ACE3/addons/medical_damage/functions/fnc_woundsHandler.sqf
ulteq 3b82510751 Merge new wounds into existing wounds whenever possible
* Todo: separate 'amountOf' into two variables (wound count and bandage percentage)
2016-12-08 12:59:30 +01:00

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/*
* Author: Glowbal, commy2
* Handling of the open wounds & injuries upon the handleDamage eventhandler.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Body Part <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter or source of the damage <OBJECT>
* 4: Type of the damage done <STRING>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_bodyPart", "_damage", "_typeOfProjectile", "_typeOfDamage"];
TRACE_5("start",_unit,_bodyPart,_damage,_typeOfProjectile,_typeOfDamage);
if (_typeOfDamage isEqualTo "") then {
_typeOfDamage = "unknown";
};
// Administration for open wounds and ids
private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []];
private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1];
private _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _bodyPart, _damage, _typeOfDamage, _woundID];
TRACE_1("",_extensionOutput);
// these are default values and modified by _extensionOutput
private _painToAdd = 0;
private _woundsCreated = [];
call compile _extensionOutput;
// todo: Make the pain and bleeding calculations part of the extension again
private _painLevel = 0;
private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
{
_x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"];
_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _damage];
// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
private _nastinessLikelihood = if (_damage > 1) then {
(_damage ^ 0.33)
} else {
(0.1 max _damage)
};
private _bloodiness = 0.01 + 0.99 * (1 - random[0, 1, 0.9]) ^ (1 / _nastinessLikelihood);
private _painfullness = 0.05 + 0.95 * (1 - random[0, 1, 0.5]) ^ (1 / _nastinessLikelihood);
_bleeding = _bleeding * _bloodiness;
_x set [4, _bleeding];
_x set [5, _damage];
private _pain = ((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painfullness;
_painLevel = _painLevel max _pain;
#ifdef DEBUG_MODE_FULL
systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, round(_damage * 100) / 100, _damage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000];
#endif
if (_bodyPartNToAdd == 0 && {_damage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then {
[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
};
// todo `forceWalk` based on leg damage
private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
if (_causeLimping == 1 && {_damage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
[_unit, true] call EFUNC(medical_engine,setLimping);
};
// if possible merge into existing wounds
private _createNewWound = true;
{
_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage"];
if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(round(_damage * 10) / 10) == (round(_oldDamage * 10) / 10)}}) then {
private _oldCategory = (floor ((0 max _oldBleeding min 0.1) / 0.05));
private _newCategory = (floor ((0 max _bleeding min 0.1) / 0.05));
if (_oldCategory == _newCategory) exitWith {
private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding);
private _newAmountOf = _newBleeding / _oldBleeding;
_x set [3, _newAmountOf];
_createNewWound = false;
};
};
} forEach _openWounds;
if (_createNewWound) then {
_openWounds pushBack _x;
};
} forEach _woundsCreated;
_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
// Only update if new wounds have been created
if (count _woundsCreated > 0) then {
_unit setVariable [QEGVAR(medical,lastUniqueWoundID), _woundID, true];
[_unit] call EFUNC(medical,handleIncapacitation);
};
[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
TRACE_5("exit",_unit,_painLevel,_unit getVariable QEGVAR(medical,pain),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);