ACE3/addons/medical_damage/functions/fnc_parseConfigForInjuries.sqf
PabstMirror e56cc0d74e
Limping / Splint Treatment (#6947)
* Improve adjustment calcs / wound blood loss / medications

fix func descriptions

Calc wound blood loss on events

reorder includes so scritpmacroMed has global effect

trivial optimization for getCardiacOutput

Fix var

Fix wounds not reopening (nil _category)

Fix surgical kit inherting canBandage conditional

debug hitpoints

Update ACE_Medical_Treatment_Actions.hpp

Use woundBleeding for IS_BLEEDING macro

rework medication vars

comments

Reset var in init / fullHeal

Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* Change wound data array

Drop unique id and merge classId and category

* Splinting and treatment and gui

* Add arm fractures and aim effects

* localizations and event

* fix

* cleanup

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* formating, rename bone images

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* disable calls to extension

* Update fnc_onMedicationUsage.sqf

* Medical - Skip unneeded setVars on initUnit (#6949)

*  Medical - Transfer state machine state on locality (#6950)

* Medical - Transfer state machine state on locality

* Fix feedback isUnconscious var

* Exclude AI

* Make UAV excludes consistant, formating

* Update fnc_treatmentFullHealLocal.sqf

* reset fractures on respawn
2019-05-11 23:13:59 -05:00

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#include "script_component.hpp"
/*
* Author: Glowbal, commy2
* Parse the ACE_Medical_Advanced config for all injury types.
*
* Arguments:
* None
*
* ReturnValue:
* None
*
* Example:
* [] call ace_medical_damage_fnc_parseConfigForInjuries
*
* Public: No
*/
private _injuriesConfigRoot = configFile >> "ACE_Medical_Injuries";
// --- parse wounds
GVAR(woundClassNames) = [];
GVAR(woundClassNamesComplex) = []; // index = 10 * classID + category; [will contain nils] e.g. ["aMinor", "aMed", "aLarge", nil, nil..."bMinor"]
GVAR(woundsData) = [];
private _woundsConfig = _injuriesConfigRoot >> "wounds";
private _classID = 0;
{
private _entry = _x;
private _className = configName _entry;
private _selections = GET_ARRAY(_entry >> "selections",["All"]);
private _bleeding = GET_NUMBER(_entry >> "bleeding",0);
private _pain = GET_NUMBER(_entry >> "pain",0);
private _minDamage = GET_NUMBER(_entry >> "minDamage",0);
private _maxDamage = GET_NUMBER(_entry >> "maxDamage",-1);
private _causes = GET_ARRAY(_entry >> "causes",[]);
private _causeLimping = GET_NUMBER(_entry >> "causeLimping",0) == 1;
private _causeFracture = GET_NUMBER(_entry >> "causeFracture",0) == 1;
if !(_causes isEqualTo []) then {
GVAR(woundClassNames) pushBack _className;
GVAR(woundsData) pushBack [_classID, _selections, _bleeding, _pain, [_minDamage, _maxDamage], _causes, _className, _causeLimping, _causeFracture];
{
GVAR(woundClassNamesComplex) set [10 * _classID + _forEachIndex, format ["%1%2", _className, _x]];
} forEach ["Minor", "Medium", "Large"];
_classID = _classID + 1;
};
} forEach configProperties [_woundsConfig, "isClass _x"];
// --- parse damage types
GVAR(allDamageTypesData) = [] call CBA_fnc_createNamespace;
// minimum lethal damage collection, mapped to damageTypes
private _damageTypesConfig = _injuriesConfigRoot >> "damageTypes";
private _thresholdsDefault = getArray (_damageTypesConfig >> "thresholds");
private _selectionSpecificDefault = getNumber (_damageTypesConfig >> "selectionSpecific");
// Collect all available damage types from the config
{
private _entry = _x;
private _className = configName _entry;
// Check if this type is in the causes of a wound class, if so, we will store the wound types for this damage type
private _woundTypes = [];
{
if (_className in (_x select 5)) then {
_woundTypes pushBack _x;
};
} forEach GVAR(woundsData);
private _damageTypeSubClassConfig = _damageTypesConfig >> _className;
private _thresholds = GET_ARRAY(_damageTypeSubClassConfig >> "thresholds",_thresholdsDefault);
private _selectionSpecific = GET_NUMBER(_damageTypeSubClassConfig >> "selectionSpecific",_selectionSpecificDefault);
GVAR(allDamageTypesData) setVariable [_className, [_thresholds, _selectionSpecific > 0, _woundTypes]];
// extension loading
private _minDamageThresholds = (_thresholds apply {str (_x select 0)}) joinString ":";
private _amountThresholds = (_thresholds apply {str (_x select 1)}) joinString ":";
// load in the damage types into the medical extension
private _extensionArgs = format [
"addDamageType,%1,%2,%3,%4,%5",
_className,
1, //@todo remove 'minLethalDamage' from extension
_minDamageThresholds,
_amountThresholds,
_selectionSpecific
];
TRACE_1("",_extensionArgs);
// private _extensionRes = "ace_medical" callExtension _extensionArgs;
// TRACE_1("",_extensionRes);
} forEach configProperties [_damageTypesConfig, "isClass _x"];
// extension loading
{
_x params ["_classID", "_selections", "_bleedingRate", "_pain", "_damageExtrema", "_causes", "_displayName"];
_damageExtrema params ["_minDamage", "_maxDamage"];
private _className = GVAR(woundClassNames) select _forEachIndex;
if (_displayName isEqualTo "") then {
_displayName = _className;
};
private _selections = _selections joinString ":";
private _causes = _causes joinString ":";
private _extensionArgs = format [
"addInjuryType,%1,%2,%3,%4,%5,%6,%7,%8,%9",
_classID,
_className,
_selections,
_bleedingRate,
_pain,
_minDamage,
_maxDamage,
_causes,
_displayName
];
TRACE_1("",_extensionArgs);
// private _extensionRes = "ace_medical" callExtension _extensionArgs;
// TRACE_1("",_extensionRes);
} forEach GVAR(woundsData);
// "ace_medical" callExtension "ConfigComplete";