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https://github.com/acemod/ACE3.git
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73a7dbdc1e
- Add stackable wound handler system for easy 3rd party extensibility and overriding of default wound handler. - Change mapping from wound type -> damage types, to damage type -> wound types. Improves the semantics and makes configuration easier to reason about. - Allow damage types to influence wound properties (bleed, size, etc.) with configurable variance parameters. - Allow configuration of wound type variance per damage type. Enabling more logically driven variance for sensible but still varied end results. - Improve handling of non-selection-specific damage events. The wound handler now receives all incoming damages and may apply damage to multiple selections (previously only ever one) if the damage type is not configured to be selection specific (with new config property `selectionSpecific`). - Add debug script for testing explosion damage events at varied ranges. - Add custom fire wound handler.
196 lines
9.2 KiB
C++
196 lines
9.2 KiB
C++
// #define DEBUG_MODE_FULL
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// #define DISABLE_COMPILE_CACHE
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// #define ENABLE_PERFORMANCE_COUNTERS
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#define ALL_BODY_PARTS ["head", "body", "leftarm", "rightarm", "leftleg", "rightleg"]
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#define ALL_SELECTIONS ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]
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#define ALL_HITPOINTS ["HitHead", "HitChest", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]
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#define HITPOINT_INDEX_HEAD 0
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#define HITPOINT_INDEX_BODY 1
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#define HITPOINT_INDEX_LARM 2
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#define HITPOINT_INDEX_RARM 3
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#define HITPOINT_INDEX_LLEG 4
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#define HITPOINT_INDEX_RLEG 5
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// Damage threshold above which fatal organ damage can occur
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#define HEAD_DAMAGE_THRESHOLD EGVAR(medical,const_headDamageThreshold)
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#define HEAD_DAMAGE_THRESHOLD_DEFAULT 1
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#define ORGAN_DAMAGE_THRESHOLD EGVAR(medical,const_organDamageThreshold)
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#define ORGAN_DAMAGE_THRESHOLD_DEFAULT 0.6
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// Consts for determineIfFatal: sum of damage (values are calcualted at runtime in preInit)
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#define FATAL_SUM_DAMAGE_WEIBULL_K EGVAR(medical,const_fatalSumDamageWeibull_K)
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#define FATAL_SUM_DAMAGE_WEIBULL_L EGVAR(medical,const_fatalSumDamageWeibull_L)
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// Chance to hit heart based on ratio of 70kg (approx. 70L) body to 70mL stroke volume of heart
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// Assuming torso is 50% of the body volume (35L)
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#define HEART_HIT_CHANCE EGVAR(medical,const_heartHitChance)
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#define HEART_HIT_CHANCE_DEFAULT 0.05
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#define MEDICAL_ACTION_DISTANCE 1.75
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// scale received pain to 0-2 level to select type of scream
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// below 0.25: 0, from 0.25 to 0.5: 1, more than 0.5: 2
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#define PAIN_TO_SCREAM(pain) (floor (4 * pain) min 2)
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// scale received pain to 0-2 level to select type of scream
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// below 0.33: 0, from 0.34 to 0.66: 1, more than 0.67: 2
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#define PAIN_TO_MOAN(pain) (floor (3 * pain) min 2)
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#define GET_NUMBER(config,default) (if (isNumber (config)) then {getNumber (config)} else {default})
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#define GET_STRING(config,default) (if (isText (config)) then {getText (config)} else {default})
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#define GET_ARRAY(config,default) (if (isArray (config)) then {getArray (config)} else {default})
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#define DEFAULT_HEART_RATE 80
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#define DEFAULT_PERIPH_RES 100
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// --- blood
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// 0.077 l/kg * 80kg = 6.16l
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#define DEFAULT_BLOOD_VOLUME 6.0 // in liters
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#define BLOOD_VOLUME_CLASS_1_HEMORRHAGE 6.000 // lost less than 15% blood, Class I Hemorrhage
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#define BLOOD_VOLUME_CLASS_2_HEMORRHAGE 5.100 // lost more than 15% blood, Class II Hemorrhage
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#define BLOOD_VOLUME_CLASS_3_HEMORRHAGE 4.200 // lost more than 30% blood, Class III Hemorrhage
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#define BLOOD_VOLUME_CLASS_4_HEMORRHAGE 3.600 // lost more than 40% blood, Class IV Hemorrhage
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#define BLOOD_VOLUME_FATAL 3.0 // Lost more than 50% blood, Unrecoverable
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// IV Change per second calculation:
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// 250 ml should take 60 seconds to fill. 250 ml / 60 s ~ 4.1667 ml/s.
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#define IV_CHANGE_PER_SECOND 4.1667 // in milliliters per second
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// Minimum amount of damage required for penetrating wounds (also minDamage for velocity wounds)
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#define PENETRATION_THRESHOLD EGVAR(medical,const_penetrationThreshold)
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#define PENETRATION_THRESHOLD_DEFAULT 0.35
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// To be replaced by a proper blood pressure calculation
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#define BLOOD_LOSS_KNOCK_OUT_THRESHOLD EGVAR(medical,const_bloodLossKnockOutThreshold)
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#define BLOOD_LOSS_KNOCK_OUT_THRESHOLD_DEFAULT 0.5 // 50% of cardiac output
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// Used to color interaction icons and body image selections
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#define BLOOD_LOSS_RED_THRESHOLD 0.5
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#define BLOOD_LOSS_TOTAL_COLORS 10
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#define DAMAGE_BLUE_THRESHOLD 0.8
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#define DAMAGE_TOTAL_COLORS 10
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// --- pain
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#define PAIN_UNCONSCIOUS EGVAR(medical,const_painUnconscious)
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#define PAIN_UNCONSCIOUS_DEFAULT 0.5
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// Pain fade out time (time it takes until pain is guaranteed to be completly gone)
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#define PAIN_FADE_TIME EGVAR(medical,const_painFadeTime)
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#define PAIN_FADE_TIME_DEFAULT 900
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// Only relevant when advanced medication is disabled
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// Morphine pain suppression fade out time (time it takes until pain suppression is guaranteed to be completly gone)
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#define PAIN_SUPPRESSION_FADE_TIME 1800
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// Chance to wake up when vitals are stable (checked once every SPONTANEOUS_WAKE_UP_INTERVAL seconds)
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#define SPONTANEOUS_WAKE_UP_INTERVAL 15
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// Minimum leg damage required for limping
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#define LIMPING_DAMAGE_THRESHOLD EGVAR(medical,const_limpingDamageThreshold)
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#define LIMPING_DAMAGE_THRESHOLD_DEFAULT 0.30
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// Minimum limb damage required for fracture
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#define FRACTURE_DAMAGE_THRESHOLD EGVAR(medical,const_fractureDamageThreshold)
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#define FRACTURE_DAMAGE_THRESHOLD_DEFAULT 0.50
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// Minimum body part damage required for blood effect on uniform
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#define VISUAL_BODY_DAMAGE_THRESHOLD 0.35
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// Empty wound data, used for some default return values
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// [classID, bodypartIndex, amountOf, bloodloss, damage]
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#define EMPTY_WOUND [-1, -1, 0, 0, 0]
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// Base time to bandage each wound category
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#define BANDAGE_TIME_S 4
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#define BANDAGE_TIME_M 6
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#define BANDAGE_TIME_L 8
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#define BANDAGE_TIME_MOD_MEDIC -2
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#define BANDAGE_TIME_MOD_SELF 4
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#define DEFAULT_BANDAGE_REOPENING_CHANCE 0.1
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#define DEFAULT_BANDAGE_REOPENING_MIN_DELAY 120
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#define DEFAULT_BANDAGE_REOPENING_MAX_DELAY 200
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#define DEFAULT_TOURNIQUET_VALUES [0,0,0,0,0,0]
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#define DEFAULT_FRACTURE_VALUES [0,0,0,0,0,0]
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// Triage colors, for consistency across UIs and functions
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#define TRIAGE_COLOR_NONE 0, 0, 0, 0.9
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#define TRIAGE_COLOR_MINIMAL 0, 0.5, 0, 0.9
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#define TRIAGE_COLOR_DELAYED 1, 0.84, 0, 0.9
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#define TRIAGE_COLOR_IMMEDIATE 1, 0, 0, 0.9
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#define TRIAGE_COLOR_DECEASED 0, 0, 0, 0.9
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#define TRIAGE_TEXT_COLOR_NONE 1, 1, 1, 1
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#define TRIAGE_TEXT_COLOR_MINIMAL 1, 1, 1, 1
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#define TRIAGE_TEXT_COLOR_DELAYED 0, 0, 0, 1
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#define TRIAGE_TEXT_COLOR_IMMEDIATE 1, 1, 1, 1
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#define TRIAGE_TEXT_COLOR_DECEASED 1, 1, 1, 1
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// Medical activity logs
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#define MED_LOG_MAX_ENTRIES 8
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#define MED_LOG_VARNAME(type) (format [QEGVAR(medical,log_%1), type])
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// - Unit Variables ----------------------------------------------------
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// These variables get stored in object space and used across components
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// Defined here for easy consistency with GETVAR/SETVAR (also a list for reference)
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#define VAR_BLOOD_PRESS QEGVAR(medical,bloodPressure)
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#define VAR_BLOOD_VOL QEGVAR(medical,bloodVolume)
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#define VAR_WOUND_BLEEDING QEGVAR(medical,woundBleeding)
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#define VAR_CRDC_ARRST QEGVAR(medical,inCardiacArrest)
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#define VAR_HEART_RATE QEGVAR(medical,heartRate)
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#define VAR_PAIN QEGVAR(medical,pain)
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#define VAR_PAIN_SUPP QEGVAR(medical,painSuppress)
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#define VAR_PERIPH_RES QEGVAR(medical,peripheralResistance)
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#define VAR_UNCON "ACE_isUnconscious"
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#define VAR_OPEN_WOUNDS QEGVAR(medical,openWounds)
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#define VAR_BANDAGED_WOUNDS QEGVAR(medical,bandagedWounds)
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#define VAR_STITCHED_WOUNDS QEGVAR(medical,stitchedWounds)
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// These variables track gradual adjustments (from medication, etc.)
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#define VAR_MEDICATIONS QEGVAR(medical,medications)
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// These variables track the current state of status values above
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#define VAR_HEMORRHAGE QEGVAR(medical,hemorrhage)
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#define VAR_IN_PAIN QEGVAR(medical,inPain)
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#define VAR_TOURNIQUET QEGVAR(medical,tourniquets)
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#define VAR_FRACTURES QEGVAR(medical,fractures)
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// - Unit Functions ---------------------------------------------------
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// Retrieval macros for common unit values
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// Defined for easy consistency and speed
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#define GET_SM_STATE(_unit) ([_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState)
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#define GET_BLOOD_VOLUME(unit) (unit getVariable [VAR_BLOOD_VOL, DEFAULT_BLOOD_VOLUME])
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#define GET_WOUND_BLEEDING(unit) (unit getVariable [VAR_WOUND_BLEEDING, 0])
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#define GET_HEART_RATE(unit) (unit getVariable [VAR_HEART_RATE, DEFAULT_HEART_RATE])
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#define GET_HEMORRHAGE(unit) (unit getVariable [VAR_HEMORRHAGE, 0])
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#define GET_PAIN(unit) (unit getVariable [VAR_PAIN, 0])
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#define GET_PAIN_SUPPRESS(unit) (unit getVariable [VAR_PAIN_SUPP, 0])
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#define GET_TOURNIQUETS(unit) (unit getVariable [VAR_TOURNIQUET, DEFAULT_TOURNIQUET_VALUES])
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#define GET_FRACTURES(unit) (unit getVariable [VAR_FRACTURES, DEFAULT_FRACTURE_VALUES])
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#define IN_CRDC_ARRST(unit) (unit getVariable [VAR_CRDC_ARRST, false])
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#define IS_BLEEDING(unit) (GET_WOUND_BLEEDING(unit) > 0)
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#define IS_IN_PAIN(unit) (unit getVariable [VAR_IN_PAIN, false])
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#define IS_UNCONSCIOUS(unit) (unit getVariable [VAR_UNCON, false])
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#define GET_OPEN_WOUNDS(unit) (unit getVariable [VAR_OPEN_WOUNDS, []])
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#define GET_BANDAGED_WOUNDS(unit) (unit getVariable [VAR_BANDAGED_WOUNDS, []])
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#define GET_STITCHED_WOUNDS(unit) (unit getVariable [VAR_STITCHED_WOUNDS, []])
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#define GET_DAMAGE_THRESHOLD(unit) (unit getVariable [QEGVAR(medical,damageThreshold), [EGVAR(medical,AIDamageThreshold),EGVAR(medical,playerDamageThreshold)] select (isPlayer unit)])
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// The following function calls are defined here just for consistency
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#define GET_BLOOD_LOSS(unit) ([unit] call EFUNC(medical_status,getBloodLoss))
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#define GET_BLOOD_PRESSURE(unit) ([unit] call EFUNC(medical_status,getBloodPressure))
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// Derivative unit values commonly used
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#define GET_PAIN_PERCEIVED(unit) (0 max (GET_PAIN(unit) - GET_PAIN_SUPPRESS(unit)) min 1)
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#define HAS_TOURNIQUET_APPLIED_ON(unit,index) ((GET_TOURNIQUETS(unit) select index) > 0)
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// Cache expiry values, in seconds
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#define IN_MEDICAL_FACILITY_CACHE_EXPIRY 1
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#define CAN_TREAT_CONDITION_CACHE_EXPIRY 2
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// Ignore UAV/Drone AI Base Classes
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#define IGNORE_BASE_UAVPILOTS "B_UAV_AI", "O_UAV_AI", "UAV_AI_base_F"
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