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ff31bc69a8
* Add tourniquet support for Medical AI * Stop blocking start * Renamed states, condensed `canHeal` * Renamed `tooManyMeds` state * Update addons/medical_ai/functions/fnc_healUnit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Change states to use singular, add states for autoinjectors & splint --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
403 lines
17 KiB
Plaintext
403 lines
17 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: BaerMitUmlaut, PabstMirror, johnb43
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* Applies healing to target.
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* States that contain "needs" are states in which the medic is blocked, either temporairly (HR too high/low) or until resupplied, from treating.
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* States that contain "wait" are states where the medic waits temporairly before continuing treatment.
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*
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* Arguments:
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* 0: Healer <OBJECT>
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* 1: Target <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [cursorObject, cursorObject] call ace_medical_ai_fnc_healingLogic
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*
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* Public: No
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*/
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params ["_healer", "_target"];
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(_healer getVariable [QGVAR(currentTreatment), [-1]]) params ["_finishTime", "_treatmentTarget", "_treatmentEvent", "_treatmentArgs", "_treatmentItem"];
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// Treatment in progress, check if finished and apply
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if (_finishTime > 0) exitWith {
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if (CBA_missionTime >= _finishTime) then {
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TRACE_5("treatment finished",_finishTime,_treatmentTarget,_treatmentEvent,_treatmentArgs,_treatmentItem);
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_healer setVariable [QGVAR(currentTreatment), nil];
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private _usedItem = "";
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if ((GVAR(requireItems) > 0) && {_treatmentItem != ""}) then {
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([_healer, _treatmentItem] call FUNC(itemCheck)) params ["_itemOk", "_itemClassname", "_treatmentClass"];
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// No item after treatment done
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if (!_itemOk) exitWith {
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_treatmentEvent = "#fail";
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};
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_healer removeItem _itemClassname;
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_usedItem = _itemClassname;
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if (_treatmentClass != "") then {
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_treatmentArgs set [2, _treatmentClass];
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};
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};
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if ((_treatmentTarget == _target) && {(_treatmentEvent select [0, 1]) != "#"}) then {
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// There is no event for tourniquet removal, so handle calling function directly
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if (_treatmentEvent == QGVAR(tourniquetRemove)) exitWith {
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_treatmentArgs call EFUNC(medical_treatment,tourniquetRemove);
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};
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[_treatmentEvent, _treatmentArgs, _target] call CBA_fnc_targetEvent;
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// Splints are already logged on their own
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switch (_treatmentEvent) do {
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case QEGVAR(medical_treatment,bandageLocal): {
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[_target, "activity", ELSTRING(medical_treatment,Activity_bandagedPatient), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
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};
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case QEGVAR(medical_treatment,ivBagLocal): {
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if (_usedItem == "") then {
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_usedItem = "ACE_salineIV";
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};
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[_target, _usedItem] call EFUNC(medical_treatment,addToTriageCard);
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[_target, "activity", ELSTRING(medical_treatment,Activity_gaveIV), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
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};
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case QEGVAR(medical_treatment,medicationLocal): {
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if (_usedItem == "") then {
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_usedItem = ["ACE_epinephrine", "ACE_morphine"] select (_treatmentArgs select 2 == "Morphine");
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};
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[_target, _usedItem] call EFUNC(medical_treatment,addToTriageCard);
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[_target, "activity", ELSTRING(medical_treatment,Activity_usedItem), [[_healer, false, true] call EFUNC(common,getName), getText (configFile >> "CfgWeapons" >> _usedItem >> "displayName")]] call EFUNC(medical_treatment,addToLog);
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};
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case QEGVAR(medical_treatment,tourniquetLocal): {
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[_target, "ACE_tourniquet"] call EFUNC(medical_treatment,addToTriageCard);
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[_target, "activity", ELSTRING(medical_treatment,Activity_appliedTourniquet), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
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};
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};
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#ifdef DEBUG_MODE_FULL
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INFO_4("%1->%2: %3 - %4",_healer,_target,_treatmentEvent,_treatmentArgs);
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systemChat format ["Applying [%1->%2]: %3", _healer, _treatmentTarget, _treatmentEvent];
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#endif
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};
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};
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};
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// Bandage a limb up, then remove the tourniquet on it
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private _fnc_removeTourniquet = {
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params [["_removeAllTourniquets", false]];
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// Ignore head & torso if not removing all tourniquets (= administering drugs/IVs)
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private _offset = [2, 0] select _removeAllTourniquets;
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// Bandage the least bleeding body part
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private _bodyPartBleeding = [];
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_bodyPartBleeding resize [[4, 6] select _removeAllTourniquets, -1];
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{
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// Ignore head and torso, if only looking for place to administer drugs/IVs
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private _partIndex = (ALL_BODY_PARTS find _x) - _offset;
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if (_partIndex >= 0 && {_tourniquets select _partIndex != 0}) then {
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{
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_x params ["", "_amountOf", "_bleeding"];
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// max 0, to set the baseline to 0, as body parts with no wounds are marked with -1
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_bodyPartBleeding set [_partIndex, ((_bodyPartBleeding select _partIndex) max 0) + (_amountOf * _bleeding)];
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} forEach _y;
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};
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} forEach GET_OPEN_WOUNDS(_target);
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// If there are no open wounds, check if there are tourniquets on limbs with no open wounds (stitched or fully healed),
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// as we know there have to be tourniquets at this point
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if (_bodyPartBleeding findIf {_x != -1} == -1) then {
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_bodyPartBleeding set [_tourniquets findIf {_x != 0}, 0];
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};
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// Ignore body parts that don't have open wounds (-1)
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private _minBodyPartBleeding = selectMin (_bodyPartBleeding select {_x != -1});
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private _selection = ALL_BODY_PARTS select ((_bodyPartBleeding find _minBodyPartBleeding) + _offset);
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// If not bleeding anymore, remove the tourniquet
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if (_minBodyPartBleeding == 0) exitWith {
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_treatmentEvent = QGVAR(tourniquetRemove);
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_treatmentTime = 7;
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_treatmentArgs = [_healer, _target, _selection];
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};
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// If no bandages available, wait
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// If check is done at the start of the scope, it will miss the edge case where the unit ran out of bandages just as they finished bandaging tourniqueted body part
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if !(([_healer, "@bandage"] call FUNC(itemCheck)) # 0) exitWith {
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_treatmentEvent = "#needsBandage";
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};
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// Otherwise keep bandaging
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_treatmentEvent = QEGVAR(medical_treatment,bandageLocal);
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_treatmentTime = 5;
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_treatmentArgs = [_target, _selection, "FieldDressing"];
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_treatmentItem = "@bandage";
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};
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// Find a suitable limb (no tourniquets) for adminstering drugs/IVs
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private _fnc_findNoTourniquet = {
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private _bodyPart = "";
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// If all limbs have tourniquets, find the least damaged limb and try to bandage it
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if ((_tourniquets select [2]) find 0 == -1) then {
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call _fnc_removeTourniquet;
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} else {
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// Select a random non-tourniqueted limb otherwise
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private _bodyParts = ["leftarm", "rightarm", "leftleg", "rightleg"];
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while {_bodyParts isNotEqualTo []} do {
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_bodyPart = selectRandom _bodyParts;
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// If no tourniquet on, use that body part
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if (_tourniquets select (ALL_BODY_PARTS find _bodyPart) == 0) exitWith {};
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_bodyParts deleteAt (_bodyParts find _bodyPart);
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};
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};
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_bodyPart // return
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};
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private _tourniquets = GET_TOURNIQUETS(_target);
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private _treatmentEvent = "#none";
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private _treatmentArgs = [];
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private _treatmentTime = 6;
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private _treatmentItem = "";
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if (true) then {
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if (IS_BLEEDING(_target)) exitWith {
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private _hasBandage = ([_healer, "@bandage"] call FUNC(itemCheck)) # 0;
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private _hasTourniquet = ([_healer, "tourniquet"] call FUNC(itemCheck)) # 0;
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// Patient is not worth treating if bloodloss can't be stopped
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if !(_hasBandage || _hasTourniquet) exitWith {
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_treatmentEvent = "#needsBandageOrTourniquet";
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};
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// Bandage the heaviest bleeding body part
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private _bodyPartBleeding = [0, 0, 0, 0, 0, 0];
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{
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private _partIndex = ALL_BODY_PARTS find _x;
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// Ignore tourniqueted limbs
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if (_tourniquets select _partIndex == 0) then {
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{
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_x params ["", "_amountOf", "_bleeding"];
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_bodyPartBleeding set [_partIndex, (_bodyPartBleeding select _partIndex) + (_amountOf * _bleeding)];
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} forEach _y;
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};
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} forEach GET_OPEN_WOUNDS(_target);
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private _maxBodyPartBleeding = selectMax _bodyPartBleeding;
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private _bodyPartIndex = _bodyPartBleeding find _maxBodyPartBleeding;
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private _selection = ALL_BODY_PARTS select _bodyPartIndex;
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// Apply tourniquet if moderate bleeding or no bandage is available, and if not head and torso
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if (_hasTourniquet && {_bodyPartIndex > HITPOINT_INDEX_BODY} && {!_hasBandage || {_maxBodyPartBleeding > 0.3}}) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,tourniquetLocal);
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_treatmentTime = 7;
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_treatmentArgs = [_target, _selection];
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_treatmentItem = "tourniquet";
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};
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_treatmentEvent = QEGVAR(medical_treatment,bandageLocal);
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_treatmentTime = 5;
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_treatmentArgs = [_target, _selection, "FieldDressing"];
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_treatmentItem = "@bandage";
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};
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private _bloodVolume = GET_BLOOD_VOLUME(_target);
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private _needsIV = _bloodVolume < MINIMUM_BLOOD_FOR_STABLE_VITALS;
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private _canGiveIV = _needsIV &&
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{_healer call EFUNC(medical_treatment,isMedic)} &&
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{([_healer, "@iv"] call FUNC(itemCheck)) # 0}; // Has IVs
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private _doCPR = IN_CRDC_ARRST(_target) && {EGVAR(medical_treatment,cprSuccessChanceMin) > 0};
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// If in cardiac arrest, first add some blood to injured if necessary, then do CPR (doing CPR when not enough blood is suboptimal if you have IVs)
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// If healer has no IVs, allow AI to do CPR to keep injured alive
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if (
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_doCPR &&
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{!_canGiveIV || {_bloodVolume >= BLOOD_VOLUME_CLASS_3_HEMORRHAGE}}
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) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,cprLocal);
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_treatmentArgs = [_healer, _target];
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_treatmentTime = 15;
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};
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private _bodypart = "";
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if (
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_canGiveIV && {
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// If all limbs are tourniqueted, bandage the one with the least amount of wounds, so that the tourniquet can be removed
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_bodyPart = call _fnc_findNoTourniquet;
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_bodyPart == ""
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}
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) exitWith {};
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if (_canGiveIV) then {
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// Check if patient's blood volume + remaining IV volume is enough to allow the patient to wake up
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private _totalIvVolume = 0; //in ml
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{
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_x params ["_volumeRemaining"];
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_totalIvVolume = _totalIvVolume + _volumeRemaining;
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} forEach (_target getVariable [QEGVAR(medical,ivBags), []]);
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// Check if the medic has to wait, which allows for a little multitasking
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if (_bloodVolume + (_totalIvVolume / 1000) >= MINIMUM_BLOOD_FOR_STABLE_VITALS) then {
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_treatmentEvent = "#waitForIV";
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_needsIV = false;
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_canGiveIV = false;
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};
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};
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if (_canGiveIV) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,ivBagLocal);
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_treatmentTime = 5;
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_treatmentArgs = [_target, _bodyPart, "SalineIV"];
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_treatmentItem = "@iv";
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};
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// Leg fractures
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private _index = (GET_FRACTURES(_target) select [4, 2]) find 1;
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if (
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_index != -1 && {
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// In case the unit doesn't have a splint, set state here
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_treatmentEvent = "#needsSplint";
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([_healer, "splint"] call FUNC(itemCheck)) # 0
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}
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) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,splintLocal);
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_treatmentTime = 6;
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_treatmentArgs = [_healer, _target, ALL_BODY_PARTS select (_index + 4)];
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_treatmentItem = "splint";
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};
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// Wait until the injured has enough blood before administering drugs
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// (_needsIV && !_canGiveIV), but _canGiveIV is false here, otherwise IV would be given
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if (_needsIV || {_doCPR && {_treatmentEvent == "#waitForIV"}}) exitWith {
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// If injured is in cardiac arrest and the healer is doing nothing else, start CPR
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if (_doCPR) exitWith {
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// Medic remains in this loop until injured is given enough IVs or dies
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_treatmentEvent = QEGVAR(medical_treatment,cprLocal);
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_treatmentArgs = [_healer, _target];
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_treatmentTime = 15;
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};
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// If the injured needs IVs, but healer can't give it to them, have healder wait
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if (_needsIV) exitWith {
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_treatmentEvent = "#needsIV";
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};
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};
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// These checks are not exitWith, so that the medic can try to bandage up tourniqueted body parts
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if ((count (_target getVariable [VAR_MEDICATIONS, []])) >= 6) then {
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_treatmentEvent = "#needsFewerMeds";
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};
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private _heartRate = GET_HEART_RATE(_target);
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private _canGiveEpinephrine = !(_treatmentEvent in ["#needsFewerMeds", "#waitForIV"]) &&
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{IS_UNCONSCIOUS(_target) || {_heartRate <= 50}} &&
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{
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// In case the unit doesn't have a epinephrine injector, set state here
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_treatmentEvent = "#needsEpinephrine";
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([_healer, "epinephrine"] call FUNC(itemCheck)) # 0
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};
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// This allows for some multitasking
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if (_canGiveEpinephrine) then {
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if (CBA_missionTime < (_target getVariable [QGVAR(nextEpinephrine), -1])) then {
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_treatmentEvent = "#waitForEpinephrineToTakeEffect";
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_canGiveEpinephrine = false;
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};
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if (_heartRate > 180) then {
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_treatmentEvent = "#needsSlowerHeart";
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_canGiveEpinephrine = false;
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};
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};
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if (_canGiveEpinephrine) exitWith {
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// If all limbs are tourniqueted, bandage the one with the least amount of wounds, so that the tourniquet can be removed
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_bodyPart = call _fnc_findNoTourniquet;
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if (_bodyPart == "") exitWith {};
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_target setVariable [QGVAR(nextEpinephrine), CBA_missionTime + 10];
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_treatmentEvent = QEGVAR(medical_treatment,medicationLocal);
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_treatmentTime = 2.5;
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_treatmentArgs = [_target, _bodyPart, "Epinephrine"];
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_treatmentItem = "epinephrine";
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};
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// Remove all remaining tourniquets by bandaging all body parts
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if (_tourniquets isNotEqualTo DEFAULT_TOURNIQUET_VALUES) then {
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true call _fnc_removeTourniquet;
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};
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// If the healer can bandage or remove tourniquets, do that
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if (_treatmentEvent in [QEGVAR(medical_treatment,bandageLocal), QGVAR(tourniquetRemove)]) exitWith {};
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// Otherwise, if the healer is either done or out of bandages, continue
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if (
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!(_treatmentEvent in ["#needsFewerMeds", "#waitForIV"]) &&
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{(GET_PAIN_PERCEIVED(_target) > 0.25) || {_heartRate >= 180}} &&
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{
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// In case the unit doesn't have a morphine injector, set state here
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_treatmentEvent = "#needsMorphine";
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([_healer, "morphine"] call FUNC(itemCheck)) # 0
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}
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) exitWith {
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if (CBA_missionTime < (_target getVariable [QGVAR(nextMorphine), -1])) exitWith {
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_treatmentEvent = "#waitForMorphineToTakeEffect";
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};
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if (_heartRate < 60) exitWith {
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_treatmentEvent = "#needsFasterHeart";
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};
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// If all limbs are tourniqueted, bandage the one with the least amount of wounds, so that the tourniquet can be removed
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_bodyPart = call _fnc_findNoTourniquet;
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if (_bodyPart == "") exitWith {};
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_target setVariable [QGVAR(nextMorphine), CBA_missionTime + 30];
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_treatmentEvent = QEGVAR(medical_treatment,medicationLocal);
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_treatmentTime = 2.5;
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_treatmentArgs = [_target, _bodyPart, "Morphine"];
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_treatmentItem = "morphine";
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};
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};
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_healer setVariable [QGVAR(currentTreatment), [CBA_missionTime + _treatmentTime, _target, _treatmentEvent, _treatmentArgs, _treatmentItem]];
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// Play animation
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if ((_treatmentEvent select [0, 1]) != "#") then {
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private _treatmentClassname = switch (_treatmentEvent) do {
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case QEGVAR(medical_treatment,splintLocal): {"Splint"};
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case QEGVAR(medical_treatment,cprLocal): {"CPR"};
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case QEGVAR(medical_treatment,tourniquetLocal): {"ApplyTourniquet"};
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case QGVAR(tourniquetRemove): {"RemoveTourniquet"};
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default {_treatmentArgs select 2};
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};
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[_healer, _treatmentClassname, _healer == _target] call FUNC(playTreatmentAnim);
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};
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#ifdef DEBUG_MODE_FULL
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TRACE_4("treatment started",_treatmentTime,_target,_treatmentEvent,_treatmentArgs);
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systemChat format ["Treatment [%1->%2]: %3", _healer, _target, _treatmentEvent];
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#endif
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