class ACE_Medical_Actions { class Basic { class Bandage { treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"}; requiredMedic = 0; treatmentTime = 5; treatmentTimeSelfCoef = 1; items[] = {{QGVAR(fieldDressing), QGVAR(packingBandage), QGVAR(elasticBandage), QGVAR(quikClot)}}; itemConsumed = 1; callbackSuccess = QUOTE(_this call FUNC(treatmentBasic_bandage)); callbackFailure = QUOTE(_this call FUNC(treatmentBasic_abort)); callbackProgress = ""; animationPatient = ""; animationCaller = ""; }; class Morphine: Bandage { treatmentTime = 2; items[] = {QGVAR(morphine)}; callbackSuccess = QUOTE(_this call FUNC(treatmentBasic_morphine)); animationCaller = ""; // @todo }; class Epipen: Bandage { treatmentTime = 3; items[] = {QGVAR(epinephrine)}; callbackSuccess = QUOTE(_this call FUNC(treatmentBasic_epipen)); animationCaller = ""; // @todo }; class Bloodbag: Bandage { treatmentTime = 20; items[] = {{QGVAR(bloodIV), QGVAR(bloodIV_500), QGVAR(bloodIV_250)}}; callbackSuccess = QUOTE(_this call FUNC(treatmentBasic_bloodbag)); animationCaller = ""; // @todo }; class Diagnose: Bandage { treatmentTime = 10; treatmentTimeSelfCoef = 0; items[] = {}; callbackSuccess = QUOTE(_this call FUNC(treatmentBasic_diagnose)); animationCaller = ""; // @todo }; }; class Advanced { // cse_surgical_kit cse_bandage_basic cse_packing_bandage cse_bandageElastic cse_tourniquet cse_splint cse_morphine cse_atropine cse_epinephrine cse_plasma_iv cse_plasma_iv_500 cse_plasma_iv250 cse_blood_iv cse_blood_iv_500 cse_blood_iv_250 cse_saline_iv cse_saline_iv_500 cse_saline_iv_250 cse_quikclot cse_nasopharyngeal_tube cse_opa cse_liquidSkin cse_chestseal cse_personal_aid_kit class FieldDressing { // Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All. treatmentLocations[] = {"All"}; // What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor requiredMedic = 0; // The time it takes for a treatment action to complete. Time is in seconds. treatmentTime = 5; // Item required for the action. Leave empty for no item required. items[] = {QGVAR(fieldDressing)}; // Callbacks callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_bandage)); callbackFailure = ""; callbackProgress = ""; animationPatient = ""; animationCaller = ""; // TODO itemConsumed = 1; }; class PackingBandage: fieldDressing { items[] = {QGVAR(packingBandage)}; }; class ElasticBandage: fieldDressing { items[] = {QGVAR(elasticBandage)}; }; class QuikClot: fieldDressing { items[] = {QGVAR(quikClot)}; }; class Tourniquet: fieldDressing { items[] = {QGVAR(tourniquet)}; treatmentTime = 6; callbackSuccess = QUOTE(DFUNC(treatmentTourniquet)); }; class Morphine: fieldDressing { items[] = {QGVAR(morphine)}; treatmentTime = 3; callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_medication)); }; class Atropine: fieldDressing { items[] = {QGVAR(atropine)}; }; class Epinephrine: fieldDressing { items[] = {QGVAR(epinephrine)}; }; class BloodIV: fieldDressing { items[] = {QGVAR(bloodIV)}; requiredMedic = 1; treatmentTime = 7; callbackSuccess = QUOTE(DFUNC(treatmentIV)); }; class BloodIV_500: BloodIV { items[] = {QGVAR(bloodIV_500)}; }; class BloodIV_250: BloodIV { items[] = {QGVAR(bloodIV_250)}; }; class PlasmaIV: BloodIV { items[] = {QGVAR(plasmaIV)}; }; class PlasmaIV_500: PlasmaIV { items[] = {QGVAR(plasmaIV_500)}; }; class PlasmaIV_250: PlasmaIV { items[] = {QGVAR(plasmaIV_250)}; }; class SalineIV: BloodIV { items[] = {QGVAR(salineIV)}; }; class SalineIV_500: SalineIV { items[] = {QGVAR(salineIV_500)}; }; class SalineIV_250: SalineIV { items[] = {QGVAR(salineIV_250)}; }; class SurgicalKit: fieldDressing { items[] = {QGVAR(surgicalKit)}; treatmentLocations[] = {"MedicalFacility", "MedicalVehicle"}; requiredMedic = 2; treatmentTime = 15; callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_surgicalKit)); itemConsumed = 0; }; class PersonalAidKit: fieldDressing { items[] = {QGVAR(personalAidKit)}; treatmentLocations[] = {"All"}; requiredMedic = 1; treatmentTime = 15; callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_fullHeal)); itemConsumed = 0; }; class CheckPulse: fieldDressing { treatmentLocations[] = {"All"}; requiredMedic = 0; treatmentTime = 2; items[] = {}; callbackSuccess = QUOTE(DFUNC(actionCheckPulse)); callbackFailure = ""; callbackProgress = ""; animationPatient = ""; animationCaller = ""; // TODO itemConsumed = 0; }; class CheckBloodPressure: CheckPulse { callbackSuccess = QUOTE(DFUNC(actionCheckBloodPressure)); }; class CheckResponse: CheckPulse { callbackSuccess = QUOTE(DFUNC(actionCheckResponse)); }; class RemoveTourniquet: CheckPulse { treatmentTime = 2.5; callbackSuccess = QUOTE(DFUNC(actionRemoveTourniquet)); }; class CPR: fieldDressing { treatmentLocations[] = {"All"}; requiredMedic = 0; treatmentTime = 25; items[] = {}; callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR)); callbackFailure = ""; callbackProgress = ""; animationPatient = ""; animationCaller = ""; // TODO itemConsumed = 0; }; }; }; class ACE_Medical_Advanced { // Defines all the possible injury types for advanced medical class Injuries { // All the possible wounds class wounds { // Source: Scarle // Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees). class Abrasion { name = "Scrape"; selections[] = {"All"}; bleedingRate = 0.0001; pain = 0.1; causes[] = {"falling", "ropeburn", "vehiclecrash"}; minDamage = 0.01; class Minor { minDamage = 0.01; bleedingRate = 0.0001; }; class Medium { minDamage = 0.2; bleedingRate = 0.00015; }; class Large { minDamage = 0.3; bleedingRate = 0.0002; }; }; // Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions. class Avulsions { name = "Avulsion"; selections[] = {"All"}; bleedingRate = 0.01; pain = 1; causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"}; minDamage = 0.2; class Minor { minDamage = 0.2; bleedingRate = 0.01; }; class Medium { minDamage = 0.3; bleedingRate = 0.02; }; class Large { minDamage = 0.5; bleedingRate = 0.05; }; }; // Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions. class Contusion { name = "Bruise"; selections[] = {"All"}; bleedingRate = 0.0; pain = 1; causes[] = {"bullet", "backblast", "punch","vehiclecrash","falling"}; minDamage = 0.01; class Minor { minDamage = 0.01; }; class Medium { minDamage = 0.1; }; class Large { minDamage = 0.3; }; }; // Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures. class CrushWound { name = "Crushed tissue"; selections[] = {"All"}; bleedingRate = 0.01; pain = 1; causes[] = {"falling", "vehiclecrash", "punch"}; minDamage = 0.1; class Minor { minDamage = 0.1; bleedingRate = 0.005; }; class Medium { minDamage = 0.4; bleedingRate = 0.007; }; class Large { minDamage = 0.6; bleedingRate = 0.0095; }; }; // 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 { name = "Cut"; selections[] = {"All"}; bleedingRate = 0.01; pain = 1; causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab"}; minDamage = 0.1; class Minor { minDamage = 0.1; bleedingRate = 0.005; }; class Medium { minDamage = 0.3; bleedingRate = 0.02; }; class Large { minDamage = 0.65; bleedingRate = 0.05; }; }; // Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch. class Laceration { name = "Tear"; selections[] = {"All"}; bleedingRate = 0.01; pain = 1; causes[] = {"vehiclecrash", "punch"}; minDamage = 0.01; class Minor { minDamage = 0.1; bleedingRate = 0.005; }; class Medium { minDamage = 0.5; bleedingRate = 0.01; }; class Large { minDamage = 0.7; bleedingRate = 0.03; }; }; // Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel. class velocityWound { name = "Velocity Wound"; selections[] = {"All"}; bleedingRate = 0.01; pain = 1; causes[] = {"bullet", "grenade","explosive", "shell"}; minDamage = 0.15; class Minor { minDamage = 0.15; bleedingRate = 0.025; }; class Medium { minDamage = 0.3; bleedingRate = 0.05; }; class Large { minDamage = 0.75; bleedingRate = 0.1; }; }; // Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass. class punctureWound { name = "Puncture Wound"; selections[] = {"All"}; bleedingRate = 0.01; pain = 1; causes[] = {"stab", "grenade"}; minDamage = 0.01; class Minor { minDamage = 0.01; bleedingRate = 0.01; }; class Medium { minDamage = 0.5; bleedingRate = 0.03; }; class Large { minDamage = 0.65; bleedingRate = 0.08; }; }; }; class fractures { class Femur { name = "Broken Femur"; selections[] = {"Head", "Torso"}; pain = 20; causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"}; minDamage = 0.5; }; }; class damageTypes { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; class bullet { // above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it. thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class grenade { thresholds[] = {{0.1, 3}, {0, 1}}; selectionSpecific = 0; }; class explosive { thresholds[] = {{1, 6}, {0.1, 4}, {0, 1}}; selectionSpecific = 0; }; class shell { thresholds[] = {{1, 7}, {0.1, 5}, {0, 1}}; selectionSpecific = 0; }; class vehiclecrash { thresholds[] = {{0.25, 5}}; selectionSpecific = 0; }; class backblast { thresholds[] = {{0.25, 5}}; selectionSpecific = 0; }; class stab { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class punch { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class falling { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class ropeburn { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; }; }; class Treatment { class Bandaging { class FieldDressing { // How effect is the bandage for treating one wounds type injury effectiveness = 1; // What is the chance and delays (in seconds) of the treated default injury reopening reopeningChance = 0.1; reopeningMinDelay = 120; reopeningMaxDelay = 200; class Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class Avulsions: Abrasion { effectiveness = 0.3; reopeningChance = 0.5; reopeningMinDelay = 120; reopeningMaxDelay = 200; }; class Contusion: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class CrushWound: Abrasion { effectiveness = 0.6; reopeningChance = 0.2; reopeningMinDelay = 120; reopeningMaxDelay = 200; }; class Cut: Abrasion { effectiveness = 0.4; reopeningChance = 0.5; reopeningMinDelay = 220; reopeningMaxDelay = 260; }; class Laceration: Abrasion { effectiveness = 0.7; reopeningChance = 0.3; reopeningMinDelay = 120; reopeningMaxDelay = 260; }; class velocityWound: Abrasion { effectiveness = 0.3; reopeningChance = 0.8; reopeningMinDelay = 20; reopeningMaxDelay = 300; }; class punctureWound: Abrasion { effectiveness = 0.5; reopeningChance = 0.8; reopeningMinDelay = 20; reopeningMaxDelay = 300; }; }; class PackingBandage: fieldDressing { class Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class Avulsions: Abrasion { effectiveness = 1; reopeningChance = 0.3; reopeningMinDelay = 120; reopeningMaxDelay = 200; }; class Contusion: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class CrushWound: Abrasion { effectiveness = 0.6; reopeningChance = 0.2; reopeningMinDelay = 120; reopeningMaxDelay = 200; }; class Cut: Abrasion { effectiveness = 0.2; reopeningChance = 0.6; reopeningMinDelay = 30; reopeningMaxDelay = 260; }; class Laceration: Abrasion { effectiveness = 0.3; reopeningChance = 0.3; reopeningMinDelay = 120; reopeningMaxDelay = 260; }; class velocityWound: Abrasion { effectiveness = 1; reopeningChance = 0.5; reopeningMinDelay = 20; reopeningMaxDelay = 300; }; class punctureWound: Abrasion { effectiveness = 0.3; reopeningChance = 0.5; reopeningMinDelay = 20; reopeningMaxDelay = 300; }; }; class ElasticBandage: fieldDressing { class Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class Avulsions: Abrasion { effectiveness = 0.3; reopeningChance = 0.4; reopeningMinDelay = 120; reopeningMaxDelay = 200; }; class Contusion: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class CrushWound: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class Cut: Abrasion { effectiveness = 1; reopeningChance = 0.2; reopeningMinDelay = 10; reopeningMaxDelay = 400; }; class Laceration: Abrasion { effectiveness = 1; reopeningChance = 0.3; reopeningMinDelay = 120; reopeningMaxDelay = 260; }; class velocityWound: Abrasion { effectiveness = 0.5; reopeningChance = 0.5; reopeningMinDelay = 20; reopeningMaxDelay = 300; }; class punctureWound: Abrasion { effectiveness = 0.85; reopeningChance = 0.5; reopeningMinDelay = 20; reopeningMaxDelay = 300; }; }; class QuikClot: fieldDressing { class Abrasion { effectiveness = 0.7; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class Avulsions: Abrasion { effectiveness = 0.2; reopeningChance = 0.1; reopeningMinDelay = 300; reopeningMaxDelay = 350; }; class Contusion: Abrasion { effectiveness = 0.7; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class CrushWound: Abrasion { effectiveness = 0.7; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class Cut: Abrasion { effectiveness = 0.7; reopeningChance = 0.2; reopeningMinDelay = 100; reopeningMaxDelay = 400; }; class Laceration: Abrasion { effectiveness = 0.7; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class velocityWound: Abrasion { effectiveness = 0.7; reopeningChance = 0.1; reopeningMinDelay = 200; reopeningMaxDelay = 300; }; class punctureWound: Abrasion { effectiveness = 0.5; reopeningChance = 0.1; reopeningMinDelay = 200; reopeningMaxDelay = 300; }; }; }; class Medication { // How much does the pain get reduced? painReduce = 0; // How much will the heart rate be increased when the HR is low (below 55)? {minIncrease, maxIncrease, seconds} hrIncreaseLow[] = {10, 20, 35}; hrIncreaseNormal[] = {10, 50, 40}; hrIncreaseHigh[] = {10, 40, 50}; // How long until this medication has disappeared timeInSystem = 120; // How many of this type of medication can be in the system before the patient overdoses? maxDose = 4; // specific details for the ACE_Morphine treatment action. class Morphine { painReduce = 1; hrIncreaseLow[] = {-10, -30, 35}; hrIncreaseNormal[] = {-10, -50, 40}; hrIncreaseHigh[] = {-10, -40, 50}; timeInSystem = 120; maxDose = 4; inCompatableMedication[] = {}; }; class Epinephrine { painReduce = 1; hrIncreaseLow[] = {10, 20, 30}; hrIncreaseNormal[] = {10, 50, 20}; hrIncreaseHigh[] = {10, 40, 10}; timeInSystem = 120; maxDose = 10; inCompatableMedication[] = {}; }; class Atropine { painReduce = 1; hrIncreaseLow[] = {-10, -20, 15}; hrIncreaseNormal[] = {-10, -50, 20}; hrIncreaseHigh[] = {-10, -40, 10}; timeInSystem = 120; maxDose = 6; inCompatableMedication[] = {}; }; }; class IV { // volume is in millileters volume = 1000; ratio[] = {}; type = "Blood"; class BloodIV { volume = 1000; ratio[] = {"Plasma", 1}; }; class BloodIV_500: BloodIV { volume = 500; }; class BloodIV_250: BloodIV { volume = 250; }; class PlasmaIV: BloodIV { volume = 1000; ratio[] = {"Blood", 1}; type = "Plasma"; }; class PlasmaIV_500: PlasmaIV { volume = 500; }; class PlasmaIV_250: PlasmaIV { volume = 250; }; class SalineIV: BloodIV { volume = 1000; type = "Saline"; ratio[] = {}; }; class SalineIV_500: SalineIV { volume = 500; }; class SalineIV_250: SalineIV { volume = 250; }; }; }; };