ACE3/addons/medical_treatment/functions/fnc_getBandageTime.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: kymckay
* Calculates the time to bandage a wound based on it's size, the patient and the medic.
*
* Arguments:
* 0: Medic <OBJECT>
* 1: Patient <OBJECT>
* 2: Body Part <STRING>
* 3: Treatment <STRING>
*
* Return Value:
* Treatment Time <NUMBER>
*
* Example:
* [player, cursorTarget, "head", "FieldDressing"] call ace_medical_treatment_fnc_getBandageTime
*
* Public: No
*/
params ["_medic", "_patient", "_bodyPart", "_bandage"];
private _partIndex = ALL_BODY_PARTS find toLower _bodyPart;
if (_partIndex < 0) exitWith { ERROR_1("invalid partIndex - %1",_this); 0 };
private _targetWounds = [_patient, _bandage, _bodyPart] call FUNC(findMostEffectiveWounds);
TRACE_1("findMostEffectiveWounds",_targetWounds);
private _woundCount = count _targetWounds;
// Everything is patched up on this body part already
if (_woundCount == 0) exitWith {0};
// Base bandage time is based on wound size and remaining percentage
private _bandageTimesArray = [BANDAGE_TIME_S, BANDAGE_TIME_M, BANDAGE_TIME_L];
private _bandageTime = 0;
{
private _wound = _x;
_wound params ["_classID", "", "_amountOf"];
_y params ["_effectiveness", "", "_impact"];
private _category = (_classID % 10);
// Base bandage time is based on wound size and remaining percentage
private _woundTime = _bandageTimesArray select _category;
// Scale bandage time based on amount left and effectiveness (less time if only a little wound left)
// Basic bandage treatment will have a very high effectiveness and can be ignored
if (GVAR(advancedBandages != 0)) then {
_woundTime = _woundTime * linearConversion [0, _effectiveness, _impact, 0.666, 1, true];
};
_bandageTime = _bandageTime + _woundTime;
} forEach _targetWounds;
// Medics are more practised at applying bandages
if ([_medic] call FUNC(isMedic)) then {
_bandageTime = _bandageTime + BANDAGE_TIME_MOD_MEDIC;
};
// Bandaging yourself requires more work
if (_medic == _patient) then {
_bandageTime = _bandageTime + BANDAGE_TIME_MOD_SELF;
};
// Bandaging multiple injuries doesn't require opening a new bandage each time
if (_woundCount > 1) then {
_bandageTime = _bandageTime - (2 * _woundCount);
};
TRACE_1("",_bandageTime);
// Nobody can bandage instantly
_bandageTime max 2.25