/* * 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" params ["_unit", "_bodyPart", "_damage", "_typeOfProjectile", "_typeOfDamage"]; TRACE_5("start",_unit,_bodyPart,_damage,_typeOfProjectile,_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 (_typeOfDamage isEqualTo "") then { _typeOfDamage = "unknown"; }; // Get the damage type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes] // WoundTypes are the available wounds for this damage type. Format [[classID, selections, bleedingRate, pain], ..] private _damageTypeInfo = [GVAR(allDamageTypesData) getVariable _typeOfDamage] param [0, [[], false, []]]; _damageTypeInfo params ["_thresholds", "_isSelectionSpecific", "_woundTypes"]; // It appears we are dealing with an unknown type of damage. if (count _woundTypes == 0) then { // grabbing the configuration for unknown damage type _damageTypeInfo = [GVAR(allDamageTypesData) getVariable "unknown"] param [0, [[], false, []]]; _woundTypes = _damageTypeInfo select 2; }; // find the available injuries for this damage type and damage amount private _highestPossibleSpot = -1; private _highestPossibleDamage = -1; private _allPossibleInjuries = []; { _x params ["", "_selections", "", "", "_damageExtrema"]; _damageExtrema params ["_minDamage", "_maxDamage"]; // Check if the damage is higher as the min damage for the specific injury if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then { // Check if the injury can be applied to the given selection name if ("All" in _selections || {_bodyPart in _selections}) then { // @todo, this is case sensitive! // Find the wound which has the highest minimal damage, so we can use this later on for adding the correct injuries if (_minDamage > _highestPossibleDamage) then { _highestPossibleSpot = _forEachIndex; _highestPossibleDamage = _minDamage; }; // Store the valid possible injury for the damage type, damage amount and selection _allPossibleInjuries pushBack _x; }; }; } forEach _woundTypes; // No possible wounds available for this damage type or damage amount. if (_highestPossibleSpot < 0) exitWith {}; // Administration for open wounds and ids private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []]; private _woundID = _unit getVariable [QGVAR(lastUniqueWoundID), 1]; private _painLevel = 0; private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]]; private _woundsCreated = []; { if (_x select 0 <= _damage) exitWith { for "_i" from 0 to ((_x select 1)-1) 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 } else { selectRandom _allPossibleInjuries }; _oldInjury params ["_woundClassIDToAdd", "", "_injuryBleedingRate", "_injuryPain"]; private _bodyPartNToAdd = [floor random 6, _bodyPartN] select _isSelectionSpecific; // 6 == count ALL_BODY_PARTS _bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _damage]; // Create a new injury. Format [ID, classID, bodypart, percentage treated, bleeding rate] _injury = [_woundID, _woundClassIDToAdd, _bodyPartNToAdd, 1, _injuryBleedingRate]; // The higher the nastiness likelihood the higher the change to get a painful and bloody wound private _nastinessLikelihood = if (_damage > 1) then { (_damage ^ 0.33) } else { (0.1 max _damage) }; private _bloodiness = 0.01 + 0.99 * (1 - random[0, 1, 0.9]) ^ (1 / _nastinessLikelihood); private _painfullness = 0.05 + 0.95 * (1 - random[0, 1, 0.5]) ^ (1 / _nastinessLikelihood); _bleeding = _injuryBleedingRate * _bloodiness; _injury set [4, _bleeding]; _injury set [5, _damage]; private _pain = _injuryPain * _painfullness; _painLevel = _painLevel max _pain; #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"]; if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_damage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then { private _oldCategory = (floor ((0 max _oldBleeding min 0.1) / 0.05)); private _newCategory = (floor ((0 max _bleeding min 0.1) / 0.05)); if (_oldCategory == _newCategory) 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 _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; _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]; [_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);