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Medical AI - Add tourniquet support (#10158)
Add tourniquet support for Medical AI
This commit is contained in:
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4226cd383e
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@ -20,6 +20,7 @@ private _itemHash = createHashMap;
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} forEach [
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["@bandage", ["FieldDressing", "PackingBandage", "ElasticBandage", "QuikClot"]],
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["@iv", ["SalineIV", "SalineIV_500", "SalineIV_250", "BloodIV", "BloodIV_500", "BloodIV_250", "PlasmaIV", "PlasmaIV_500", "PlasmaIV_250"]],
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["tourniquet", ["ApplyTourniquet"]],
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["splint", ["splint"]],
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["morphine", ["morphine"]],
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["epinephrine", ["epinephrine"]]
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@ -47,6 +47,10 @@ if (_this distance _target > 2.5) exitWith {
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_this setVariable [QGVAR(currentTreatment), nil];
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if (CBA_missionTime >= (_this getVariable [QGVAR(nextMoveOrder), CBA_missionTime])) then {
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_this setVariable [QGVAR(nextMoveOrder), CBA_missionTime + 10];
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// Medic, when doing a lot of treatment, moves away from injured over time (because of animations)
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// Need to allow the medic to move back to the injured again
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_this forceSpeed -1;
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_this doMove getPosATL _target;
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1 moving to %2", _this, _target];
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@ -27,13 +27,28 @@ if (_finishTime > 0) exitWith {
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if (CBA_missionTime >= _finishTime) then {
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TRACE_5("treatment finished",_finishTime,_treatmentTarget,_treatmentEvent,_treatmentArgs,_treatmentItem);
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_healer setVariable [QGVAR(currentTreatment), nil];
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private _usedItem = "";
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if ((GVAR(requireItems) > 0) && {_treatmentItem != ""}) then {
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([_healer, _treatmentItem] call FUNC(itemCheck)) params ["_itemOk", "_itemClassname", "_treatmentClass"];
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if (!_itemOk) exitWith { _treatmentEvent = "#fail"; }; // no item after delay
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// No item after treatment done
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if (!_itemOk) exitWith {
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_treatmentEvent = "#fail";
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};
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if (_treatmentClass != "") then {
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_healer removeItem _itemClassname;
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if (_treatmentClass != "") then { _treatmentArgs set [2, _treatmentClass]; };
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_usedItem = _itemClassname;
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_treatmentArgs set [2, _treatmentClass];
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};
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};
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if ((_treatmentTarget == _target) && {(_treatmentEvent select [0, 1]) != "#"}) then {
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// There is no event for tourniquet removal, so handle calling function directly
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if (_treatmentEvent == QGVAR(tourniquetRemove)) exitWith {
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_treatmentArgs call EFUNC(medical_treatment,tourniquetRemove);
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};
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[_treatmentEvent, _treatmentArgs, _target] call CBA_fnc_targetEvent;
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// Splints are already logged on their own
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@ -42,14 +57,25 @@ if (_finishTime > 0) exitWith {
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[_target, "activity", ELSTRING(medical_treatment,Activity_bandagedPatient), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
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};
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case QEGVAR(medical_treatment,ivBagLocal): {
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[_target, _treatmentArgs select 2] call EFUNC(medical_treatment,addToTriageCard);
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if (_usedItem == "") then {
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_usedItem = "ACE_salineIV";
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};
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[_target, _usedItem] call EFUNC(medical_treatment,addToTriageCard);
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[_target, "activity", ELSTRING(medical_treatment,Activity_gaveIV), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
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};
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case QEGVAR(medical_treatment,medicationLocal): {
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private _usedItem = ["ACE_epinephrine", "ACE_morphine"] select (_treatmentArgs select 2 == "Morphine");
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if (_usedItem == "") then {
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_usedItem = ["ACE_epinephrine", "ACE_morphine"] select (_treatmentArgs select 2 == "Morphine");
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};
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[_target, _usedItem] call EFUNC(medical_treatment,addToTriageCard);
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[_target, "activity", ELSTRING(medical_treatment,Activity_usedItem), [[_healer, false, true] call EFUNC(common,getName), getText (configFile >> "CfgWeapons" >> _usedItem >> "displayName")]] call EFUNC(medical_treatment,addToLog);
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};
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case QEGVAR(medical_treatment,tourniquetLocal): {
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[_target, "ACE_tourniquet"] call EFUNC(medical_treatment,addToTriageCard);
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[_target, "activity", ELSTRING(medical_treatment,Activity_appliedTourniquet), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
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};
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};
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#ifdef DEBUG_MODE_FULL
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@ -63,8 +89,47 @@ if (_finishTime > 0) exitWith {
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// Find a suitable limb (no tourniquets) for injecting and giving IVs
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private _fnc_findNoTourniquet = {
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private _bodyPart = "";
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// If all limbs have tourniquets, find the least damaged limb and try to bandage it
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if ((_tourniquets select [2]) find 0 == -1) then {
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// If no bandages available, wait
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if !(([_healer, "@bandage"] call FUNC(itemCheck)) # 0) exitWith {
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_treatmentEvent = "#waitForNonTourniquetedLimb"; // TODO: Medic can move onto another patient/should be flagged as out of supplies
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};
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// Bandage the least bleeding body part
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private _bodyPartBleeding = [0, 0, 0, 0];
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{
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// Ignore head and torso
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private _partIndex = (ALL_BODY_PARTS find _x) - 2;
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if (_partIndex >= 0) then {
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{
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_x params ["", "_amountOf", "_bleeding"];
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_bodyPartBleeding set [_partIndex, (_bodyPartBleeding select _partIndex) + (_amountOf * _bleeding)];
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} forEach _y;
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};
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} forEach GET_OPEN_WOUNDS(_target);
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private _minBodyPartBleeding = selectMin _bodyPartBleeding;
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private _selection = ALL_BODY_PARTS select ((_bodyPartBleeding find _minBodyPartBleeding) + 2);
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// If not bleeding anymore, remove the tourniquet
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if (_minBodyPartBleeding == 0) exitWith {
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_treatmentEvent = QGVAR(tourniquetRemove);
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_treatmentTime = 7;
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_treatmentArgs = [_healer, _target, _selection];
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};
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// Otherwise keep bandaging
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_treatmentEvent = QEGVAR(medical_treatment,bandageLocal);
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_treatmentTime = 5;
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_treatmentArgs = [_target, _selection, "FieldDressing"];
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_treatmentItem = "@bandage";
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} else {
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// Select a random non-tourniqueted limb otherwise
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private _bodyParts = ["leftarm", "rightarm", "leftleg", "rightleg"];
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private _bodyPartsSaved = +_bodyParts;
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while {_bodyParts isNotEqualTo []} do {
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_bodyPart = selectRandom _bodyParts;
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@ -74,18 +139,11 @@ private _fnc_findNoTourniquet = {
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_bodyParts deleteAt (_bodyParts find _bodyPart);
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};
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// If all limbs have tourniquets, use random limb
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if (_bodyPart == "") then {
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_bodyPart = selectRandom _bodyPartsSaved;
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};
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_bodyPart
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_bodyPart // return
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};
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private _isMedic = [_healer] call EFUNC(medical_treatment,isMedic);
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private _heartRate = GET_HEART_RATE(_target);
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private _fractures = GET_FRACTURES(_target);
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private _tourniquets = GET_TOURNIQUETS(_target);
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private _treatmentEvent = "#none";
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@ -94,46 +152,77 @@ private _treatmentTime = 6;
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private _treatmentItem = "";
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if (true) then {
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if (
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(GET_WOUND_BLEEDING(_target) > 0) &&
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{([_healer, "@bandage"] call FUNC(itemCheck)) # 0}
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) exitWith {
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// Select first bleeding wound and bandage it
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private _selection = "?";
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if (IS_BLEEDING(_target)) exitWith {
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private _hasBandage = ([_healer, "@bandage"] call FUNC(itemCheck)) # 0;
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private _hasTourniquet = ([_healer, "tourniquet"] call FUNC(itemCheck)) # 0;
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// Patient is not worth treating if bloodloss can't be stopped
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if !(_hasBandage || _hasTourniquet) exitWith {
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_treatmentEvent = "#cantStabilise"; // TODO: Medic should be flagged as out of supplies
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};
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// Bandage the heaviest bleeding body part
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private _bodyPartBleeding = [0, 0, 0, 0, 0, 0];
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{
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private _partIndex = ALL_BODY_PARTS find _x;
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// Ignore tourniqueted limbs
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if (_tourniquets select (ALL_BODY_PARTS find _x) == 0 && {
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_y findIf {
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_x params ["", "_amount", "_percentage"];
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(_amount * _percentage) > 0
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} != -1}
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) exitWith { _selection = _x; };
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if (_tourniquets select _partIndex == 0) then {
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{
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_x params ["", "_amountOf", "_bleeding"];
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_bodyPartBleeding set [_partIndex, (_bodyPartBleeding select _partIndex) + (_amountOf * _bleeding)];
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} forEach _y;
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};
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} forEach GET_OPEN_WOUNDS(_target);
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private _maxBodyPartBleeding = selectMax _bodyPartBleeding;
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private _bodyPartIndex = _bodyPartBleeding find _maxBodyPartBleeding;
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private _selection = ALL_BODY_PARTS select _bodyPartIndex;
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// Apply tourniquet if moderate bleeding or no bandage is available, and if not head and torso
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if (_hasTourniquet && {_bodyPartIndex > HITPOINT_INDEX_BODY} && {!_hasBandage || {_maxBodyPartBleeding > 0.3}}) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,tourniquetLocal);
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_treatmentTime = 7;
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_treatmentArgs = [_target, _selection];
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_treatmentItem = "tourniquet";
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};
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_treatmentEvent = QEGVAR(medical_treatment,bandageLocal);
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_treatmentTime = 5;
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_treatmentArgs = [_target, _selection, "FieldDressing"];
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_treatmentItem = "@bandage";
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};
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private _hasIV = ([_healer, "@iv"] call FUNC(itemCheck)) # 0;
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private _bloodVolume = GET_BLOOD_VOLUME(_target);
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private _needsIV = _bloodVolume < MINIMUM_BLOOD_FOR_STABLE_VITALS;
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private _canGiveIV = _needsIV &&
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{_healer call EFUNC(medical_treatment,isMedic)} &&
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{([_healer, "@iv"] call FUNC(itemCheck)) # 0}; // Has IVs
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private _doCPR = IN_CRDC_ARRST(_target) && {EGVAR(medical_treatment,cprSuccessChanceMin) > 0};
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// 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)
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// If healer has no IVs, allow AI to do CPR to keep injured alive
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if (
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IN_CRDC_ARRST(_target) &&
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{EGVAR(medical_treatment,cprSuccessChanceMin) > 0} &&
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{!_hasIV || {_bloodVolume >= BLOOD_VOLUME_CLASS_3_HEMORRHAGE}}
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_doCPR &&
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{!_canGiveIV || {_bloodVolume >= BLOOD_VOLUME_CLASS_3_HEMORRHAGE}}
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) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,cprLocal);
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_treatmentArgs = [_healer, _target];
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_treatmentTime = 15;
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};
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private _needsIv = _bloodVolume < MINIMUM_BLOOD_FOR_STABLE_VITALS;
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private _canGiveIv = _isMedic && _hasIV && _needsIv;
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private _bodypart = "";
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if (_canGiveIv) then {
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if (
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_canGiveIV && {
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// If all limbs are tourniqueted, bandage the one with the least amount of wounds, so that the tourniquet can be removed
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_bodyPart = call _fnc_findNoTourniquet;
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_bodyPart == ""
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}
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) exitWith {};
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if (_canGiveIV) then {
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// Check if patient's blood volume + remaining IV volume is enough to allow the patient to wake up
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private _totalIvVolume = 0; //in ml
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{
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@ -144,17 +233,20 @@ if (true) then {
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// Check if the medic has to wait, which allows for a little multitasking
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if (_bloodVolume + (_totalIvVolume / 1000) >= MINIMUM_BLOOD_FOR_STABLE_VITALS) then {
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_treatmentEvent = "#waitForIV";
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_canGiveIv = false;
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_needsIV = false;
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_canGiveIV = false;
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};
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};
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if (_canGiveIv) exitWith {
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if (_canGiveIV) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,ivBagLocal);
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_treatmentTime = 5;
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_treatmentArgs = [_target, call _fnc_findNoTourniquet, "SalineIV"];
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_treatmentArgs = [_target, _bodyPart, "SalineIV"];
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_treatmentItem = "@iv";
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};
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private _fractures = GET_FRACTURES(_target);
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if (
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((_fractures select 4) == 1) &&
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{([_healer, "splint"] call FUNC(itemCheck)) # 0}
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@ -176,47 +268,70 @@ if (true) then {
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};
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// Wait until the injured has enough blood before administering drugs
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if (_needsIv) then {
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_treatmentEvent = "#waitForIV"
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// (_needsIV && !_canGiveIV), but _canGiveIV is false here, otherwise IV would be given
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if (_needsIV || {_treatmentEvent == "#waitForIV"}) exitWith {
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// If injured is in cardiac arrest and the healer is doing nothing else, start CPR
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if (_doCPR) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,cprLocal); // TODO: Medic remains in this loop until injured is given enough IVs or dies
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_treatmentArgs = [_healer, _target];
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_treatmentTime = 15;
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};
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if (_treatmentEvent == "#waitForIV") exitWith {};
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// If the injured needs IVs, but healer can't give it to them, have healder wait
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if (_needsIV) exitWith {
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_treatmentEvent = "#needsIV"; // TODO: Medic can move onto another patient
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};
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};
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if ((count (_target getVariable [VAR_MEDICATIONS, []])) >= 6) exitWith {
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_treatmentEvent = "#tooManyMeds";
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_treatmentEvent = "#tooManyMeds"; // TODO: Medic can move onto another patient
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};
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private _heartRate = GET_HEART_RATE(_target);
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if (
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((IS_UNCONSCIOUS(_target) && {_heartRate < 160}) || {_heartRate <= 50}) &&
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(IS_UNCONSCIOUS(_target) || {_heartRate <= 50}) &&
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{([_healer, "epinephrine"] call FUNC(itemCheck)) # 0}
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) exitWith {
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if (CBA_missionTime < (_target getVariable [QGVAR(nextEpinephrine), -1])) exitWith {
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_treatmentEvent = "#waitForEpinephrineToTakeEffect";
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};
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if (_heartRate > 180) exitWith {
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_treatmentEvent = "#waitForSlowerHeart";
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_treatmentEvent = "#waitForSlowerHeart"; // TODO: Medic can move onto another patient, after X amount of time of high HR
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};
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// If all limbs are tourniqueted, bandage the one with the least amount of wounds, so that the tourniquet can be removed
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_bodyPart = call _fnc_findNoTourniquet;
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if (_bodyPart == "") exitWith {};
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_target setVariable [QGVAR(nextEpinephrine), CBA_missionTime + 10];
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_treatmentEvent = QEGVAR(medical_treatment,medicationLocal);
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_treatmentTime = 2.5;
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_treatmentArgs = [_target, call _fnc_findNoTourniquet, "Epinephrine"];
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_treatmentArgs = [_target, _bodyPart, "Epinephrine"];
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_treatmentItem = "epinephrine";
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};
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if (
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(((GET_PAIN_PERCEIVED(_target) > 0.25) && {_heartRate > 40}) || {_heartRate >= 180}) &&
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((GET_PAIN_PERCEIVED(_target) > 0.25) || {_heartRate >= 180}) &&
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{([_healer, "morphine"] call FUNC(itemCheck)) # 0}
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) exitWith {
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if (CBA_missionTime < (_target getVariable [QGVAR(nextMorphine), -1])) exitWith {
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_treatmentEvent = "#waitForMorphineToTakeEffect";
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};
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if (_heartRate < 60) exitWith {
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_treatmentEvent = "#waitForFasterHeart";
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_treatmentEvent = "#waitForFasterHeart"; // TODO: Medic can move onto another patient, after X amount of time of low HR
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};
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// If all limbs are tourniqueted, bandage the one with the least amount of wounds, so that the tourniquet can be removed
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_bodyPart = call _fnc_findNoTourniquet;
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if (_bodyPart == "") exitWith {};
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_target setVariable [QGVAR(nextMorphine), CBA_missionTime + 30];
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_treatmentEvent = QEGVAR(medical_treatment,medicationLocal);
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_treatmentTime = 2.5;
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_treatmentArgs = [_target, call _fnc_findNoTourniquet, "Morphine"];
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_treatmentArgs = [_target, _bodyPart, "Morphine"];
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_treatmentItem = "morphine";
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};
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};
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@ -225,10 +340,15 @@ _healer setVariable [QGVAR(currentTreatment), [CBA_missionTime + _treatmentTime,
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// Play animation
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if ((_treatmentEvent select [0, 1]) != "#") then {
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private _treatmentClassname = _treatmentArgs select 2;
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if (_treatmentEvent == QEGVAR(medical_treatment,splintLocal)) then { _treatmentClassname = "Splint" };
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if (_treatmentEvent == QEGVAR(medical_treatment,cprLocal)) then { _treatmentClassname = "CPR" };
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[_healer, _treatmentClassname, (_healer == _target)] call FUNC(playTreatmentAnim);
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private _treatmentClassname = switch (_treatmentEvent) do {
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case QEGVAR(medical_treatment,splintLocal): {"Splint"};
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case QEGVAR(medical_treatment,cprLocal): {"CPR"};
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case QEGVAR(medical_treatment,tourniquetLocal): {"ApplyTourniquet"};
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case QGVAR(tourniquetRemove): {"RemoveTourniquet"};
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default {_treatmentArgs select 2};
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};
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[_healer, _treatmentClassname, _healer == _target] call FUNC(playTreatmentAnim);
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};
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#ifdef DEBUG_MODE_FULL
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@ -26,8 +26,10 @@ private _partIndex = ALL_BODY_PARTS find tolowerANSI _bodyPart;
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private _tourniquets = GET_TOURNIQUETS(_patient);
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if (_tourniquets select _partIndex == 0) exitWith {
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if (_medic == ACE_player) then {
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[LSTRING(noTourniquetOnBodyPart), 1.5] call EFUNC(common,displayTextStructured);
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};
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};
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_tourniquets set [_partIndex, 0];
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_patient setVariable [VAR_TOURNIQUET, _tourniquets, true];
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@ -39,8 +41,15 @@ TRACE_1("clearConditionCaches: tourniquetRemove",_nearPlayers);
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[QEGVAR(interact_menu,clearConditionCaches), [], _nearPlayers] call CBA_fnc_targetEvent;
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// Add tourniquet item to medic or patient
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if (_medic call EFUNC(common,isPlayer)) then {
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private _receiver = [_patient, _medic, _medic] select GVAR(allowSharedEquipment);
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[_receiver, "ACE_tourniquet"] call EFUNC(common,addToInventory);
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} else {
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// If the medic is AI, only return tourniquet if enabled
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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), []];
|
||||
|
Loading…
Reference in New Issue
Block a user