ACE3/addons/medical_ai/functions/fnc_healUnit.sqf
PabstMirror 356a8f640a Merge branch 'master' into medical-rewrite
Conflicts:
	addons/medical/functions/fnc_actionCheckBloodPressure.sqf
	addons/medical/functions/fnc_actionCheckBloodPressureLocal.sqf
	addons/medical/functions/fnc_actionCheckPulse.sqf
	addons/medical/functions/fnc_actionCheckPulseLocal.sqf
	addons/medical/functions/fnc_actionDiagnose.sqf
	addons/medical/functions/fnc_actionRemoveTourniquet.sqf
	addons/medical/functions/fnc_addHeartRateAdjustment.sqf
	addons/medical/functions/fnc_addToInjuredCollection.sqf
	addons/medical/functions/fnc_addUnconsciousCondition.sqf
	addons/medical/functions/fnc_addVitalLoop.sqf
	addons/medical/functions/fnc_canTreat.sqf
	addons/medical/functions/fnc_copyDeadBody.sqf
	addons/medical/functions/fnc_createLitter.sqf
	addons/medical/functions/fnc_determineIfFatal.sqf
	addons/medical/functions/fnc_getBloodLoss.sqf
	addons/medical/functions/fnc_getBloodPressure.sqf
	addons/medical/functions/fnc_getBloodVolumeChange.sqf
	addons/medical/functions/fnc_getCardiacOutput.sqf
	addons/medical/functions/fnc_getHeartRateChange.sqf
	addons/medical/functions/fnc_getTriageStatus.sqf
	addons/medical/functions/fnc_getUnconsciousCondition.sqf
	addons/medical/functions/fnc_handleBandageOpening.sqf
	addons/medical/functions/fnc_handleCollisionDamage.sqf
	addons/medical/functions/fnc_handleDamage.sqf
	addons/medical/functions/fnc_handleDamage_advanced.sqf
	addons/medical/functions/fnc_handleDamage_advancedSetDamage.sqf
	addons/medical/functions/fnc_handleDamage_airway.sqf
	addons/medical/functions/fnc_handleDamage_caching.sqf
	addons/medical/functions/fnc_handleDamage_fractures.sqf
	addons/medical/functions/fnc_handleDamage_internalInjuries.sqf
	addons/medical/functions/fnc_handleDamage_wounds.sqf
	addons/medical/functions/fnc_handleDamage_woundsOld.sqf
	addons/medical/functions/fnc_hasMedicalEnabled.sqf
	addons/medical/functions/fnc_hasTourniquetAppliedTo.sqf
	addons/medical/functions/fnc_isInStableCondition.sqf
	addons/medical/functions/fnc_isMedicalVehicle.sqf
	addons/medical/functions/fnc_itemCheck.sqf
	addons/medical/functions/fnc_medicationEffectLoop.sqf
	addons/medical/functions/fnc_modifyMedicalAction.sqf
	addons/medical/functions/fnc_moduleAdvancedMedicalSettings.sqf
	addons/medical/functions/fnc_moduleAssignMedicalFacility.sqf
	addons/medical/functions/fnc_moduleBasicMedicalSettings.sqf
	addons/medical/functions/fnc_moduleReviveSettings.sqf
	addons/medical/functions/fnc_parseConfigForInjuries.sqf
	addons/medical/functions/fnc_playInjuredSound.sqf
	addons/medical/functions/fnc_reviveStateLoop.sqf
	addons/medical/functions/fnc_selectionNameToNumber.sqf
	addons/medical/functions/fnc_setDead.sqf
	addons/medical/functions/fnc_setHitPointDamage.sqf
	addons/medical/functions/fnc_setStructuralDamage.sqf
	addons/medical/functions/fnc_setUnconscious.sqf
	addons/medical/functions/fnc_showBloodEffect.sqf
	addons/medical/functions/fnc_treatment.sqf
	addons/medical/functions/fnc_treatmentAdvanced_CPR.sqf
	addons/medical/functions/fnc_treatmentAdvanced_CPRLocal.sqf
	addons/medical/functions/fnc_treatmentAdvanced_bandage.sqf
	addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf
	addons/medical/functions/fnc_treatmentAdvanced_fullHeal.sqf
	addons/medical/functions/fnc_treatmentAdvanced_fullHealLocal.sqf
	addons/medical/functions/fnc_treatmentAdvanced_medication.sqf
	addons/medical/functions/fnc_treatmentAdvanced_medicationLocal.sqf
	addons/medical/functions/fnc_treatmentBasic_bloodbag.sqf
	addons/medical/functions/fnc_treatmentBasic_bloodbagLocal.sqf
	addons/medical/functions/fnc_treatmentBasic_epipen.sqf
	addons/medical/functions/fnc_treatmentBasic_morphine.sqf
	addons/medical/functions/fnc_treatmentBasic_morphineLocal.sqf
	addons/medical/functions/fnc_treatmentIV.sqf
	addons/medical/functions/fnc_treatmentIVLocal.sqf
	addons/medical/functions/fnc_treatmentTourniquet.sqf
	addons/medical/functions/fnc_treatmentTourniquetLocal.sqf
	addons/medical/functions/fnc_treatment_failure.sqf
	addons/medical/functions/fnc_treatment_success.sqf
	addons/medical/functions/fnc_unconsciousPFH.sqf
	addons/medical/functions/fnc_useItem.sqf
	addons/medical/functions/fnc_vitalLoop.sqf
	addons/medical_blood/functions/fnc_hit.sqf
	addons/medical_treatment/functions/fnc_hasItem.sqf
	addons/medical_treatment/functions/fnc_useItems.sqf
2017-06-10 10:21:18 -05:00

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/*
* Author: BaerMitUmlaut
* Makes a medic heal the next unit that needs treatment.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ACE_medical_ai_fnc_healUnit
*
* Public: No
*/
#include "script_component.hpp"
// Can't heal other units when unconscious
if (_this getVariable ["ACE_isUnconscious", false]) exitWith {};
// Check if we're still treating
if ((_this getVariable [QGVAR(treatmentOverAt), CBA_missionTime]) > CBA_missionTime) exitWith {};
// Find next unit to treat
private _healQueue = _this getVariable [QGVAR(healQueue), []];
private _target = _healQueue select 0;
// If unit died or was healed, be lazy and wait for the next tick
if (isNull _target || {!alive _target} || {!(_target call FUNC(isInjured))}) exitWith {
_target forceSpeed -1;
_healQueue deleteAt 0;
_this getVariable [QGVAR(healQueue), _healQueue];
_this forceSpeed -1;
// return to formation instead of going where the injured unit was if it healed itself in the mean time
_this doFollow leader _this;
_this setVariable [QGVAR(movingToInjured), false];
#ifdef DEBUG_MODE_FULL
systemChat format ["%1 finished healing %2", _this, _target];
#endif
};
// Move to target...
if (_this distance _target > 2) exitWith {
if !(_this getVariable [QGVAR(movingToInjured), false]) then {
_this setVariable [QGVAR(movingToInjured), true];
_this doMove getPosATL _target;
};
};
_this setVariable [QGVAR(movingToInjured), false];
// ...and make sure medic and target don't move
_this forceSpeed 0;
_target forceSpeed 0;
private _needsBandaging = ([_target] call EFUNC(medical,getBloodLoss)) > 0;
private _needsMorphine = (_target getVariable [QEGVAR(medical,pain), 0]) > 0.2;
switch (true) do {
case _needsBandaging: {
// Select first wound and bandage it
private _openWounds = _target getVariable [QEGVAR(medical,openWounds), []];
private _partIndex = {
_x params ["", "", "_index", "_amount", "_percentage"];
if (_amount * _percentage > 0) exitWith {
_index
};
} forEach _openWounds;
private _selection = ALL_BODY_PARTS select _partIndex;
[_target, "BasicBandage", _selection] call EFUNC(medical_treatment,treatmentBandageLocal);
#ifdef DEBUG_MODE_FULL
systemChat format ["%1 is bandaging selection %2 on %3", _this, _selection, _target];
#endif
// Play animation
[_this, true, false] call FUNC(playTreatmentAnim);
_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 5];
};
case _needsMorphine: {
[_this, "Morphine", 2] call EFUNC(medical_treatment,treatmentMedicationLocal);
[_this, false, false] call FUNC(playTreatmentAnim);
_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 2];
#ifdef DEBUG_MODE_FULL
systemChat format ["%1 is giving %2 morphine", _this, _target];
#endif
};
};