // Has IVs
private _doCPR = IN_CRDC_ARRST(_target) && {EGVAR(medical_treatment,cprSuccessChanceMin) > 0};
// If in cardiac arrest, first add some blood to injured if necessary, then do CPR (doing CPR when not enough blood is suboptimal if you have IVs)
// If healer has no IVs, allow AI to do CPR to keep injured alive
if (
IN_CRDC_ARRST(_target) &&
{EGVAR(medical_treatment,cprSuccessChanceMin) > 0} &&
{!_hasIV || {_bloodVolume >= BLOOD_VOLUME_CLASS_3_HEMORRHAGE}}
_doCPR &&
{!_canGiveIV || {_bloodVolume >= BLOOD_VOLUME_CLASS_3_HEMORRHAGE}}
) exitWith {
_treatmentEvent = QEGVAR(medical_treatment,cprLocal);
_treatmentArgs = [_healer, _target];
_treatmentTime = 15;
};
private _needsIv = _bloodVolume < MINIMUM_BLOOD_FOR_STABLE_VITALS;
private _canGiveIv = _isMedic && _hasIV && _needsIv;
private _bodypart = "";
if (_canGiveIv) then {
if (
_canGiveIV && {
// If all limbs are tourniqueted, bandage the one with the least amount of wounds, so that the tourniquet can be removed
_bodyPart = call _fnc_findNoTourniquet;
_bodyPart == ""
}
) exitWith {};
if (_canGiveIV) then {
// Check if patient's blood volume + remaining IV volume is enough to allow the patient to wake up
private _totalIvVolume = 0; //in ml
{
@ -144,17 +233,20 @@ if (true) then {
// Check if the medic has to wait, which allows for a little multitasking
if (_bloodVolume + (_totalIvVolume / 1000) >= MINIMUM_BLOOD_FOR_STABLE_VITALS) then {
_treatmentEvent = "#waitForIV";
_canGiveIv = false;
_needsIV = false;
_canGiveIV = false;
};
};
if (_canGiveIv) exitWith {
if (_canGiveIV) exitWith {
_treatmentEvent = QEGVAR(medical_treatment,ivBagLocal);
_treatmentTime = 5;
_treatmentArgs = [_target, call _fnc_findNoTourniquet, "SalineIV"];
_treatmentArgs = [_target, _bodyPart, "SalineIV"];
_treatmentItem = "@iv";
};
private _fractures = GET_FRACTURES(_target);
if (
((_fractures select 4) == 1) &&
{([_healer, "splint"] call FUNC(itemCheck)) # 0}
@ -176,47 +268,70 @@ if (true) then {
};
// Wait until the injured has enough blood before administering drugs
if (_needsIv) then {
_treatmentEvent = "#waitForIV"
// (_needsIV && !_canGiveIV), but _canGiveIV is false here, otherwise IV would be given
if (_needsIV || {_treatmentEvent == "#waitForIV"}) exitWith {
// If injured is in cardiac arrest and the healer is doing nothing else, start CPR
if (_doCPR) exitWith {
_treatmentEvent = QEGVAR(medical_treatment,cprLocal); // TODO: Medic remains in this loop until injured is given enough IVs or dies
_treatmentArgs = [_healer, _target];
_treatmentTime = 15;
};
if (_treatmentEvent == "#waitForIV") exitWith {};
// If the injured needs IVs, but healer can't give it to them, have healder wait
if (_needsIV) exitWith {
_treatmentEvent = "#needsIV"; // TODO: Medic can move onto another patient
};
};
if ((count (_target getVariable [VAR_MEDICATIONS, []])) >= 6) exitWith {
_treatmentEvent = "#tooManyMeds";
_treatmentEvent = "#tooManyMeds"; // TODO: Medic can move onto another patient
};
private _heartRate = GET_HEART_RATE(_target);
if (
((IS_UNCONSCIOUS(_target) && {_heartRate < 160}) || {_heartRate <= 50}) &&
(IS_UNCONSCIOUS(_target) || {_heartRate <= 50}) &&
{([_healer, "epinephrine"] call FUNC(itemCheck)) # 0}
) exitWith {
if (CBA_missionTime < (_target getVariable [QGVAR(nextEpinephrine), -1])) exitWith {
_treatmentEvent = "#waitForEpinephrineToTakeEffect";
};
if (_heartRate > 180) exitWith {
_treatmentEvent = "#waitForSlowerHeart";
_treatmentEvent = "#waitForSlowerHeart"; // TODO: Medic can move onto another patient, after X amount of time of high HR
};
// If all limbs are tourniqueted, bandage the one with the least amount of wounds, so that the tourniquet can be removed
_bodyPart = call _fnc_findNoTourniquet;
if (_bodyPart == "") exitWith {};
_target setVariable [QGVAR(nextEpinephrine), CBA_missionTime + 10];
_treatmentEvent = QEGVAR(medical_treatment,medicationLocal);
_treatmentTime = 2.5;
_treatmentArgs = [_target, call _fnc_findNoTourniquet, "Epinephrine"];
_treatmentArgs = [_target, _bodyPart, "Epinephrine"];
_treatmentItem = "epinephrine";
};
if (
(((GET_PAIN_PERCEIVED(_target) > 0.25) && {_heartRate > 40}) || {_heartRate >= 180}) &&
((GET_PAIN_PERCEIVED(_target) > 0.25) || {_heartRate >= 180}) &&
{([_healer, "morphine"] call FUNC(itemCheck)) # 0}
) exitWith {
if (CBA_missionTime < (_target getVariable [QGVAR(nextMorphine), -1])) exitWith {
_treatmentEvent = "#waitForMorphineToTakeEffect";
};
if (_heartRate < 60) exitWith {
_treatmentEvent = "#waitForFasterHeart";
_treatmentEvent = "#waitForFasterHeart"; // TODO: Medic can move onto another patient, after X amount of time of low HR
};
// If all limbs are tourniqueted, bandage the one with the least amount of wounds, so that the tourniquet can be removed
_bodyPart = call _fnc_findNoTourniquet;
if (_bodyPart == "") exitWith {};
_target setVariable [QGVAR(nextMorphine), CBA_missionTime + 30];
_treatmentEvent = QEGVAR(medical_treatment,medicationLocal);
_treatmentTime = 2.5;
_treatmentArgs = [_target, call _fnc_findNoTourniquet, "Morphine"];
_treatmentArgs = [_target, _bodyPart, "Morphine"];
_treatmentItem = "morphine";
};
};
@ -225,10 +340,15 @@ _healer setVariable [QGVAR(currentTreatment), [CBA_missionTime + _treatmentTime,
// Play animation
if ((_treatmentEvent select [0, 1]) != "#") then {
private _treatmentClassname = _treatmentArgs select 2;
if (_treatmentEvent == QEGVAR(medical_treatment,splintLocal)) then { _treatmentClassname = "Splint" };
if (_treatmentEvent == QEGVAR(medical_treatment,cprLocal)) then { _treatmentClassname = "CPR" };
[_healer, _treatmentClassname, (_healer == _target)] call FUNC(playTreatmentAnim);
private _treatmentClassname = switch (_treatmentEvent) do {
case QEGVAR(medical_treatment,splintLocal): {"Splint"};
case QEGVAR(medical_treatment,cprLocal): {"CPR"};
case QEGVAR(medical_treatment,tourniquetLocal): {"ApplyTourniquet"};
case QGVAR(tourniquetRemove): {"RemoveTourniquet"};
default {_treatmentArgs select 2};
};
[_healer, _treatmentClassname, _healer == _target] call FUNC(playTreatmentAnim);
};
#ifdef DEBUG_MODE_FULL

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@ -26,8 +26,10 @@ private _partIndex = ALL_BODY_PARTS find tolowerANSI _bodyPart;
private _tourniquets = GET_TOURNIQUETS(_patient);
if (_tourniquets select _partIndex == 0) exitWith {
if (_medic == ACE_player) then {
[LSTRING(noTourniquetOnBodyPart), 1.5] call EFUNC(common,displayTextStructured);
};
};
_tourniquets set [_partIndex, 0];
_patient setVariable [VAR_TOURNIQUET, _tourniquets, true];
@ -39,8 +41,15 @@ TRACE_1("clearConditionCaches: tourniquetRemove",_nearPlayers);
[QEGVAR(interact_menu,clearConditionCaches), [], _nearPlayers] call CBA_fnc_targetEvent;
// Add tourniquet item to medic or patient
if (_medic call EFUNC(common,isPlayer)) then {
private _receiver = [_patient, _medic, _medic] select GVAR(allowSharedEquipment);
[_receiver, "ACE_tourniquet"] call EFUNC(common,addToInventory);
} else {
// If the medic is AI, only return tourniquet if enabled
if (missionNamespace getVariable [QEGVAR(medical_ai,requireItems), 0] > 0) then {
[_medic, "ACE_tourniquet"] call EFUNC(common,addToInventory);
};
};
// Handle occluded medications that were blocked due to tourniquet
private _occludedMedications = _patient getVariable [QEGVAR(medical,occludedMedications), []];