ACE3/addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf

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/*
* Author: Glowbal
* Handles the bandage of a patient.
*
* Arguments:
* 0: The patient <OBJECT>
* 1: Treatment classname <STRING>
*
*
* Return Value:
* Succesful treatment started <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
params ["_target", "_bandage", "_selectionName", ["_specificClass", -1]];
// Ensure it is a valid bodypart
private _part = [_selectionName] call FUNC(selectionNameToNumber);
if (_part < 0) exitWith {false};
// Get the open wounds for this unit
private _openWounds = _target getVariable [QGVAR(openWounds), []];
if (count _openWounds == 0) exitWith {false}; // nothing to do here!
// Get the default effectiveness for the used bandage
private _config = (ConfigFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Bandaging");
private _effectiveness = getNumber (_config >> "effectiveness");
if (isClass (_config >> _bandage)) then {
_config = (_config >> _bandage);
if (isNumber (_config >> "effectiveness")) then { _effectiveness = getNumber (_config >> "effectiveness");};
};
// Figure out which injury for this bodypart is the best choice to bandage
private _mostEffectiveSpot = 0;
private _effectivenessFound = -1;
private _mostEffectiveInjury = _openWounds select 0;
private _exit = false;
{
_x params ["", "_classID", "_partX"];
TRACE_2("OPENWOUND: ", _target, _x);
// Only parse injuries that are for the selected bodypart.
if (_partX == _part) then {
private _woundEffectiveness = _effectiveness;
// Select the classname from the wound classname storage
private _className = GVAR(woundClassNames) select _classID;
// Check if this wound type has attributes specified for the used bandage
if (isClass (_config >> _className)) then {
// Collect the effectiveness from the used bandage for this wound type
private _woundTreatmentConfig = (_config >> _className);
if (isNumber (_woundTreatmentConfig >> "effectiveness")) then {
_woundEffectiveness = getNumber (_woundTreatmentConfig >> "effectiveness");
};
} else {
ACE_LOGWARNING_2("No config for wound type [%1] config base [%2]", _className, _config);
};
TRACE_2("Wound classes: ", _specificClass, _classID);
if (_specificClass == _classID) exitWith {
_effectivenessFound = _woundEffectiveness;
_mostEffectiveSpot = _forEachIndex;
_mostEffectiveInjury = _x;
_exit = true;
};
// Check if this is the currently most effective found.
if (_woundEffectiveness * ((_x select 4) * (_x select 3)) > _effectivenessFound * ((_mostEffectiveInjury select 4) * (_mostEffectiveInjury select 3))) then {
_effectivenessFound = _woundEffectiveness;
_mostEffectiveSpot = _forEachIndex;
_mostEffectiveInjury = _x;
};
};
if (_exit) exitWith {};
} forEach _openWounds;
if (_effectivenessFound == -1) exitWith {}; // Seems everything is patched up on this body part already..
// TODO refactor this part
// Find the impact this bandage has and reduce the amount this injury is present
private _impact = if ((_mostEffectiveInjury select 3) >= _effectivenessFound) then {_effectivenessFound} else { (_mostEffectiveInjury select 3) };
_mostEffectiveInjury set [ 3, ((_mostEffectiveInjury select 3) - _impact) max 0];
_openWounds set [_mostEffectiveSpot, _mostEffectiveInjury];
_target setVariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC];
if (USE_WOUND_EVENT_SYNC) then {
["ace_medical_propagateWound", [_target, _mostEffectiveInjury]] call CBA_fnc_globalEvent;
};
// Handle the reopening of bandaged wounds
if (_impact > 0 && {GVAR(enableAdvancedWounds)}) then {
[_target, _impact, _part, _mostEffectiveSpot, _mostEffectiveInjury, _bandage] call FUNC(handleBandageOpening);
};
// If all wounds to a body part have been bandaged, reset damage to that body part to zero
// so that the body part functions normally and blood is removed from the uniform.
// Arma combines left and right arms into a single body part (HitHands), same with left and right legs (HitLegs).
// Arms are actually hands.
if (GVAR(healHitPointAfterAdvBandage)) then {
// Get the list of the wounds the target is currently suffering from.
private _currentWounds = _target getVariable [QGVAR(openWounds), []];
// Tally of unbandaged wounds to each body part.
private _headWounds = 0;
private _bodyWounds = 0;
private _legsWounds = 0;
private _armWounds = 0;
// Loop through all current wounds and add up the number of unbandaged wounds on each body part.
{
_x params ["", "", "_bodyPart", "_numOpenWounds", "_bloodLoss"];
// Use switch/case for early termination if wounded limb is found before all six are checked.
// Number of wounds multiplied by blood loss will return zero for a fully
// bandaged body part, not incrementing the wound counter; or it will return
// some other number which will increment the wound counter.
switch (_bodyPart) do {
// Head
case 0: {
_headWounds = _headWounds + (_numOpenWounds * _bloodLoss);
};
// Body
case 1: {
_bodyWounds = _bodyWounds + (_numOpenWounds * _bloodLoss);
};
// Left Arm
case 2: {
_armWounds = _armWounds + (_numOpenWounds * _bloodLoss);
};
// Right Arm
case 3: {
_armWounds = _armWounds + (_numOpenWounds * _bloodLoss);
};
// Left Leg
case 4: {
_legsWounds = _legsWounds + (_numOpenWounds * _bloodLoss);
};
// Right Leg
case 5: {
_legsWounds = _legsWounds + (_numOpenWounds * _bloodLoss);
};
};
} forEach _currentWounds;
// Any body part that has no wounds is healed to full health
if (_headWounds == 0) then {
_target setHitPointDamage ["hitHead", 0.0];
};
if (_bodyWounds == 0) then {
_target setHitPointDamage ["hitBody", 0.0];
};
if (_armWounds == 0) then {
_target setHitPointDamage ["hitHands", 0.0];
};
if (_legsWounds == 0) then {
_target setHitPointDamage ["hitLegs", 0.0];
};
};
true;