ACE3/addons/medical_treatment/functions/fnc_bandageLocal.sqf
Kyle Mckay 02365609b5
Medical - Change medical to use hashmaps for wound storage (#8926)
* Refactor medical to use hashmaps for wound storage

- We most frequently want to access wounds by body part, so this makes
  that a constant time lookup.
- The body part index is no longer stored in every wound since it's
  inherent in the wound storage.
- Using body part names as the keys of the hashmap to improve code
  clarity (no more magic numbers).

closes #6468

* Add deserilization migration from old wound arrays

Will migrate from old form array wound storage to the new hashmap
strucutre during deserlization. This is relevant for communities piping
medical state out to a database or similar between sessions.

* fix issue with suture stitching

* change version number in comment

---------

Co-authored-by: Salluci <salluci.lovi@gmail.com>
2023-06-24 08:11:56 +03:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* Local callback for bandaging a patient's open wounds.
*
* Arguments:
* 0: Patient <OBJECT>
* 1: Body Part <STRING>
* 2: Treatment <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "Head", "FieldDressing"] call ace_medical_treatment_fnc_bandageLocal
*
* Public: No
*/
params ["_patient", "_bodyPart", "_bandage"];
TRACE_3("bandageLocal",_patient,_bodyPart,_bandage);
_bodyPart = toLower _bodyPart;
private _openWounds = GET_OPEN_WOUNDS(_patient);
private _woundsOnPart = _openWounds getOrDefault [_bodyPart, []];
if (_woundsOnPart isEqualTo []) exitWith {};
// Figure out which injury for this bodypart is the best choice to bandage
// TODO also use up the remainder on left over injuries
private _targetWound = [_patient, _bandage, _bodyPart] call FUNC(findMostEffectiveWound);
_targetWound params ["_wound", "_woundIndex", "_effectiveness"];
// Everything is patched up on this body part already
if (_effectiveness == -1) exitWith {};
// Find the impact this bandage has and reduce the amount this injury is present
private _amountOf = _wound select 1;
private _impact = _effectiveness min _amountOf;
_amountOf = _amountOf - _impact;
_wound set [1, _amountOf];
_woundsOnPart set [_woundIndex, _wound];
_patient setVariable [VAR_OPEN_WOUNDS, _openWounds, true];
[_patient] call EFUNC(medical_status,updateWoundBloodLoss);
// Handle the reopening of bandaged wounds
if (_impact > 0 && {GVAR(advancedBandages) == 2}) then {
[_patient, _impact, _bodyPart, _woundIndex, _wound, _bandage] call FUNC(handleBandageOpening);
};
// Check if we fixed limping from this treatment
if (
EGVAR(medical,limping) == 1
&& {_bodyPart isEqualTo "leftleg" || _bodyPart isEqualTo "rightleg"}
&& {_amountOf <= 0}
&& {_patient getVariable [QEGVAR(medical,isLimping), false]}
) then {
[_patient] call EFUNC(medical_engine,updateDamageEffects);
};
if (GVAR(clearTrauma) == 2) then {
TRACE_2("clearTrauma - clearing trauma after bandage",_bodyPart,_openWounds);
private _partIndex = ALL_BODY_PARTS find _bodyPart;
private _treatedDamageOf = (_wound select 3) * _impact;
private _bodyPartDamage = _patient getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
private _newDam = (_bodyPartDamage select _partIndex) - _treatedDamageOf;
// Prevent obscenely small damage from lack of floating precision
if (_newDam < 0.05) then {
_bodyPartDamage set [_partIndex, 0];
} else {
_bodyPartDamage set [_partIndex, _newDam];
};
_patient setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
TRACE_2("clearTrauma - healed damage",_partIndex,_treatedDamageOf);
switch (_bodyPart) do {
case "head": { [_patient, true, false, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
case "body": { [_patient, false, true, false, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
case "leftarm";
case "rightarm": { [_patient, false, false, true, false] call EFUNC(medical_engine,updateBodyPartVisuals); };
default { [_patient, false, false, false, true] call EFUNC(medical_engine,updateBodyPartVisuals); };
};
};
// Reset treatment condition cache for nearby players if we stopped all bleeding
if (_amountOf <= 0) then {
private _nearPlayers = (_patient nearEntities ["CAManBase", 6]) select {_x call EFUNC(common,isPlayer)};
TRACE_1("clearConditionCaches: bandage",_nearPlayers);
[QEGVAR(interact_menu,clearConditionCaches), [], _nearPlayers] call CBA_fnc_targetEvent;
};