/* * Author: Glowbal * Handles the bandage of a patient. * * Arguments: * 0: The patient * 1: Treatment classname * * * Return Value: * Succesful treatment started * * Public: No */ #include "script_component.hpp" private ["_openWounds", "_config", "_effectiveness","_mostEffectiveInjury", "_mostEffectiveSpot", "_woundEffectivenss", "_mostEffectiveInjury", "_impact", "_exit", "_classID", "_effectivenessFound", "_className", "_hitPoints", "_hitSelections", "_point", "_woundTreatmentConfig"]; params ["_target", "_bandage", "_selectionName", ["_specificClass", -1]]; // Ensure it is a valid bodypart _part = [_selectionName] call FUNC(selectionNameToNumber); if (_part < 0) exitWith {false}; // Get the open wounds for this unit _openWounds = _target getVariable [QGVAR(openWounds), []]; if (count _openWounds == 0) exitWith {false}; // nothing to do here! // Get the default effectiveness for the used bandage _config = (ConfigFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Bandaging"); _effectiveness = getNumber (_config >> "effectiveness"); if (isClass (_config >> _bandage)) then { _config = (_config >> _bandage); if (isNumber (_config >> "effectiveness")) then { _effectiveness = getNumber (_config >> "effectiveness");}; }; // Figure out which injury for this bodypart is the best choice to bandage _mostEffectiveSpot = 0; _effectivenessFound = -1; _mostEffectiveInjury = _openWounds select 0; _exit = false; { _x params ["", "_classID", "_partX"]; TRACE_2("OPENWOUND: ", _target, _x); // Only parse injuries that are for the selected bodypart. if (_partX == _part) then { _woundEffectivenss = _effectiveness; // Select the classname from the wound classname storage _className = GVAR(woundClassNames) select _classID; // Check if this wound type has attributes specified for the used bandage if (isClass (_config >> _className)) then { // Collect the effectiveness from the used bandage for this wound type _woundTreatmentConfig = (_config >> _className); if (isNumber (_woundTreatmentConfig >> "effectiveness")) then { _woundEffectivenss = getNumber (_woundTreatmentConfig >> "effectiveness"); }; } else { ACE_LOGWARNING_2("No config for wound type [%1] config base [%2]", _className, _config); }; TRACE_2("Wound classes: ", _specificClass, _classID); if (_specificClass == _classID) exitWith { _effectivenessFound = _woundEffectivenss; _mostEffectiveSpot = _forEachIndex; _mostEffectiveInjury = _x; _exit = true; }; // Check if this is the currently most effective found. if (_woundEffectivenss * ((_x select 4) * (_x select 3)) > _effectivenessFound * ((_mostEffectiveInjury select 4) * (_mostEffectiveInjury select 3))) then { _effectivenessFound = _woundEffectivenss; _mostEffectiveSpot = _forEachIndex; _mostEffectiveInjury = _x; }; }; if (_exit) exitWith {}; } forEach _openWounds; if (_effectivenessFound == -1) exitWith {}; // Seems everything is patched up on this body part already.. // TODO refactor this part // Find the impact this bandage has and reduce the amount this injury is present _impact = if ((_mostEffectiveInjury select 3) >= _effectivenessFound) then {_effectivenessFound} else { (_mostEffectiveInjury select 3) }; _mostEffectiveInjury set [ 3, ((_mostEffectiveInjury select 3) - _impact) max 0]; _openWounds set [_mostEffectiveSpot, _mostEffectiveInjury]; _target setVariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC]; if (USE_WOUND_EVENT_SYNC) then { ["medical_propagateWound", [_target, _mostEffectiveInjury]] call EFUNC(common,globalEvent); }; // Handle the reopening of bandaged wounds if (_impact > 0 && {GVAR(enableAdvancedWounds)}) then { [_target, _impact, _part, _mostEffectiveSpot, _mostEffectiveInjury, _bandage] call FUNC(handleBandageOpening); }; // If all wounds to a body part have been bandaged, reset damage to that body part to zero // so that the body part functions normally and blood is removed from the uniform. // Arma combines left and right arms into a single body part (HitHands), same with left and right legs (HitLegs). // Arms are actually hands. if (GVAR(healHitPointAfterAdvBandage)) then { private["_currentWounds", "_headWounds", "_bodyWounds", "_legsWounds", "_armWounds"]; // Get the list of the wounds the target is currently suffering from. _currentWounds = _target getVariable [QGVAR(openWounds), []]; // Tally of unbandaged wounds to each body part. _headWounds = 0; _bodyWounds = 0; _legsWounds = 0; _armWounds = 0; // Loop through all current wounds and add up the number of unbandaged wounds on each body part. { _x params ["", "", "_bodyPart", "_numOpenWounds", "_bloodLoss"]; // Use switch/case for early termination if wounded limb is found before all six are checked. // Number of wounds multiplied by blood loss will return zero for a fully // bandaged body part, not incrementing the wound counter; or it will return // some other number which will increment the wound counter. switch (_bodyPart) do { // Head case 0: { _headWounds = _headWounds + (_numOpenWounds * _bloodLoss); }; // Body case 1: { _bodyWounds = _bodyWounds + (_numOpenWounds * _bloodLoss); }; // Left Arm case 2: { _armWounds = _armWounds + (_numOpenWounds * _bloodLoss); }; // Right Arm case 3: { _armWounds = _armWounds + (_numOpenWounds * _bloodLoss); }; // Left Leg case 4: { _legsWounds = _legsWounds + (_numOpenWounds * _bloodLoss); }; // Right Leg case 5: { _legsWounds = _legsWounds + (_numOpenWounds * _bloodLoss); }; }; } forEach _currentWounds; // Any body part that has no wounds is healed to full health if (_headWounds == 0) then { _target setHitPointDamage ["hitHead", 0.0]; }; if (_bodyWounds == 0) then { _target setHitPointDamage ["hitBody", 0.0]; }; if (_armWounds == 0) then { _target setHitPointDamage ["hitHands", 0.0]; }; if (_legsWounds == 0) then { _target setHitPointDamage ["hitLegs", 0.0]; }; }; true;