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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>
72 lines
2.4 KiB
Plaintext
72 lines
2.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Makes a medic heal the next unit that needs treatment.
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*
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* Arguments:
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* Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* cursorObject call ace_medical_ai_fnc_healUnit
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*
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* Public: No
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*/
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// Player will have to do this manually of course
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if ([_this] call EFUNC(common,isPlayer)) exitWith {};
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// Can't heal other units when unconscious
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if IS_UNCONSCIOUS(_this) exitWith {
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_this setVariable [QGVAR(currentTreatment), nil];
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};
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// Find next unit to treat
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private _healQueue = _this getVariable [QGVAR(healQueue), []];
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private _target = _healQueue param [0, objNull];
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// If unit died or was healed, be lazy and wait for the next tick
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// If the unit can't be healed, go to the next unit to be healed
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if (!alive _target || {!(_target call FUNC(isInjured))} || {
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private _treatmentEvent = (_this getVariable [QGVAR(currentTreatment), []]) param [2, ""];
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// Target still needs healing, but the healer doesn't have the required items (only happens if GVAR(requireItems) != 0) or needs to wait
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(_treatmentEvent select [0, 6]) == "#needs"
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}) exitWith {
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_this forceSpeed -1;
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_target forceSpeed -1;
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_healQueue deleteAt 0;
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_this setVariable [QGVAR(healQueue), _healQueue];
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// return to formation instead of going where the injured unit was if it healed itself in the mean time
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_this doFollow leader _this;
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_this setVariable [QGVAR(nextMoveOrder), nil];
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_this setVariable [QGVAR(currentTreatment), nil];
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1 finished healing %2", _this, _target];
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#endif
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};
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// Move to target...
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if (_this distance _target > 2.5) exitWith {
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_this setVariable [QGVAR(currentTreatment), nil];
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if (CBA_missionTime >= (_this getVariable [QGVAR(nextMoveOrder), CBA_missionTime])) then {
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_this setVariable [QGVAR(nextMoveOrder), CBA_missionTime + 10];
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// Medic, when doing a lot of treatment, moves away from injured over time (because of animations)
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// Need to allow the medic to move back to the injured again
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_this forceSpeed -1;
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_this doMove getPosATL _target;
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1 moving to %2", _this, _target];
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#endif
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};
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};
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// ...and make sure medic and target don't move
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_this forceSpeed 0;
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_target forceSpeed 0;
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[_this, _target] call FUNC(healingLogic);
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