/* * Author: Glowbal, commy2 * Handling of the open wounds & injuries upon the handleDamage eventhandler. * * Arguments: * 0: Unit That Was Hit * 1: Name Of Body Part * 2: Amount Of Damage * 3: Shooter or source of the damage * 4: Type of the damage done * * Return Value: * None * * Public: No */ #include "script_component.hpp" #define MATH_E 2.71828182846 params ["_unit", "_bodyPart", "_damage", "_typeOfProjectile", "_typeOfDamage"]; TRACE_5("start",_unit,_bodyPart,_damage,_typeOfProjectile,_typeOfDamage); if (_typeOfDamage isEqualTo "") then { _typeOfDamage = "unknown"; }; // Administration for open wounds and ids private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []]; private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1]; private _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _bodyPart, _damage, _typeOfDamage, _woundID]; TRACE_1("",_extensionOutput); // these are default values and modified by _extensionOutput private _painToAdd = 0; private _woundsCreated = []; call compile _extensionOutput; // todo: Make the pain and bleeding calculations part of the extension again private _painLevel = 0; private _critialDamage = false; private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]]; { _x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"]; _bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _damage]; // The higher the nastiness likelihood the higher the change to get a painful and bloody wound private _nastinessLikelihood = linearConversion [0, 20, _damage, 0.5, 30, true]; private _bloodiness = 0.01 + 0.99 * MATH_E ^ (-(random 30) / _nastinessLikelihood); private _painfullness = 0.05 + 0.95 * MATH_E ^ (-(random 30) / _nastinessLikelihood); _bleeding = _bleeding * _bloodiness; // wound category (minor, medium, large) private _category = floor ((0 max _bleeding min 0.1) / 0.05); _x set [4, _bleeding]; _x set [5, _damage]; _x set [6, _category]; private _pain = ((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painfullness; _painLevel = _painLevel max _pain; if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_damage > PENETRATION_THRESHOLD}}) then { _critialDamage = true; }; #ifdef DEBUG_MODE_FULL systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, round(_damage * 100) / 100, _damage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000]; #endif if (_bodyPartNToAdd == 0 && {_damage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then { [QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent; }; // todo `forceWalk` based on leg damage private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7; if (_causeLimping == 1 && {_damage > 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 && {(_damage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then { if (_oldCategory == _category) exitWith { private _newAmountOf = _oldAmountOf + 1; _x set [3, _newAmountOf]; private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf; _x set [4, _newBleeding]; private _newDamage = (_oldAmountOf * _oldDamage + _damage) / _newAmountOf; _x set [5, _newDamage]; _createNewWound = false; }; }; } forEach _openWounds; if (_createNewWound) then { _openWounds pushBack _x; }; } forEach _woundsCreated; _unit setVariable [QEGVAR(medical,openWounds), _openWounds, true]; _unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true]; [_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals); // Only update if new wounds have been created if (count _woundsCreated > 0) then { _unit setVariable [QEGVAR(medical,lastUniqueWoundID), _woundID, true]; }; if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then { [_unit] call EFUNC(medical,handleIncapacitation); }; [_unit, _painLevel] call EFUNC(medical,adjustPainLevel); [_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound); TRACE_5("exit",_unit,_painLevel,_unit getVariable QEGVAR(medical,pain),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);