Medical StateMachine - Tweak dead state handling (#7061)

* Medical StateMachine - Tweak dead state handling

- Don't call setDammage inside HandleDamage EH
- Add death reason on entering death state

* add a getVar disable in case this causes problems

* Cleanup

* cleanup

* Update addons/medical_statemachine/functions/fnc_enteredStateDeath.sqf

Co-Authored-By: Ferran Obon <magnetar5891@gmail.com>
This commit is contained in:
PabstMirror 2019-09-05 15:56:14 -05:00 committed by GitHub
parent 9d0e474cf5
commit d6c39e661f
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5 changed files with 70 additions and 10 deletions

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@ -16,10 +16,12 @@
*/
params ["_unit"];
if (isNull _unit) exitWith {};
// TODO: Probably also needs additional logic to deal with edge cases
//IGNORE_PRIVATE_WARNING ["_thisOrigin", "_thisTransition"]; // vars provided by CBA_statemachine
TRACE_3("enteredStateDeath",_this,_thisOrigin,_thisTransition);
// Send a local event before death
[QEGVAR(medical,death), [_unit]] call CBA_fnc_localEvent;
private _causeOfDeath = format ["%1:%2", _thisOrigin, _thisTransition];
[_unit] call EFUNC(medical_status,setDead);
// could delay a frame here to fix the double killed EH, but we lose it being a "native" kill (scoreboard / rating)
[_unit, _causeOfDeath] call EFUNC(medical_status,setDead);

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@ -4,6 +4,7 @@ PREP(getBloodLoss);
PREP(getBloodPressure);
PREP(getBloodVolumeChange);
PREP(getCardiacOutput);
PREP(handleKilled);
PREP(hasStableVitals);
PREP(initUnit);
PREP(isBeingCarried);

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@ -8,4 +8,19 @@ PREP_RECOMPILE_END;
#include "initSettings.sqf"
// Add vanilla killed EH to unit to set correct killer
["CAManBase", "init", {
params ["_unit"];
private _config = [_unit] call CBA_fnc_getObjectConfig;
if (getText (_config >> "simulation") == "UAVPilot") exitWith {TRACE_1("ignore UAV AI",typeOf _unit);};
if (getNumber (_config >> "isPlayableLogic") == 1) exitWith {TRACE_1("ignore logic unit",typeOf _unit)};
// Hopefully this EH gets added first as it can only effect other EH called after it
private _ehIndex = _unit addEventHandler ["Killed", {_this call FUNC(handleKilled)}];
#ifdef DEBUG_MODE_FULL
if (_ehIndex != 0) then { WARNING_1("killed EH not first [%1]",_ehIndex); };
#endif
}, nil, [IGNORE_BASE_UAVPILOTS], true] call CBA_fnc_addClassEventHandler;
ADDON = true;

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@ -0,0 +1,41 @@
#include "script_component.hpp"
/*
* Author: PabstMirror
* Vanilla Killed EH, attempts to set correct source/killer for other killed event handlers (vanilla and XEH)
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Killer <OBJECT>
* 2: Instigator <OBJECT>
* 3: Use Effects <BOOL>
*
* Return Value:
* None
*
* Example:
* [cursorObject, player, player, true] call ace_medical_status_fnc_handleKilled
*
* Public: No
*/
params ["_unit", "_killer", "_instigator", "_useEffects"];
TRACE_4("handleKilled",_unit,_killer,_instigator,_useEffects);
private _causeOfDeath = _unit getVariable [QEGVAR(medical,causeOfDeath), "#scripted"];
// if undefined then it's a death not caused by ace's setDead (mission setDamage, disconnect)
if (_causeOfDeath != "#scripted") then {
_killer = _unit getVariable [QEGVAR(medical,lastDamageSource), _killer]; // vehicle
_instigator = _unit getVariable [QEGVAR(medical,lastInstigator), _instigator]; // unit in the turret
// All Killed EHs uses the same array, so we can modify it now to pass the correct killer/instigator
if (missionNamespace getVariable [QEGVAR(medical,modifyKilledArray), true]) then { // getVar so this can be disabled
_this set [1, _killer];
_this set [2, _instigator];
};
};
TRACE_3("killer info",_killer,_instigator,_causeOfDeath);
if (_unit isEqualTo (_unit getVariable [QGVAR(killed), objNull])) exitWith {}; // ensure event is only called once
_unit setVariable [QGVAR(killed), _unit];
["ace_killed", [_unit, _causeOfDeath, _killer, _instigator]] call CBA_fnc_globalEvent;

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@ -13,16 +13,17 @@
* Public: No
*/
params ["_unit", ["_reason", "unknown"]];
params ["_unit", ["_reason", "#setDead"]];
TRACE_2("setDead",_unit,_reason);
// No heart rate or blood pressure to measure when dead
_unit setVariable [VAR_HEART_RATE, 0, true];
_unit setVariable [VAR_BLOOD_PRESS, [0, 0], true];
_unit setVariable [QEGVAR(medical,causeOfDeath), _reason, true];
// Send a local event before death
[QEGVAR(medical,death), [_unit]] call CBA_fnc_localEvent;
// Kill the unit without changing visual apperance
[_unit, 1] call EFUNC(medical_engine,setStructuralDamage);
private _lastShooter = _unit getVariable [QEGVAR(medical,lastDamageSource), objNull];
private _lastInstigator = _unit getVariable [QEGVAR(medical,lastInstigator), objNull];
["ace_killed", [_unit, _reason, _lastShooter, _lastInstigator]] call CBA_fnc_globalEvent;