/* * 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" params ["_target", "_bandage", "_selectionName", ["_specificClass", -1]]; // Ensure it is a valid bodypart private _part = [_selectionName] call FUNC(selectionNameToNumber); if (_part < 0) exitWith {false}; // Get the open wounds for this unit private _openWounds = _target getVariable [QGVAR(openWounds), []]; if (count _openWounds == 0) exitWith {false}; // nothing to do here! // Get the default effectiveness for the used bandage private _config = (ConfigFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Bandaging"); private _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 // TODO also use up the remainder on left over injuries private _mostEffectiveSpot = 0; private _effectivenessFound = -1; private _mostEffectiveInjury = _openWounds select 0; private _exit = false; { _x params ["", "_classID", "_partX"]; TRACE_2("OPENWOUND: ", _target, _x); // Only parse injuries that are for the selected bodypart. if (_partX == _part) then { private _woundEffectiveness = _effectiveness; // Select the classname from the wound classname storage private _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 private _woundTreatmentConfig = (_config >> _className); if (isNumber (_woundTreatmentConfig >> "effectiveness")) then { _woundEffectiveness = getNumber (_woundTreatmentConfig >> "effectiveness"); }; } else { //Basic medical bandage just has a base level config (same effectivenes for all wound types) if (_bandage != "Bandage") then { 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 = _woundEffectiveness; _mostEffectiveSpot = _forEachIndex; _mostEffectiveInjury = _x; _exit = true; }; // Check if this is the currently most effective found. if (_woundEffectiveness * ((_x select 4) * (_x select 3)) > _effectivenessFound * ((_mostEffectiveInjury select 4) * (_mostEffectiveInjury select 3))) then { _effectivenessFound = _woundEffectiveness; _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 private _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, true]; // Handle the reopening of bandaged wounds if (_impact > 0 && {GVAR(level) >= 2} && {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) || {GVAR(level) < 2}) then { // Get the list of the wounds the target is currently suffering from. private _currentWounds = _target getVariable [QGVAR(openWounds), []]; // Tally of unbandaged wounds to each body part. private _headWounds = 0; private _bodyWounds = 0; private _leftArmWounds = 0; private _leftLegWounds = 0; private _rightArmWounds = 0; private _rightLegWounds = 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: { _leftArmWounds = _leftArmWounds + (_numOpenWounds * _bloodLoss); }; // Right Arm case 3: { _rightArmWounds = _rightArmWounds + (_numOpenWounds * _bloodLoss); }; // Left Leg case 4: { _leftLegWounds = _leftLegWounds + (_numOpenWounds * _bloodLoss); }; // Right Leg case 5: { _rightLegWounds = _rightLegWounds + (_numOpenWounds * _bloodLoss); }; }; } forEach _currentWounds; // ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"] private _bodyStatus = _target getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]]; // Any body part that has no wounds is healed to full health if (_headWounds == 0) then { _bodyStatus set [0, 0]; }; if (_bodyWounds == 0) then { _bodyStatus set [1, 0]; }; if (_leftArmWounds == 0) then { _bodyStatus set [2, 0]; }; if (_rightArmWounds == 0) then { _bodyStatus set [3, 0]; }; if (_leftLegWounds == 0) then { _bodyStatus set [4, 0]; }; if (_rightLegWounds == 0) then { _bodyStatus set [5, 0]; }; _target setVariable [QGVAR(bodyPartStatus), _bodyStatus, true]; [_target] call FUNC(handleDamage_advancedSetDamage); }; true;