ACE3/addons/medical_engine/functions/fnc_handleDamage.sqf
PabstMirror a3aef6a066
General - Cleanup spaces in macros (#9769)
Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
2024-02-05 14:04:24 -03:00

215 lines
8.9 KiB
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#include "..\script_component.hpp"
/*
* Author: commy2, kymckay
* HandleDamage EH where wound events are raised based on incoming damage.
* Be aware that for each source of damage, the EH can fire multiple times (once for each hitpoint).
* We store these incoming damages and compare them on our final hitpoint: "ace_hdbracket".
*
* Arguments:
* Handle damage EH
*
* Return Value:
* Damage to be inflicted <NUMBER>
*
* Public: No
*/
params ["_unit", "_selection", "_damage", "_shooter", "_ammo", "_hitPointIndex", "_instigator", "_hitpoint"];
// HD sometimes triggers for remote units - ignore.
if !(local _unit) exitWith {nil};
// Get missing meta info
private _oldDamage = 0;
if (_hitPoint isEqualTo "") then {
_hitPoint = "#structural";
_oldDamage = damage _unit;
} else {
_oldDamage = _unit getHitIndex _hitPointIndex;
};
// Damage can be disabled with old variable or via sqf command allowDamage
if !(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) exitWith {_oldDamage};
private _newDamage = _damage - _oldDamage;
// Happens occasionally for vehiclehit events (see line 80 onwards)
// Just exit early to save some frametime
if (_newDamage == 0 && {_hitpoint isNotEqualTo "ace_hdbracket"}) exitWith {_oldDamage};
// Get scaled armor value of hitpoint and calculate damage before armor
// We scale using passThrough to handle explosive-resistant armor properly (#9063)
// We need realDamage to determine which limb was hit correctly
[_unit, _hitpoint] call FUNC(getHitpointArmor) params ["_armor", "_armorScaled"];
private _realDamage = _newDamage * _armor;
if (_hitPoint isNotEqualTo "#structural") then {
private _armorCoef = _armor/_armorScaled;
private _damageCoef = linearConversion [0, 1, GVAR(damagePassThroughEffect), 1, _armorCoef];
_newDamage = _newDamage * _damageCoef;
};
TRACE_4("Received hit",_hitpoint,_ammo,_newDamage,_realDamage);
// Drowning doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
// Damage occurs in consistent increments
if (
_hitPoint isEqualTo "#structural" &&
{getOxygenRemaining _unit <= 0.5} &&
{_damage isEqualTo (_oldDamage + 0.005)}
) exitWith {
TRACE_5("Drowning",_unit,_shooter,_instigator,_damage,_newDamage);
[QEGVAR(medical,woundReceived), [_unit, [[_newDamage, "Body", _newDamage]], _unit, "drowning"]] call CBA_fnc_localEvent;
0
};
// Faster than (vehicle _unit), also handles dead units
private _vehicle = objectParent _unit;
// Crashing a vehicle doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
// It does fire the EH multiple times, but this seems to scale with the intensity of the crash
if (
EGVAR(medical,enableVehicleCrashes) &&
{_hitPoint isEqualTo "#structural"} &&
{_ammo isEqualTo ""} &&
{!isNull _vehicle} &&
{vectorMagnitude (velocity _vehicle) > 5}
// todo: no way to detect if stationary and another vehicle hits you
) exitWith {
TRACE_5("Crash",_unit,_shooter,_instigator,_damage,_newDamage);
[QEGVAR(medical,woundReceived), [_unit, [[_newDamage, _hitPoint, _newDamage]], _unit, "vehiclecrash"]] call CBA_fnc_localEvent;
0
};
// Receiving explosive damage inside a vehicle doesn't trigger for each hitpoint
// This is the case for mines, explosives, artillery, and catasthrophic vehicle explosions
// Triggers twice, but that doesn't matter as damage is low
if (
_hitPoint isEqualTo "#structural" &&
{!isNull _vehicle} &&
{_ammo isNotEqualTo ""} &&
{
private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
GET_NUMBER(_ammoCfg >> "explosive",0) > 0 ||
{GET_NUMBER(_ammoCfg >> "indirectHit",0) > 0}
}
) exitwith {
TRACE_5("Vehicle hit",_unit,_shooter,_instigator,_damage,_newDamage);
_unit setVariable [QEGVAR(medical,lastDamageSource), _shooter];
_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
[QEGVAR(medical,woundReceived), [_unit, [[_newDamage, _hitPoint, _newDamage]], _shooter, "vehiclehit"]] call CBA_fnc_localEvent;
0
};
// This hitpoint is set to trigger last, evaluate all the stored damage values
// to determine where wounds are applied
if (_hitPoint isEqualTo "ace_hdbracket") exitWith {
_unit setVariable [QEGVAR(medical,lastDamageSource), _shooter];
_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
private _damageStructural = _unit getVariable [QGVAR($#structural), [0,0]];
// --- Head
private _damageHead = [
_unit getVariable [QGVAR($HitFace), [0,0]],
_unit getVariable [QGVAR($HitNeck), [0,0]],
_unit getVariable [QGVAR($HitHead), [0,0]]
];
_damageHead sort false;
_damageHead = _damageHead select 0;
// --- Body
private _damageBody = [
_unit getVariable [QGVAR($HitPelvis), [0,0]],
_unit getVariable [QGVAR($HitAbdomen), [0,0]],
_unit getVariable [QGVAR($HitDiaphragm), [0,0]],
_unit getVariable [QGVAR($HitChest), [0,0]]
// HitBody removed as it's a placeholder hitpoint and the high armor value (1000) throws the calculations off
];
_damageBody sort false;
_damageBody = _damageBody select 0;
// --- Arms and Legs
private _damageLeftArm = _unit getVariable [QGVAR($HitLeftArm), [0,0]];
private _damageRightArm = _unit getVariable [QGVAR($HitRightArm), [0,0]];
private _damageLeftLeg = _unit getVariable [QGVAR($HitLeftLeg), [0,0]];
private _damageRightLeg = _unit getVariable [QGVAR($HitRightLeg), [0,0]];
// Find hit point that received the maximum damage
// Priority used for sorting if incoming damage is equal
// _realDamage, priority, _newDamage, body part name
private _allDamages = [
[_damageHead select 0, PRIORITY_HEAD, _damageHead select 1, "Head"],
[_damageBody select 0, PRIORITY_BODY, _damageBody select 1, "Body"],
[_damageLeftArm select 0, PRIORITY_LEFT_ARM, _damageLeftArm select 1, "LeftArm"],
[_damageRightArm select 0, PRIORITY_RIGHT_ARM, _damageRightArm select 1, "RightArm"],
[_damageLeftLeg select 0, PRIORITY_LEFT_LEG, _damageLeftLeg select 1, "LeftLeg"],
[_damageRightLeg select 0, PRIORITY_RIGHT_LEG, _damageRightLeg select 1, "RightLeg"],
[_damageStructural select 0, PRIORITY_STRUCTURAL, _damageStructural select 1, "#structural"]
];
TRACE_2("incoming",_allDamages,_damageStructural);
_allDamages sort false;
_allDamages = _allDamages apply {[_x select 2, _x select 3, _x select 0]};
// Environmental damage sources all have empty ammo string
// No explicit source given, we infer from differences between them
if (_ammo isEqualTo "") then {
// Any collision with terrain/vehicle/object has a shooter
// Check this first because burning can happen at any velocity
if !(isNull _shooter) then {
/*
If shooter != unit then they hit unit, otherwise it could be:
- Unit hitting anything at speed
- An empty vehicle hitting unit
- A physX object hitting unit
Assume fall damage for downward velocity because it's most common
*/
if (_shooter == _unit && {(velocity _unit select 2) < -2}) then {
_ammo = "falling";
TRACE_5("Fall",_unit,_shooter,_instigator,_damage,_allDamages);
} else {
_ammo = "collision";
TRACE_5("Collision",_unit,_shooter,_instigator,_damage,_allDamages);
};
} else {
// Anything else is almost guaranteed to be fire damage
_ammo = "fire";
TRACE_5("Fire Damage",_unit,_shooter,_instigator,_damage,_allDamages);
};
};
// No wounds for minor damage
// TODO check if this needs to be changed for burning damage (occurs as lots of small events that we add together)
if ((_allDamages select 0 select 0) > 1E-3) then {
TRACE_1("received",_allDamages);
[QEGVAR(medical,woundReceived), [_unit, _allDamages, _shooter, _ammo]] call CBA_fnc_localEvent;
};
// Clear stored damages otherwise they will influence future damage events
// (aka wounds will pile onto the historically most damaged hitpoint)
{
_unit setVariable [_x, nil];
} forEach [
QGVAR($HitFace),QGVAR($HitNeck),QGVAR($HitHead),
QGVAR($HitPelvis),QGVAR($HitAbdomen),QGVAR($HitDiaphragm),QGVAR($HitChest),QGVAR($HitBody),
QGVAR($HitLeftArm),QGVAR($HitRightArm),QGVAR($HitLeftLeg),QGVAR($HitRightLeg),
QGVAR($#structural)
];
0
};
// Damages are stored for "ace_hdbracket" event triggered last
_unit setVariable [format [QGVAR($%1), _hitPoint], [_realDamage, _newDamage]];
// Engine damage to these hitpoints controls blood visuals, limping, weapon sway
// Handled in fnc_damageBodyPart, persist here
if (_hitPoint in ["hithead", "hitbody", "hithands", "hitlegs"]) exitWith {_oldDamage};
// We store our own damage values so engine damage is unnecessary
0