Limping / Splint Treatment (#6947)

* Improve adjustment calcs / wound blood loss / medications

fix func descriptions

Calc wound blood loss on events

reorder includes so scritpmacroMed has global effect

trivial optimization for getCardiacOutput

Fix var

Fix wounds not reopening (nil _category)

Fix surgical kit inherting canBandage conditional

debug hitpoints

Update ACE_Medical_Treatment_Actions.hpp

Use woundBleeding for IS_BLEEDING macro

rework medication vars

comments

Reset var in init / fullHeal

Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* Change wound data array

Drop unique id and merge classId and category

* Splinting and treatment and gui

* Add arm fractures and aim effects

* localizations and event

* fix

* cleanup

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* formating, rename bone images

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* disable calls to extension

* Update fnc_onMedicationUsage.sqf

* Medical - Skip unneeded setVars on initUnit (#6949)

*  Medical - Transfer state machine state on locality (#6950)

* Medical - Transfer state machine state on locality

* Fix feedback isUnconscious var

* Exclude AI

* Make UAV excludes consistant, formating

* Update fnc_treatmentFullHealLocal.sqf

* reset fractures on respawn
This commit is contained in:
PabstMirror 2019-05-11 23:13:59 -05:00 committed by GitHub
parent 746d384a04
commit e56cc0d74e
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GPG Key ID: 4AEE18F83AFDEB23
56 changed files with 615 additions and 229 deletions

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@ -19,8 +19,8 @@
//Status Effect EHs:
[QGVAR(setStatusEffect), {_this call FUNC(statusEffect_set)}] call CBA_fnc_addEventHandler;
["forceWalk", false, ["ACE_SwitchUnits", "ACE_Attach", "ACE_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_Sandbag", "ACE_refuel", "ACE_rearm", "ACE_Trenches"]] call FUNC(statusEffect_addType);
["blockSprint", false, []] call FUNC(statusEffect_addType);
["forceWalk", false, ["ace_advanced_fatigue", "ACE_SwitchUnits", "ACE_Attach", "ACE_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_Sandbag", "ACE_refuel", "ACE_rearm", "ACE_Trenches"]] call FUNC(statusEffect_addType);
["blockSprint", false, ["ace_advanced_fatigue", "ace_medical_fracture"]] call FUNC(statusEffect_addType);
["setCaptive", true, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered)]] call FUNC(statusEffect_addType);
["blockDamage", false, ["fixCollision", "ACE_cargo"]] call FUNC(statusEffect_addType);
["blockEngine", false, ["ACE_Refuel"]] call FUNC(statusEffect_addType);

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@ -6,7 +6,7 @@
* Arguments:
* 0: Namespace <OBJECT><LOCATION><MISSIONNAMESPACE>
* 1: Number Set ID <STRING>
* 2: Operation (sum, product, min, max, avg) <STRING>
* 2: Operation (sum, product, min, max, avg) (Case Sensitive) <STRING>
*
* Return Value:
* Value <NUMBER>
@ -19,11 +19,19 @@
*/
params ["_namespace", "_setID", "_op"];
TRACE_3("params",_namespace,_setID,_op);
TRACE_3("arithmeticGetResult",_namespace,_setID,_op);
private _data = (_namespace getVariable _setID) param [2, []];
switch (_op) do {
case ("max"): {
private _result = -1e99;
{
_result = _result max (call _x);
nil
} count _data;
_result // return
};
case ("sum"): {
private _result = 0;
{
@ -48,14 +56,6 @@ switch (_op) do {
} count _data;
_result // return
};
case ("max"): {
private _result = -1e99;
{
_result = _result max (call _x);
nil
} count _data;
_result // return
};
case ("avg"): {
private _result = 0;
{

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@ -6,9 +6,7 @@
if (!hasInterface) exitWith {};
[missionNamespace, "ACE_setCustomAimCoef", QUOTE(ADDON), {
private _pain = GET_PAIN_PERCEIVED(ACE_player);
linearConversion [0, 1, _pain, 1, 5, true];
(linearConversion [0, 1, GET_PAIN_PERCEIVED(ACE_player), 1, 5, true]) + (ACE_player getVariable [QEGVAR(medical_engine,aimFracture), 0])
}] call EFUNC(common,arithmeticSetSource);
#ifdef DEBUG_MODE_FULL

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@ -3,7 +3,8 @@
["medical", {
// Hide when patient display is up because they might overlap
if (!isNull EGVAR(medical_gui,displayPatientInformationTarget)) exitWith {""};
private _display = uiNamespace getVariable [QEGVAR(medical_gui,RscPatientInfo), displayNull];
if (!isNull _display) exitWith {"Paused"};
private _unit = cursorTarget;
if (!(_unit isKindOf "CAManBase")) then {_unit = cursorObject};
@ -59,6 +60,10 @@
_return pushBack format ["Hitpoints: [HHed:%1] [HBod: %2]", (_unit getHitPointDamage "HitHead") toFixed 2, (_unit getHitPointDamage "HitBody") toFixed 2];
_return pushBack format ["[HHnd:%1] [HLeg: %2] %3", (_unit getHitPointDamage "HitHands") toFixed 2, (_unit getHitPointDamage "HitLegs") toFixed 2, _limping];
private _fractures = _unit getVariable [QEGVAR(medical,fractures), [0,0,0,0,0,0]];
private _canSprint = if (isSprintAllowed _unit) then {""} else {"[<t color ='#FFCC22'>Sprint Blocked</t>]"};
_return pushBack format ["Fractures: %1 %2", _fractures, _canSprint];
// Tourniquets:
_return pushBack "------- Tourniquets: -------";
@ -82,24 +87,24 @@
_return pushBack "------- Wounds: -------";
private _wounds = _unit getVariable [QEGVAR(medical,openWounds), []];
{
_x params ["", "_xClassID", "_xBodyPartN", "_xAmountOf", "_xBleeding", "_xDamage", "_xCategory"];
_return pushBack format ["%1: [%2-%3] [x%4] [Bld: %5] [Dmg: %6]", ALL_SELECTIONS select _xBodyPartN, _xClassID, _xCategory, _xAmountOf toFixed 1, _xBleeding toFixed 4, _xDamage toFixed 2];
_x params ["_xClassID", "_xBodyPartN", "_xAmountOf", "_xBleeding", "_xDamage"];
_return pushBack format ["%1: [%2] [x%3] [Bld: %4] [Dmg: %5]", ALL_SELECTIONS select _xBodyPartN, _xClassID, _xAmountOf toFixed 1, _xBleeding toFixed 4, _xDamage toFixed 2];
} forEach _wounds;
// Bandaged Wounds:
_return pushBack "------- Bandaged Wounds: -------";
private _wounds = _unit getVariable [QEGVAR(medical,bandagedWounds), []];
{
_x params ["", "_xClassID", "_xBodyPartN", "_xAmountOf", "_xBleeding", "_xDamage", "_xCategory"];
_return pushBack format ["%1: [%2-%3] [x%4] [Bld: %5] [Dmg: %6]", ALL_SELECTIONS select _xBodyPartN, _xClassID, _xCategory, _xAmountOf toFixed 1, _xBleeding toFixed 4, _xDamage toFixed 2];
_x params ["_xClassID", "_xBodyPartN", "_xAmountOf", "_xBleeding", "_xDamage"];
_return pushBack format ["%1: [%2] [x%3] [Bld: %4] [Dmg: %5]", ALL_SELECTIONS select _xBodyPartN, _xClassID, _xAmountOf toFixed 1, _xBleeding toFixed 4, _xDamage toFixed 2];
} forEach _wounds;
// Stitched Wounds:
_return pushBack "------- Stitched Wounds: -------";
private _wounds = _unit getVariable [QEGVAR(medical,stitchedWounds), []];
{
_x params ["", "_xClassID", "_xBodyPartN", "_xAmountOf", "_xBleeding", "_xDamage", "_xCategory"];
_return pushBack format ["%1: [%2-%3] [x%4] [Bld: %5] [Dmg: %6]", ALL_SELECTIONS select _xBodyPartN, _xClassID, _xCategory, _xAmountOf toFixed 1, _xBleeding toFixed 4, _xDamage toFixed 2];
_x params ["_xClassID", "_xBodyPartN", "_xAmountOf", "_xBleeding", "_xDamage"];
_return pushBack format ["%1: [%2] [x%3] [Bld: %4] [Dmg: %5]", ALL_SELECTIONS select _xBodyPartN, _xClassID, _xAmountOf toFixed 1, _xBleeding toFixed 4, _xDamage toFixed 2];
} forEach _wounds;
// IVs:
@ -139,6 +144,10 @@
_return pushBack "------- Medications Raw: -------";
_return append _rawMedications;
if (_unit isEqualTo ACE_player) then {
_return pushBack format ["ACE_setCustomAimCoef: %1", [missionNamespace, "ACE_setCustomAimCoef", "max"] call EFUNC(common,arithmeticGetResult)];
};
// Footer:
_return pushBack "</t>";

View File

@ -12,3 +12,23 @@ private _categoryArray = [LELSTRING(medical,Category_DisplayName), "?"];
{[QGVAR(spontaneousWakeUpChance), _this] call EFUNC(common,cbaSettings_settingChanged)},
true // Needs mission restart
] call CBA_settings_fnc_init;
[
QEGVAR(medical,limping), "LIST",
[LSTRING(setting_limping_DisplayName), LSTRING(setting_limping_Description)],
_categoryArray,
[[0,1,2],[LELSTRING(common,disabled), LLSTRING(setting_limping_limpOnOpenWounds), LLSTRING(setting_limping_limpRequiresStitching)], 1], // [values, titles, defaultIndex]
true, // isGlobal
{[QEGVAR(medical,limping), _this] call EFUNC(common,cbaSettings_settingChanged)},
true // Needs mission restart
] call CBA_settings_fnc_init;
[
QEGVAR(medical,fractures), "LIST",
[LSTRING(setting_fractures_DisplayName), LSTRING(setting_fractures_Description)],
_categoryArray,
[[0,1,2],[LELSTRING(common,disabled), LLSTRING(setting_fractures_splintHealsFully), LLSTRING(setting_fractures_splintHasEffects)], 1], // [values, titles, defaultIndex]
true, // isGlobal
{[QEGVAR(medical,fractures), _this] call EFUNC(common,cbaSettings_settingChanged)},
true // Needs mission restart
] call CBA_settings_fnc_init;

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@ -481,5 +481,29 @@
<Korean>뚜껑 닫기</Korean>
<Polish>Zamknij pokrywę</Polish>
</Key>
<Key ID="STR_ACE_Medical_setting_limping_DisplayName">
<English>Limping</English>
</Key>
<Key ID="STR_ACE_Medical_setting_limping_Description">
<English>Limp when unit has leg wounds...(todo)</English>
</Key>
<Key ID="STR_ACE_Medical_setting_limping_limpOnOpenWounds">
<English>Limp on open wounds</English>
</Key>
<Key ID="STR_ACE_Medical_setting_limping_limpRequiresStitching">
<English>Limp on open or bandaged wounds</English>
</Key>
<Key ID="STR_ACE_Medical_setting_fractures_DisplayName">
<English>Fractues</English>
</Key>
<Key ID="STR_ACE_Medical_setting_fractures_Description">
<English>Limp fractures... (todo)</English>
</Key>
<Key ID="STR_ACE_Medical_setting_fractures_splintHealsFully">
<English>Splints fully heal fractures</English>
</Key>
<Key ID="STR_ACE_Medical_setting_fractures_splintHasEffects">
<English>Splints heal (but cannot sprint)</English>
</Key>
</Package>
</Project>

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@ -36,6 +36,7 @@ class ACE_Medical_Injuries {
pain = 0.8;
minDamage = 0.1;
causeLimping = 1;
causeFracture = 1;
};
// Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
class Cut {
@ -59,6 +60,7 @@ class ACE_Medical_Injuries {
pain = 0.9;
minDamage = 0.35;
causeLimping = 1;
causeFracture = 1;
};
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
class PunctureWound {

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@ -17,11 +17,13 @@ addMissionEventHandler ["Loaded",{
}];
// decide which woundsHandler to use by whether the extension is present or not
if ("ace_medical" callExtension "version" != "") then {
DFUNC(woundsHandlerActive) = LINKFUNC(woundsHandler);
} else {
// if ("ace_medical" callExtension "version" != "") then {
// DFUNC(woundsHandlerActive) = LINKFUNC(woundsHandler);
// } else {
INFO("Using woundsHandlerSQF");
DFUNC(woundsHandlerActive) = LINKFUNC(woundsHandlerSQF);
};
// };
[QEGVAR(medical,woundReceived), {
params ["_unit", "_woundedHitPoint", "_receivedDamage", "", "_ammo"];

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@ -24,7 +24,7 @@ _bodyPartDamage params ["_headDamage", "_bodyDamage", "_leftArmDamage", "_rightA
// Exclude non penetrating body damage
{
_x params ["", "", "_bodyPartN", "_amountOf", "", "_damage"];
_x params ["", "_bodyPartN", "_amountOf", "", "_damage"];
if (_bodyPartN == 1 && {_damage < PENETRATION_THRESHOLD}) then {
_bodyDamage = _bodyDamage - (_amountOf * _damage);
};

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@ -19,7 +19,8 @@ private _injuriesConfigRoot = configFile >> "ACE_Medical_Injuries";
// --- parse wounds
GVAR(woundClassNames) = [];
GVAR(woundsData) = []; // @todo classTypes are strings currently. Convert them to unqiue IDs instead.
GVAR(woundClassNamesComplex) = []; // index = 10 * classID + category; [will contain nils] e.g. ["aMinor", "aMed", "aLarge", nil, nil..."bMinor"]
GVAR(woundsData) = [];
private _woundsConfig = _injuriesConfigRoot >> "wounds";
private _classID = 0;
@ -34,17 +35,20 @@ private _classID = 0;
private _minDamage = GET_NUMBER(_entry >> "minDamage",0);
private _maxDamage = GET_NUMBER(_entry >> "maxDamage",-1);
private _causes = GET_ARRAY(_entry >> "causes",[]);
private _causeLimping = GET_NUMBER(_entry >> "causeLimping",0);
private _causeLimping = GET_NUMBER(_entry >> "causeLimping",0) == 1;
private _causeFracture = GET_NUMBER(_entry >> "causeFracture",0) == 1;
if !(_causes isEqualTo []) then {
GVAR(woundClassNames) pushBack _className;
GVAR(woundsData) pushBack [_classID, _selections, _bleeding, _pain, [_minDamage, _maxDamage], _causes, _className, _causeLimping];
GVAR(woundsData) pushBack [_classID, _selections, _bleeding, _pain, [_minDamage, _maxDamage], _causes, _className, _causeLimping, _causeFracture];
{
GVAR(woundClassNamesComplex) set [10 * _classID + _forEachIndex, format ["%1%2", _className, _x]];
} forEach ["Minor", "Medium", "Large"];
_classID = _classID + 1;
};
} forEach configProperties [_woundsConfig, "isClass _x"];
// --- parse damage types
GVAR(allDamageTypes) = []; // @todo, currently unused by handle damage (was GVAR(allAvailableDamageTypes))
GVAR(allDamageTypesData) = [] call CBA_fnc_createNamespace;
// minimum lethal damage collection, mapped to damageTypes
@ -57,8 +61,6 @@ private _selectionSpecificDefault = getNumber (_damageTypesConfig >> "selectionS
private _entry = _x;
private _className = configName _entry;
GVAR(allDamageTypes) pushBack _className;
// Check if this type is in the causes of a wound class, if so, we will store the wound types for this damage type
private _woundTypes = [];
{
@ -89,8 +91,8 @@ private _selectionSpecificDefault = getNumber (_damageTypesConfig >> "selectionS
];
TRACE_1("",_extensionArgs);
private _extensionRes = "ace_medical" callExtension _extensionArgs;
TRACE_1("",_extensionRes);
// private _extensionRes = "ace_medical" callExtension _extensionArgs;
// TRACE_1("",_extensionRes);
} forEach configProperties [_damageTypesConfig, "isClass _x"];
// extension loading
@ -121,8 +123,8 @@ private _selectionSpecificDefault = getNumber (_damageTypesConfig >> "selectionS
];
TRACE_1("",_extensionArgs);
private _extensionRes = "ace_medical" callExtension _extensionArgs;
TRACE_1("",_extensionRes);
// private _extensionRes = "ace_medical" callExtension _extensionArgs;
// TRACE_1("",_extensionRes);
} forEach GVAR(woundsData);
"ace_medical" callExtension "ConfigComplete";
// "ace_medical" callExtension "ConfigComplete";

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@ -18,6 +18,8 @@
* 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);

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@ -19,17 +19,14 @@
*/
params ["_unit", "_bodyPart", "_damage", "_typeOfDamage"];
TRACE_4("start",_unit,_bodyPart,_damage,_typeOfDamage);
TRACE_4("woundsHandlerSQF",_unit,_bodyPart,_damage,_typeOfDamage);
// Convert the selectionName to a number and ensure it is a valid selection.
private _bodyPartN = ALL_BODY_PARTS find toLower _bodyPart;
if (_bodyPartN < 0) exitWith {};
if (_bodyPartN < 0) exitWith { ERROR_1("invalid body part %1",_bodyPart); };
if (_typeOfDamage isEqualTo "") then {
_typeOfDamage = "unknown";
};
if (isNil {GVAR(allDamageTypesData) getVariable _typeOfDamage} ) then {
if ((_typeOfDamage isEqualTo "") || {isNil {GVAR(allDamageTypesData) getVariable _typeOfDamage}}) then {
WARNING_1("damage type [%1] not found",_typeOfDamage);
_typeOfDamage = "unknown";
};
@ -65,22 +62,22 @@ private _allPossibleInjuries = [];
} forEach _woundTypes;
// No possible wounds available for this damage type or damage amount.
if (_highestPossibleSpot < 0) exitWith {};
if (_highestPossibleSpot < 0) exitWith { TRACE_2("no wounds possible",_damage,_highestPossibleSpot); };
// Administration for open wounds and ids
private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []];
private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
private _updateDamageEffects = false;
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);
private _woundsCreated = [];
{
_x params ["_thresholdMinDam", "_thresholdWoundCount"];
if (_thresholdMinDam <= _damage) exitWith {
private _woundDamage = _damage / (_thresholdWoundCount max 1); // If the damage creates multiple wounds
for "_i" from 0 to (_thresholdWoundCount-1) do {
for "_i" from 1 to _thresholdWoundCount do {
// Find the injury we are going to add. Format [ classID, allowdSelections, bleedingRate, injuryPain]
private _oldInjury = if (random 1 >= 0.85) then {
_woundTypes select _highestPossibleSpot
@ -88,15 +85,13 @@ private _woundsCreated = [];
selectRandom _allPossibleInjuries
};
_oldInjury params ["_woundClassIDToAdd", "", "_injuryBleedingRate", "_injuryPain"];
_oldInjury params ["_woundClassIDToAdd", "", "_injuryBleedingRate", "_injuryPain", "", "", "", "_causeLimping", "_causeFracture"];
private _bodyPartNToAdd = [floor random 6, _bodyPartN] select _isSelectionSpecific; // 6 == count ALL_BODY_PARTS
_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
// Create a new injury. Format [ID, classID, bodypart, percentage treated, bleeding rate]
private _injury = [_woundID, _woundClassIDToAdd, _bodyPartNToAdd, 1, _injuryBleedingRate];
// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
private _nastinessLikelihood = linearConversion [0, 20, (_woundDamage / _thresholdWoundCount), 0.5, 30, true];
@ -110,16 +105,15 @@ private _woundsCreated = [];
// wound category (minor [0..0.5], medium[0.5..1.0], large[1.0+])
private _category = floor linearConversion [0, 1, _bleedingModifier, 0, 2, true];
// wound category (minor, medium, large)
private _category = floor ((0 max _bleeding min 0.1) / 0.05);
private _classComplex = 10 * _woundClassIDToAdd + _category;
_injury set [4, _bleeding];
_injury set [5, _woundDamage];
_injury set [6, _category];
// Create a new injury. Format [0:classComplex, 1:bodypart, 2:amountOf, 3:bleedingRate, 4:woundDamage]
private _injury = [_classComplex, _bodyPartNToAdd, 1, _bleeding, _woundDamage];
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
@ -139,44 +133,53 @@ private _woundsCreated = [];
[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
};
};
case (_causeFracture && {EGVAR(medical,fractures) > 0} && {_bodyPartNToAdd > 1} && {_woundDamage > FRACTURE_DAMAGE_THRESHOLD}): {
TRACE_1("limb fracture",_bodyPartNToAdd);
// todo: play sound?
private _fractures = _unit getVariable [QEGVAR(medical,fractures), [0,0,0,0,0,0]];
_fractures set [_bodyPartNToAdd, 1];
_unit setVariable [QEGVAR(medical,fractures), _fractures, true];
[QEGVAR(medical,fracture), [_unit, _bodyPartNToAdd]] call CBA_fnc_localEvent; // local event for fracture
_updateDamageEffects = true;
};
case (_causeLimping && {EGVAR(medical,limping) > 0} && {_bodyPartNToAdd > 3} && {_woundDamage > LIMPING_DAMAGE_THRESHOLD}): {
_updateDamageEffects = true;
};
// 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 {
_x params ["_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage"];
if (
(_classComplex == _classID) &&
{_bodyPartNToAdd == _bodyPartN} &&
{(_bodyPartNToAdd != 1) || {(_woundDamage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}} && // penetrating body damage is handled differently
{(_bodyPartNToAdd > 3) || {!_causeLimping} || {(_woundDamage <= LIMPING_DAMAGE_THRESHOLD) isEqualTo (_oldDamage <= LIMPING_DAMAGE_THRESHOLD)}} // ensure limping damage is stacked correctly
) exitWith {
TRACE_2("merging with existing wound",_injury,_x);
private _newAmountOf = _oldAmountOf + 1;
_x set [3, _newAmountOf];
_x set [2, _newAmountOf];
private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
_x set [4, _newBleeding];
_x set [3, _newBleeding];
private _newDamage = (_oldAmountOf * _oldDamage + _woundDamage) / _newAmountOf;
_x set [5, _newDamage];
_x set [4, _newDamage];
_createNewWound = false;
};
};
} forEach _openWounds;
if (_createNewWound) then {
TRACE_1("adding new wound",_injury);
_openWounds pushBack _injury;
};
// New injuries will also increase the wound ID
_woundID = _woundID + 1;
// Store the injury so we can process it later correctly.
_woundsCreated pushBack _injury;
};
};
} forEach _thresholds;
if (_updateDamageEffects) then {
[_unit] call EFUNC(medical_engine,updateDamageEffects);
};
_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
@ -190,4 +193,4 @@ if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
[_unit] call FUNC(handleIncapacitation);
};
TRACE_5("exit",_unit,_painLevel,GET_PAIN(_unit),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
TRACE_4("exit",_unit,_painLevel,GET_PAIN(_unit),_unit getVariable QEGVAR(medical,openWounds));

View File

@ -1,6 +1,6 @@
PREP(handleDamage);
PREP(damageBodyPart);
PREP(updateBodyPartVisuals);
PREP(setLimping);
PREP(updateDamageEffects);
PREP(setStructuralDamage);
PREP(setUnconsciousAnim);

View File

@ -1,5 +1,12 @@
#include "script_component.hpp"
[QGVAR(updateDamageEffects), LINKFUNC(updateDamageEffects)] call CBA_fnc_addEventHandler;
["unit", {
params ["_new"];
[_new] call FUNC(updateDamageEffects); // Run on new controlled unit to update QGVAR(aimFracture)
}, true] call CBA_fnc_addPlayerEventHandler;
["CAManBase", "init", {
params ["_unit"];

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@ -1,30 +0,0 @@
#include "script_component.hpp"
/*
* Author: commy2
* Forces a unit to limp or not.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Limping (optional, default: true) <BOOLEAN>
*
* Return Value:
* None
*
* Example:
* [player, true] call ace_medical_engine_fnc_setLimping
*
* Public: No
*/
params [["_unit", objNull, [objNull]], ["_isLimping", true, [false]]];
if (!local _unit) exitWith {
ERROR("Unit not local or null");
};
_unit setVariable [QEGVAR(medical,isLimping), _isLimping, true];
// refresh
private _isDamaged = _unit getHitPointDamage "HitLegs" >= DAMAGED_MIN_THRESHOLD && {_unit getHitPointDamage "HitLegs" != LIMPING_MIN_DAMAGE};
[_unit, "Legs", _isDamaged] call FUNC(damageBodyPart);

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@ -0,0 +1,67 @@
#include "script_component.hpp"
/*
* Author: commy2, PabstMirror
* Updates damage effects for limping and fractures
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Limping (optional, default: true) <BOOLEAN>
*
* Return Value:
* None
*
* Example:
* [player] call ace_medical_engine_fnc_updateDamageEffects
*
* Public: No
*/
params [["_unit", objNull, [objNull]]];
if (!local _unit) exitWith { ERROR("Unit not local or null"); };
private _isLimping = false;
if (EGVAR(medical,fractures) > 0) then {
private _fractures = _unit getVariable [QEGVAR(medical,fractures), [0,0,0,0,0,0]];
TRACE_1("",_fractures);
if (((_fractures select 4) == 1) || {(_fractures select 5) == 1}) then {
TRACE_1("limping because of fracture",_fractures);
_isLimping = true;
};
private _aimFracture = 0;
if ((_fractures select 2) == 1) then { _aimFracture = _aimFracture + 4; };
if ((_fractures select 3) == 1) then { _aimFracture = _aimFracture + 4; };
if (EGVAR(medical,fractures) == 2) then { // the limp with a splint will still cause effects
private _isSprintBlocked = ((_fractures select 4) == -1) || {(_fractures select 5) == -1}; // block sprinting if we have a leg splint on
if (_isSprintBlocked || {!isSprintAllowed _unit}) then { // only update status effect if we need to
TRACE_1("updating status effect",_isSprintBlocked);
[_unit, "blockSprint", QEGVAR(medical,fracture), _isSprintBlocked] call EFUNC(common,statusEffect_set);
};
if ((_fractures select 2) == 1) then { _aimFracture = _aimFracture + 2; };
if ((_fractures select 3) == 1) then { _aimFracture = _aimFracture + 2; };
};
_unit setVariable [QGVAR(aimFracture), _aimFracture, false]; // local only var, used in ace_medical's postInit to set ACE_setCustomAimCoef
};
if (!_isLimping && {EGVAR(medical,limping) > 0}) then {
private _woundsToCheck = _unit getVariable [QEGVAR(medical,openWounds), []];
if (EGVAR(medical,limping) == 2) then {
_woundsToCheck = _woundsToCheck + (_unit getVariable [QEGVAR(medical,bandagedWounds), []]); // do not append
};
{
_x params ["_xClassID", "_xBodyPartN", "_xAmountOf", "", "_xDamage"];
if ((_xBodyPartN > 3) && {_xAmountOf > 0} && {_xDamage > LIMPING_DAMAGE_THRESHOLD} && {
(EGVAR(medical_damage,woundsData) select (_xClassID / 10)) select 7}) exitWith { // select _causeLimping from woundsData
TRACE_1("limping because of wound",_x);
_isLimping = true;
};
} forEach _woundsToCheck;
};
_unit setVariable [QEGVAR(medical,isLimping), _isLimping, true];
// refresh
private _isDamaged = _unit getHitPointDamage "HitLegs" >= DAMAGED_MIN_THRESHOLD && {_unit getHitPointDamage "HitLegs" != LIMPING_MIN_DAMAGE};
[_unit, "Legs", _isDamaged] call FUNC(damageBodyPart);

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@ -74,12 +74,15 @@
// Minimum leg damage required for limping
#define LIMPING_DAMAGE_THRESHOLD 0.30
// Minimum limb damage required for fracture
#define FRACTURE_DAMAGE_THRESHOLD 0.50
// Minimum body part damage required for blood effect on uniform
#define VISUAL_BODY_DAMAGE_THRESHOLD 0.35
// Empty wound data, used for some default return values
// [ID, classID, bodypartIndex, amountOf, bloodloss, damage, category]
#define EMPTY_WOUND [-1, -1, -1, 0, 0, 0, 0]
// [classID, bodypartIndex, amountOf, bloodloss, damage]
#define EMPTY_WOUND [-1, -1, 0, 0, 0]
// Base time to bandage each wound category
#define BANDAGE_TIME_S 4

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@ -56,8 +56,7 @@ GVAR(heartBeatEffectRunning) = false;
// Update effects to match new unit's current status (this also handles respawn)
["unit", {
params ["_new"];
private _status = _new getVariable ["ace_unconscious", false];
private _status = IS_UNCONSCIOUS(_new);
if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
_new setVariable ["tf_voiceVolume", [1, 0] select _status, true];

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@ -25,7 +25,7 @@ private _bloodLossOnBodyPart = 0;
// Add all bleeding from wounds on selection
{
_x params ["", "", "_bodyPartN", "_amountOf", "_bleeding"];
_x params ["", "_bodyPartN", "_amountOf", "_bleeding"];
if (_bodyPartN == _partIndex) then {
_bloodLossOnBodyPart = _bloodLossOnBodyPart + (_amountOf * _bleeding);

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@ -20,16 +20,17 @@ params ["_ctrlGroup", "_target"];
// Get tourniquets, damage, and blood loss for target
private _tourniquets = GET_TOURNIQUETS(_target);
private _fractures = _target getVariable [QEGVAR(medical,fractures), [0,0,0,0,0,0]];
private _bodyPartDamage = _target getVariable [QEGVAR(medical,bodyPartDamage), [0, 0, 0, 0, 0, 0]];
private _bodyPartBloodLoss = [0, 0, 0, 0, 0, 0];
{
_x params ["", "", "_bodyPartN", "_amountOf", "_bleeding"];
_x params ["", "_bodyPartN", "_amountOf", "_bleeding"];
_bodyPartBloodLoss set [_bodyPartN, (_bodyPartBloodLoss select _bodyPartN) + (_bleeding * _amountOf)];
} forEach (_target getVariable [QEGVAR(medical,openWounds), []]);
{
_x params ["_bodyPartIDC", ["_tourniquetIDC", -1]];
_x params ["_bodyPartIDC", ["_tourniquetIDC", -1], ["_fractureIDC", -1]];
// Show or hide the tourniquet icon
if (_tourniquetIDC != -1) then {
@ -37,6 +38,27 @@ private _bodyPartBloodLoss = [0, 0, 0, 0, 0, 0];
private _ctrlTourniquet = _ctrlGroup controlsGroupCtrl _tourniquetIDC;
_ctrlTourniquet ctrlShow _hasTourniquet;
};
// Show or hide fractrue/bones
if (_fractureIDC != -1) then {
private _ctrlBone = _ctrlGroup controlsGroupCtrl _fractureIDC;
switch (_fractures select _forEachIndex) do {
case (0): {
_ctrlBone ctrlShow false;
};
case (1): {
_ctrlBone ctrlShow true;
_ctrlBone ctrlSetTextColor [1, 0, 0, 1];
};
case (-1): {
if (EGVAR(medical,fractures) == 2) then {
_ctrlBone ctrlShow true;
_ctrlBone ctrlSetTextColor [0, 0, 1, 1];
} else {
_ctrlBone ctrlShow false;
};
};
};
};
// Update body part color based on blood loss and damage
private _bloodLoss = _bodyPartBloodLoss select _forEachIndex;
@ -52,8 +74,8 @@ private _bodyPartBloodLoss = [0, 0, 0, 0, 0, 0];
} forEach [
[IDC_BODY_HEAD],
[IDC_BODY_TORSO],
[IDC_BODY_ARMLEFT, IDC_BODY_ARMLEFT_T],
[IDC_BODY_ARMRIGHT, IDC_BODY_ARMRIGHT_T],
[IDC_BODY_LEGLEFT, IDC_BODY_LEGLEFT_T],
[IDC_BODY_LEGRIGHT, IDC_BODY_LEGRIGHT_T]
[IDC_BODY_ARMLEFT, IDC_BODY_ARMLEFT_T, IDC_BODY_ARMLEFT_B],
[IDC_BODY_ARMRIGHT, IDC_BODY_ARMRIGHT_T, IDC_BODY_ARMRIGHT_B],
[IDC_BODY_LEGLEFT, IDC_BODY_LEGLEFT_T, IDC_BODY_LEGLEFT_B],
[IDC_BODY_LEGRIGHT, IDC_BODY_LEGRIGHT_T, IDC_BODY_LEGRIGHT_B]
];

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@ -58,6 +58,14 @@ switch (GET_HEMORRHAGE(_target)) do {
if (HAS_TOURNIQUET_APPLIED_ON(_target,_selectionN)) then {
_entries pushBack [localize LSTRING(Status_Tourniquet_Applied), [0.77, 0.51, 0.08, 1]];
};
switch ((_target getVariable [QEGVAR(medical,fractures), [0,0,0,0,0,0]]) select _selectionN) do {
case (1): {_entries pushBack [localize LSTRING(Status_Fractured), [1, 0, 0, 1]];};
case (-1): {
if (EGVAR(medical,fractures) == 2) then { // Ignore if the split has no effect
_entries pushBack [localize LSTRING(Status_SplintApplied), [1, 1, 1, 1]];
};
};
};
// Indicate the amount of pain the unit is in
if ([_target] call EFUNC(common,isAwake)) then {
@ -93,7 +101,9 @@ if (_totalIvVolume >= 1) then {
private _woundEntries = [];
private _fnc_getWoundDescription = {
private _className = EGVAR(medical_damage,woundsData) select _woundClassID select 6;
private _classIndex = _woundClassID / 10;
private _category = _woundClassID % 10;
private _className = EGVAR(medical_damage,woundsData) select _classIndex select 6;
private _suffix = ["Minor", "Medium", "Large"] select _category;
private _woundName = localize format [ELSTRING(medical_damage,%1_%2), _className, _suffix];
if (_amountOf >= 1) then {
@ -104,7 +114,7 @@ private _fnc_getWoundDescription = {
};
{
_x params ["", "_woundClassID", "_bodyPartN", "_amountOf", "", "", "_category"];
_x params ["_woundClassID", "_bodyPartN", "_amountOf"];
if (_selectionN == _bodyPartN) then {
if (_amountOf > 0) then {
_woundEntries pushBack [call _fnc_getWoundDescription, [1, 1, 1, 1]];
@ -117,14 +127,14 @@ private _fnc_getWoundDescription = {
} forEach (_target getVariable [QEGVAR(medical,openWounds), []]);
{
_x params ["", "_woundClassID", "_bodyPartN", "_amountOf", "", "", "_category"];
_x params ["_woundClassID", "_bodyPartN", "_amountOf"];
if (_selectionN == _bodyPartN && {_amountOf > 0}) then {
_woundEntries pushBack [format ["[B] %1", call _fnc_getWoundDescription], [0.88, 0.7, 0.65, 1]];
};
} forEach (_target getVariable [QEGVAR(medical,bandagedWounds), []]);
{
_x params ["", "_woundClassID", "_bodyPartN", "_amountOf", "", "", "_category"];
_x params ["_woundClassID", "_bodyPartN", "_amountOf"];
if (_selectionN == _bodyPartN && {_amountOf > 0}) then {
_woundEntries pushBack [format ["[S] %1", call _fnc_getWoundDescription], [0.7, 0.7, 0.7, 1]];
};

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@ -45,6 +45,24 @@ class GVAR(BodyImage): RscControlsGroupNoScrollbars {
idc = IDC_BODY_LEGRIGHT;
text = QPATHTOF(data\body_image\leg_right.paa);
};
class ArmLeftB: Background {
idc = IDC_BODY_ARMLEFT_B;
text = QPATHTOF(data\body_image\arm_left_b.paa);
colorText[] = {0, 0, 0.8, 1};
show = 0;
};
class ArmRightB: ArmLeftB {
idc = IDC_BODY_ARMRIGHT_B;
text = QPATHTOF(data\body_image\arm_right_b.paa);
};
class LegLeftB: ArmLeftB {
idc = IDC_BODY_LEGLEFT_B;
text = QPATHTOF(data\body_image\leg_left_b.paa);
};
class LegRightB: ArmLeftB {
idc = IDC_BODY_LEGRIGHT_B;
text = QPATHTOF(data\body_image\leg_right_b.paa);
};
class ArmLeftT: Background {
idc = IDC_BODY_ARMLEFT_T;
text = QPATHTOF(data\body_image\arm_left_t.paa);
@ -549,6 +567,22 @@ class RscTitles {
w = POS_W(8.5);
h = POS_H(8.5);
};
class ArmLeftB: ArmLeftB {
w = POS_W(8.5);
h = POS_H(8.5);
};
class ArmRightB: ArmRightB {
w = POS_W(8.5);
h = POS_H(8.5);
};
class LegLeftB: LegLeftB {
w = POS_W(8.5);
h = POS_H(8.5);
};
class LegRightB: LegRightB {
w = POS_W(8.5);
h = POS_H(8.5);
};
class ArmLeftT: ArmLeftT {
w = POS_W(8.5);
h = POS_H(8.5);

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@ -67,6 +67,10 @@
#define IDC_BODY_ARMRIGHT_T 6040
#define IDC_BODY_LEGLEFT_T 6045
#define IDC_BODY_LEGRIGHT_T 6050
#define IDC_BODY_ARMLEFT_B 6055
#define IDC_BODY_ARMRIGHT_B 6060
#define IDC_BODY_LEGRIGHT_B 6065
#define IDC_BODY_LEGLEFT_B 6070
#define IDC_TRIAGE_STATUS 7000
#define IDC_TRIAGE_SELECT 7100

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@ -775,6 +775,12 @@
<Chinesesimp>大量失血</Chinesesimp>
<Chinese>大量失血</Chinese>
</Key>
<Key ID="STR_ACE_Medical_GUI_Status_Fractured">
<English>Fractured</English>
</Key>
<Key ID="STR_ACE_Medical_GUI_Status_SplintApplied">
<English>Splint Applied</English>
</Key>
<!--
Strings above match Blood2 but seem to differ in some languages, determine which is best to use
-->

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@ -20,6 +20,16 @@ class Extended_Respawn_EventHandlers {
class CAManBase {
class ADDON {
respawn = QUOTE(call FUNC(resetStateDefault));
exclude[] = {IGNORE_BASE_UAVPILOTS};
};
};
};
class Extended_Local_EventHandlers {
class CAManBase {
class ADDON {
local = QUOTE(call FUNC(localityChangedEH));
exclude[] = {IGNORE_BASE_UAVPILOTS};
};
};
};

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@ -7,5 +7,7 @@ PREP(handleStateDefault);
PREP(handleStateInjured);
PREP(handleStateUnconscious);
PREP(leftStateCardiacArrest);
PREP(localityChangedEH);
PREP(localityTransfer);
PREP(resetStateDefault);
PREP(transitionSecondChance);

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@ -1 +1,3 @@
#include "script_component.hpp"
[QGVAR(localityTransfer), LINKFUNC(localityTransfer)] call CBA_fnc_addEventHandler;

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@ -19,13 +19,7 @@ params ["_unit"];
// If the unit died the loop is finished
if (!alive _unit) exitWith {};
// If locality changed, broadcast the last medical state and finish the local loop
if (!local _unit) exitWith {
_unit setVariable [VAR_HEART_RATE, GET_HEART_RATE(_unit), true];
_unit setVariable [VAR_BLOOD_PRESS, _unit getVariable [VAR_BLOOD_PRESS, [80, 120]], true];
_unit setVariable [VAR_BLOOD_VOL, GET_BLOOD_VOLUME(_unit), true];
};
if (!local _unit) exitWith {};
[_unit] call EFUNC(medical_vitals,handleUnitVitals);

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@ -19,13 +19,7 @@ params ["_unit"];
// If the unit died the loop is finished
if (!alive _unit) exitWith {};
// If locality changed, broadcast the last medical state and finish the local loop
if (!local _unit) exitWith {
_unit setVariable [VAR_HEART_RATE, GET_HEART_RATE(_unit), true];
_unit setVariable [VAR_BLOOD_PRESS, _unit getVariable [VAR_BLOOD_PRESS, [80, 120]], true];
_unit setVariable [VAR_BLOOD_VOL, GET_BLOOD_VOLUME(_unit), true];
};
if (!local _unit) exitWith {};
[_unit] call EFUNC(medical_vitals,handleUnitVitals);

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@ -19,13 +19,7 @@ params ["_unit"];
// If the unit died the loop is finished
if (!alive _unit) exitWith {};
// If locality changed, broadcast the last medical state and finish the local loop
if (!local _unit) exitWith {
_unit setVariable [VAR_HEART_RATE, GET_HEART_RATE(_unit), true];
_unit setVariable [VAR_BLOOD_PRESS, _unit getVariable [VAR_BLOOD_PRESS, [80, 120]], true];
_unit setVariable [VAR_BLOOD_VOL, GET_BLOOD_VOLUME(_unit), true];
};
if (!local _unit) exitWith {};
[_unit] call EFUNC(medical_vitals,handleUnitVitals);

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@ -0,0 +1,33 @@
#include "script_component.hpp"
/*
* Author: PabstMirror
* Handles locality switch.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: isLocal <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, true] call ace_medical_statemachine_fnc_localityChangedEH
*
* Public: No
*/
params ["_unit", "_isLocal"];
TRACE_2("localityChangedEH",_unit,_isLocal);
if (!alive _unit) exitWith {TRACE_1("dead", _this)};
if (!_isLocal) then {
// If locality changed, broadcast the last medical state
_unit setVariable [VAR_HEART_RATE, GET_HEART_RATE(_unit), true];
_unit setVariable [VAR_BLOOD_PRESS, _unit getVariable [VAR_BLOOD_PRESS, [80, 120]], true];
_unit setVariable [VAR_BLOOD_VOL, GET_BLOOD_VOLUME(_unit), true];
private _currentState = [_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
TRACE_2("sending current state",_unit,_currentState);
[QGVAR(localityTransfer), [_unit, _currentState], _unit] call CBA_fnc_targetEvent;
};

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@ -0,0 +1,26 @@
#include "script_component.hpp"
/*
* Author: PabstMirror
* Handles locality switch.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: State <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "Injured"] call ace_medical_statemachine_fnc_localityTransfer
*
* Public: No
*/
params ["_unit", "_currentState"];
TRACE_2("localityTransfer",_unit,_currentState);
private _oldState = [_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
if (_oldState != _currentState) then {
TRACE_2("changing state",_oldState,_currentState);
[_unit, EGVAR(medical,STATE_MACHINE), _oldState, _currentState, {}, "LocalityChange"] call CBA_statemachine_fnc_manualTransition;
};

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@ -19,8 +19,8 @@ class Extended_PostInit_EventHandlers {
class Extended_Init_EventHandlers {
class CAManBase {
class ADDON {
onRespawn = 1;
init = QUOTE(call FUNC(initUnit));
init = QUOTE([ARR_2((_this select 0), false)] call FUNC(initUnit));
exclude[] = {IGNORE_BASE_UAVPILOTS};
};
};
};

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@ -5,17 +5,23 @@
*
* Arguments:
* 0: The Unit <OBJECT>
* 1: Is Respawned <BOOL>
*
* Return Value:
* None
*
* Example:
* [bob] call ace_medical_status_fnc_init
* [bob, false] call ace_medical_status_fnc_initUnit
*
* Public: No
*/
params ["_unit"];
params ["_unit", ["_isRespawn", true]];
TRACE_2("initUnit",_unit,_isRespawn);
if (!_isRespawn) then { // Always add respawn EH (same as CBA's onRespawn=1)
_unit addEventHandler ["Respawn", {[(_this select 0), true] call FUNC(initUnit)}];
};
if (!local _unit) exitWith {};
@ -23,6 +29,9 @@ if (damage _unit > 0) then {
_unit setDamage 0;
};
if (_isRespawn) then {
TRACE_1("reseting all vars on respawn",_isRespawn); // note: state is handled by ace_medical_statemachine_fnc_resetStateDefault
// - Blood and heart ----------------------------------------------------------
_unit setVariable [VAR_BLOOD_VOL, DEFAULT_BLOOD_VOLUME, true];
_unit setVariable [VAR_HEART_RATE, DEFAULT_HEART_RATE, true];
@ -41,6 +50,7 @@ _unit setVariable [QEGVAR(medical,openWounds), [], true];
_unit setVariable [QEGVAR(medical,bandagedWounds), [], true];
_unit setVariable [QEGVAR(medical,stitchedWounds), [], true];
_unit setVariable [QEGVAR(medical,isLimping), false, true];
_unit setVariable [QEGVAR(medical,fractures), [0,0,0,0,0,0], true];
// - Misc ---------------------------------------------------------------------
_unit setVariable [VAR_UNCON, false, true];
@ -59,9 +69,6 @@ _unit setVariable [QEGVAR(medical,triageCard), [], true];
// damage storage
_unit setVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0], true];
#ifdef DEBUG_TESTRESULTS
_unit setVariable [QEGVAR(medical,bodyPartStatus), [0,0,0,0,0,0], true];
#endif
// medication
_unit setVariable [VAR_MEDICATIONS, [], true];
@ -72,9 +79,10 @@ private _logs = _unit getVariable [QEGVAR(medical,allLogs), []];
_unit setVariable [_x, nil];
} forEach _logs;
_unit setVariable [QEGVAR(medical,allLogs), [], true];
};
[{
params ["_unit"];
TRACE_2("Unit Init",_unit,local _unit);
TRACE_3("Unit Init",_unit,local _unit,typeOf _unit);
[QGVAR(initialized), [_unit]] call CBA_fnc_localEvent;
}, [_unit], 0.5] call CBA_fnc_waitAndExecute;

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@ -20,7 +20,7 @@ params ["_unit"];
private _tourniquets = GET_TOURNIQUETS(_unit);
private _bodyPartBleeding = [0,0,0,0,0,0];
{
_x params ["", "", "_bodyPart", "_amountOf", "_bleeeding"];
_x params ["", "_bodyPart", "_amountOf", "_bleeeding"];
if (_tourniquets select _bodyPart == 0) then {
_bodyPartBleeding set [_bodyPart, (_bodyPartBleeding select _bodyPart) + (_amountOf * _bleeeding)];
};

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@ -83,6 +83,19 @@ class GVAR(Actions) {
callbackSuccess = QFUNC(treatmentTourniquetRemove);
condition = QUOTE([ARR_2(_target,_bodyPart)] call FUNC(hasTourniquetAppliedTo));
};
// --- splint
class Splint: BasicBandage {
displayName = CSTRING(Apply_Splint);
displayNameProgress = CSTRING(Applying_Splint);
category = "bandage";
icon = QPATHTOEF(medical_gui,ui\splint.paa);
allowedSelections[] = {"LeftArm", "RightArm", "LeftLeg", "RightLeg"};
items[] = {"ACE_splint"};
treatmentTime = 7;
callbackSuccess = QFUNC(splint);
condition = QFUNC(splintCondition);
litter[] = {};
};
// --- syringes
class Morphine: FieldDressing {

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@ -70,6 +70,17 @@ class CfgWeapons {
mass = 2;
};
};
class ACE_splint: ACE_ItemCore {
scope = 2;
author = ECSTRING(common,ACETeam);
displayName = CSTRING(splint_Display);
picture = QPATHTOF(ui\items\tourniquet_x_ca.paa);
model = QPATHTOF(data\tourniquet.p3d);
descriptionShort = CSTRING(splint_Desc_Short);
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 2;
};
};
class ACE_morphine: ACE_ItemCore {
scope = 2;
author = ECSTRING(common,ACETeam);

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@ -36,6 +36,10 @@ PREP(treatmentTourniquet);
PREP(treatmentTourniquetLocal);
PREP(treatmentTourniquetRemove);
PREP(splint);
PREP(splintCondition);
PREP(splintLocal);
// misc
PREP(addToLog);
PREP(addToTriageCard);

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@ -16,6 +16,7 @@ if (isServer) then {
[QGVAR(treatmentIVLocal), FUNC(treatmentIVLocal)] call CBA_fnc_addEventHandler;
[QGVAR(treatmentCPRLocal), FUNC(treatmentCPRLocal)] call CBA_fnc_addEventHandler;
[QGVAR(treatmentFullHealLocal), FUNC(treatmentFullHealLocal)] call CBA_fnc_addEventHandler;
[QGVAR(treatmentSplintLocal), FUNC(splintLocal)] call CBA_fnc_addEventHandler;
// action events
[QGVAR(actionCheckPulseLocal), FUNC(actionCheckPulseLocal)] call CBA_fnc_addEventHandler;

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@ -28,7 +28,7 @@ private _index = ALL_BODY_PARTS find toLower _bodypart;
private _canBandage = false;
{
_x params ["", "", "_bodyPartN", "_amountOf", "_bleeding"];
_x params ["", "_bodyPartN", "_amountOf", "_bleeding"];
// If any single wound on the bodypart is bleeding bandaging can go ahead
if (_bodyPartN == _index && {_amountOf * _bleeding > 0}) exitWith {

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@ -37,15 +37,14 @@ private _woundIndex = -1;
private _effectivenessFound = -1;
{
_x params ["", "_classID", "_partIndexN", "_amountOf", "_bleeding", "_damage", "_category"];
_x params ["_classID", "_partIndexN", "_amountOf", "_bleeding", "_damage"];
// Ignore wounds on other bodyparts
if (_partIndexN == _partIndex) then {
private _woundEffectiveness = _effectiveness;
// Select the classname from the wound classname storage
private _suffix = ["Minor", "Medium", "Large"] select _category;
private _className = format ["%1%2", EGVAR(medical_damage,woundClassNames) select _classID, _suffix];
private _className = EGVAR(medical_damage,woundClassNamesComplex) select _classID;
// Get the effectiveness of the bandage on this wound type
if (isClass (_config >> _className)) then {

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@ -22,11 +22,13 @@ if (_partIndex < 0) exitWith { 0 };
private _targetWound = [_patient, _bandage, _partIndex] call FUNC(findMostEffectiveWound);
_targetWound params ["_wound", "_woundIndex", "_effectiveness"];
TRACE_3("findMostEffectiveWound",_wound,_woundIndex,_effectiveness);
// Everything is patched up on this body part already
if (_wound isEqualTo EMPTY_WOUND) exitWith { 0 };
_wound params ["", "", "", "_amountOf", "_bloodloss", "_damage", "_category"];
_wound params ["_classID", "", "_amountOf", "_bloodloss", "_damage"];
private _category = (_classID % 10);
// Base bandage time is based on wound size and remaining percentage
private _bandageTime = ([

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@ -20,12 +20,9 @@
params ["_target", "_impact", "_part", "_injuryIndex", "_injury", "_bandage"];
TRACE_6("handleBandageOpening",_target,_impact,_part,_injuryIndex,_injury,_bandage);
private _classID = _injury select 1;
private _bodyPartN = _injury select 2;
private _category = _injury select 6;
private _postfix = ["Minor", "Medium", "Large"] select _category;
private _className = format ["%1%2", EGVAR(medical_damage,woundClassNames) select _classID, _postfix];
_injury params ["_classID", "_bodyPartN"];
private _className = EGVAR(medical_damage,woundClassNamesComplex) select _classID;
private _reopeningChance = DEFAULT_BANDAGE_REOPENING_CHANCE;
private _reopeningMinDelay = DEFAULT_BANDAGE_REOPENING_MIN_DELAY;
private _reopeningMaxDelay = DEFAULT_BANDAGE_REOPENING_MAX_DELAY;
@ -64,17 +61,18 @@ TRACE_5("configs",_bandage,_className,_reopeningChance,_reopeningMinDelay,_reope
private _bandagedWounds = _target getVariable [QEGVAR(medical,bandagedWounds), []];
private _exist = false;
{
_x params ["", "_id", "_partN", "_amountOf", "", "", "_oldCategory"];
if (_id == _classID && {_partN == _bodyPartN && {_oldCategory == _category}}) exitWith {
_x set [3, _amountOf + _impact];
_bandagedWounds set [_forEachIndex, _x];
_x params ["_id", "_partN", "_amountOf"];
if (_id == _classID && {_partN == _bodyPartN}) exitWith {
_x set [2, _amountOf + _impact];
TRACE_2("adding to existing bandagedWound",_id,_partN);
_exist = true;
};
} forEach _bandagedWounds;
if (!_exist) then {
TRACE_2("adding new bandagedWound",_classID,_bodyPartN);
private _bandagedInjury = +_injury;
_bandagedInjury set [3, _impact];
_bandagedInjury set [2, _impact];
_bandagedWounds pushBack _bandagedInjury;
};
@ -96,29 +94,34 @@ if (random 1 <= _reopeningChance) then {
private _openWounds = _target getVariable [QEGVAR(medical,openWounds), []];
if (count _openWounds - 1 < _injuryIndex) exitWith { TRACE_2("index bounds",_injuryIndex,count _openWounds); };
_injury params ["", "_classID", "_bodyPartN", "", "", "", "_category"];
_injury params ["_classID", "_bodyPartN"];
private _selectedInjury = _openWounds select _injuryIndex;
if (_selectedInjury select 1 == _classID && {_selectedInjury select 2 == _bodyPartN}) then { // matching the IDs
_selectedInjury params ["_selClassID", "_selBodyPart", "_selAmmount"];
if ((_selClassID == _classID) && {_selBodyPart == _bodyPartN}) then { // matching the IDs
private _bandagedWounds = _target getVariable [QEGVAR(medical,bandagedWounds), []];
private _exist = false;
{
_x params ["", "_id", "_partN", "_amountOf", "", "", "_oldCategory"];
if (_id == _classID && {_partN == _bodyPartN && {_oldCategory == _category}}) exitWith {
_x set [3, 0 max (_amountOf - _impact)];
_bandagedWounds set [_forEachIndex, _x];
_x params ["_id", "_partN", "_amountOf"];
if ((_id == _classID) && {_partN == _bodyPartN}) exitWith {
TRACE_2("bandagedWound exists",_id,_classID);
_x set [2, 0 max (_amountOf - _impact)];
_exist = true;
};
} forEach _bandagedWounds;
if (_exist) then {
TRACE_2("Reopening Wound",_bandagedWounds,_openWounds);
_selectedInjury set [3, (_selectedInjury select 3) + _impact];
_openWounds set [_injuryIndex, _selectedInjury];
_selectedInjury set [2, _selAmmount + _impact];
_target setVariable [QEGVAR(medical,bandagedWounds), _bandagedWounds, true];
_target setVariable [QEGVAR(medical,openWounds), _openWounds, true];
[_target] call EFUNC(medical_status,updateWoundBloodLoss);
// Check if we gained limping from this wound re-opening
if ((EGVAR(medical,limping) == 1) && {_bodyPartN > 3}) then {
[_target] call EFUNC(medical_engine,updateDamageEffects);
};
};
} else {
TRACE_3("no match",_selectedInjury,_classID,_bodyPartN);

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@ -0,0 +1,25 @@
#include "script_component.hpp"
/*
* Author: PabstMirror
* Apply a splint to the patient
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: Body part <STRING>
*
* Return Value:
* Nothing
*
* Example:
* [player, cursorObject, "LeftLeg"] call ace_medical_treatment_fnc_splint
*
* Public: No
*/
params ["_caller", "_target", "_bodyPart"];
TRACE_3("splint",_caller,_target,_bodyPart);
private _partIndex = ALL_BODY_PARTS find toLower _bodyPart;
[QGVAR(treatmentSplintLocal), [_caller, _target, _partIndex], _target] call CBA_fnc_targetEvent;

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@ -0,0 +1,25 @@
#include "script_component.hpp"
/*
* Author: PabstMirror
* Can apply a splint to the patient
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: Body part <STRING>
*
* Return Value:
* Nothing
*
* Example:
* [player, cursorObject, "LeftLeg"] call ace_medical_treatment_fnc_splintCondition
*
* Public: No
*/
params ["", "_patient", "_bodyPart"];
private _partIndex = ALL_BODY_PARTS find toLower _bodyPart;
private _fractures = _patient getVariable [QEGVAR(medical,fractures), [0,0,0,0,0,0]];
(_fractures select _partIndex) == 1

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@ -0,0 +1,31 @@
#include "script_component.hpp"
/*
* Author: PabstMirror
* Apply a splint to the patient
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: Body part index <NUMBER>
*
* Return Value:
* Nothing
*
* Example:
* [player, cursorObject, 4] call ace_medical_treatment_fnc_splintLocal
*
* Public: No
*/
params ["_caller", "_target", "_bodyPartNum"];
TRACE_3("splintLocal",_caller,_target,_bodyPart);
// Place a tourniquet on the bodypart
private _fractures = _target getVariable [QEGVAR(medical,fractures), [0,0,0,0,0,0]];
_fractures set [_bodyPartNum, -1];
_target setVariable [QEGVAR(medical,fractures), _fractures, true];
// Check if we fixed limping from this treatment
[_target] call EFUNC(medical_engine,updateDamageEffects);
// toDo: AddToLog:

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@ -31,9 +31,10 @@ _targetWound params ["_wound", "_woundIndex", "_effectiveness"];
if (_effectiveness == -1) exitWith {};
// Find the impact this bandage has and reduce the amount this injury is present
private _amountOf = _wound select 3;
private _amountOf = _wound select 2;
private _impact = _effectiveness min _amountOf;
_wound set [3, _amountOf - _impact];
_amountOf = _amountOf - _impact;
_wound set [2, _amountOf];
_openWounds set [_woundIndex, _wound];
_target setVariable [QEGVAR(medical,openWounds), _openWounds, true];
@ -45,4 +46,9 @@ if (_impact > 0 && {GVAR(advancedBandages) && {GVAR(woundReopening)}}) then {
[_target, _impact, _partIndex, _woundIndex, _wound, _bandage] call FUNC(handleBandageOpening);
};
// Check if we fixed limping from this treatment
if ((EGVAR(medical,limping) == 1) && {_partIndex > 3} && {_amountOf <= 0} && {_target getVariable [QEGVAR(medical,isLimping), false]}) then {
[_target] call EFUNC(medical_engine,updateDamageEffects);
};
true

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@ -39,6 +39,7 @@ _target setVariable [QEGVAR(medical,openWounds), [], true];
_target setVariable [QEGVAR(medical,bandagedWounds), [], true];
_target setVariable [QEGVAR(medical,stitchedWounds), [], true];
_target setVariable [QEGVAR(medical,isLimping), false, true];
_target setVariable [QEGVAR(medical,fractures), [0,0,0,0,0,0], true];
// - Update wound bleeding
[_target] call EFUNC(medical_status,updateWoundBloodLoss);
@ -53,9 +54,6 @@ _target setVariable [QEGVAR(medical,ivBags), nil, true];
// damage storage
_target setVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0], true];
#ifdef DEBUG_TESTRESULTS
_target setVariable [QEGVAR(medical,bodyPartStatus), [0,0,0,0,0,0], true];
#endif
// generic medical admin
_target setVariable [VAR_CRDC_ARRST, false, true];
@ -70,7 +68,7 @@ _target setVariable [VAR_MEDICATIONS, [], true];
// Reset triage card since medication is all reset
_target setVariable [QEGVAR(medical,triageCard), [], true];
[_target, false] call EFUNC(medical_engine,setLimping);
[_target] call EFUNC(medical_engine,updateDamageEffects);
// Resetting damage
_target setDamage 0;

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@ -26,7 +26,7 @@ private _bandagedWounds = _target getVariable [QEGVAR(medical,bandagedWounds), [
private _stitchedWounds = _target getVariable [QEGVAR(medical,stitchedWounds), []];
//In case two people stitch up one patient and the last wound has already been closed we can stop already
if (count _bandagedWounds == 0) exitWith { false };
if (_bandagedWounds isEqualTo []) exitWith { false };
//Has enough time elapsed that we can close another wound?
if (_totalTime - _elapsedTime <= (count _bandagedWounds - 1) * 5) then {
@ -35,6 +35,15 @@ if (_totalTime - _elapsedTime <= (count _bandagedWounds - 1) * 5) then {
_target setVariable [QEGVAR(medical,bandagedWounds), _bandagedWounds, true];
_target setVariable [QEGVAR(medical,stitchedWounds), _stitchedWounds, true];
TRACE_3("stitched",_treatedWound,count _bandagedWounds,count _stitchedWounds);
// Check if we fixed limping from this treatment
if ((EGVAR(medical,limping) == 2) && {_target getVariable [QEGVAR(medical,isLimping), false]}) then {
_treatedWound params ["", "_partN"];
if (_partN > 3) then { // only for LEG wounds
TRACE_3("updating damage effects",_target,_partN,local _target);
[QEGVAR(medical_engine,updateDamageEffects), [_target], _target] call CBA_fnc_targetEvent;
};
};
};
true

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@ -56,7 +56,7 @@ private _partIndex = (ALL_BODY_PARTS find toLower _bodyPart) max 0;
private _openWounds = _target getVariable [QEGVAR(medical,openWounds), []];
{
_x params ["", "", "_bodyPartN", "_amountOf", "_percentageOpen"];
_x params ["", "_bodyPartN", "_amountOf", "_percentageOpen"];
if (_bodyPartN isEqualTo _partIndex) then {
_bloodLossOnBodyPart = _bloodLossOnBodyPart + (_amountOf * _percentageOpen);

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@ -765,6 +765,12 @@
<Chinesesimp>用于压迫静脉与动脉的血液流动, 达到减缓失血速度的目的</Chinesesimp>
<Chinese>用於壓迫靜脈與動脈的血液流動, 達到減緩失血速度的目的</Chinese>
</Key>
<Key ID="STR_ACE_Medical_treatment_splint_Display">
<English>Splint</English>
</Key>
<Key ID="STR_ACE_Medical_treatment_splint_Desc_Short">
<English>Stabilizes a fractured limb</English>
</Key>
<Key ID="STR_ACE_Medical_treatment_Morphine_Display">
<English>Morphine autoinjector</English>
<German>Morphium-Autoinjektor</German>
@ -1960,6 +1966,12 @@
<Chinesesimp>移除军用止血带</Chinesesimp>
<Chinese>移除軍用止血帶</Chinese>
</Key>
<Key ID="STR_ACE_Medical_treatment_Apply_Splint">
<English>Apply Splint</English>
</Key>
<Key ID="STR_ACE_Medical_treatment_Applying_Splint">
<English>Applying Splint...</English>
</Key>
<Key ID="STR_ACE_Medical_treatment_Actions_Diagnose">
<English>Diagnose</English>
<German>Diagnose</German>