mirror of
https://github.com/acemod/ACE3.git
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44050df98b
* Modernize and cleanup medical_treatment
* One line for each old public function
* Fix litterCleanupDelay name
* 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
* fix merge for renamed files
* Fixes and code review changes
* Move medical logs clearing to treatment
* More cleanup work
* cleanup
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* formating, rename bone images
* Fix args for setDead call in actionPlaceInBodyBag
* 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
* Fix merge
* Add PAK time coefficient setting
* Fix medication
* Add ace_medical_replacementItems config array
* checkItems performance improvement
* Treatment - cap max animation speed (#6995)
* Treatment - cap max animation speed
and add lock to prevent AF from reseting anim
* Update fnc_getBandageTime.sqf
* Use local version of setAnimSpeedCoef
* Revert "Use local version of setAnimSpeedCoef"
This reverts commit 36c22a9047
.
* Move replacementItems compiling to preInit
* Improve replacementItems compiling
* Cleanup splint functions, use macros for fractures
* Rename splintCondition to canSplint
* Add cprCreatesPulse setting
* Cleanup remaining functions
* Capitalize stringtable entry names
* getStitchTime function and fix treatment locations
* Update addons/medical_treatment/functions/fnc_getHealTime.sqf
Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
169 lines
7.4 KiB
C++
169 lines
7.4 KiB
C++
// #define DEBUG_MODE_FULL
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// #define DISABLE_COMPILE_CACHE
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// #define ENABLE_PERFORMANCE_COUNTERS
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#define ALL_BODY_PARTS ["head", "body", "leftarm", "rightarm", "leftleg", "rightleg"]
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#define ALL_SELECTIONS ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]
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#define ALL_HITPOINTS ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]
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// Damage threshold above which fatal organ damage can occur
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#define HEAD_DAMAGE_THRESHOLD 1
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#define ORGAN_DAMAGE_THRESHOLD 0.6
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// Chance to hit heart based on ratio of 70kg (approx. 70L) body to 70mL stroke volume of heart
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// Assuming torso is 50% of the body volume (35L)
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#define HEART_HIT_CHANCE 0.05
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#define MEDICAL_ACTION_DISTANCE 1.75
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// scale received pain to 0-2 level to select type of scream
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// below 0.25: 0, from 0.25 to 0.5: 1, more than 0.5: 2
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#define PAIN_TO_SCREAM(pain) (floor (4 * pain) min 2)
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// scale received pain to 0-2 level to select type of scream
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// below 0.33: 0, from 0.34 to 0.66: 1, more than 0.67: 2
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#define PAIN_TO_MOAN(pain) (floor (3 * pain) min 2)
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#define GET_NUMBER(config,default) (if (isNumber (config)) then {getNumber (config)} else {default})
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#define GET_STRING(config,default) (if (isText (config)) then {getText (config)} else {default})
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#define GET_ARRAY(config,default) (if (isArray (config)) then {getArray (config)} else {default})
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#define DEFAULT_HEART_RATE 80
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#define DEFAULT_PERIPH_RES 100
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// --- blood
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// 0.077 l/kg * 80kg = 6.16l
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#define DEFAULT_BLOOD_VOLUME 6.0 // in liters
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#define BLOOD_VOLUME_CLASS_1_HEMORRHAGE 6.000 // lost less than 15% blood, Class I Hemorrhage
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#define BLOOD_VOLUME_CLASS_2_HEMORRHAGE 5.100 // lost more than 15% blood, Class II Hemorrhage
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#define BLOOD_VOLUME_CLASS_3_HEMORRHAGE 4.200 // lost more than 30% blood, Class III Hemorrhage
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#define BLOOD_VOLUME_CLASS_4_HEMORRHAGE 3.600 // lost more than 40% blood, Class IV Hemorrhage
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#define BLOOD_VOLUME_FATAL 3.0 // Lost more than 50% blood, Unrecoverable
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// IV Change per second calculation:
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// 250 ml should take 60 seconds to fill. 250 ml / 60 s ~ 4.1667 ml/s.
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#define IV_CHANGE_PER_SECOND 4.1667 // in milliliters per second
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// Minimum amount of damage required for penetrating wounds (also minDamage for velocity wounds)
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#define PENETRATION_THRESHOLD 0.35
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// To be replaced by a proper blood pressure calculation
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#define BLOOD_LOSS_KNOCK_OUT_THRESHOLD 0.5 // 50% of cardiac output
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// Used to color interaction icons and body image selections
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#define BLOOD_LOSS_RED_THRESHOLD 0.5
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#define BLOOD_LOSS_TOTAL_COLORS 10
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#define DAMAGE_BLUE_THRESHOLD 0.8
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#define DAMAGE_TOTAL_COLORS 10
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// --- pain
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#define PAIN_UNCONSCIOUS 0.5
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// Pain fade out time (time it takes until pain is guaranteed to be completly gone)
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#define PAIN_FADE_TIME 900
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// Only relevant when advanced medication is disabled
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// Morphine pain suppression fade out time (time it takes until pain suppression is guaranteed to be completly gone)
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#define PAIN_SUPPRESSION_FADE_TIME 1800
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// Chance to wake up when vitals are stable (checked once every SPONTANEOUS_WAKE_UP_INTERVAL seconds)
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#define SPONTANEOUS_WAKE_UP_INTERVAL 15
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// Minimum leg damage required for limping
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#define LIMPING_DAMAGE_THRESHOLD 0.30
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// Minimum limb damage required for fracture
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#define FRACTURE_DAMAGE_THRESHOLD 0.50
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// Minimum body part damage required for blood effect on uniform
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#define VISUAL_BODY_DAMAGE_THRESHOLD 0.35
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// Empty wound data, used for some default return values
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// [classID, bodypartIndex, amountOf, bloodloss, damage]
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#define EMPTY_WOUND [-1, -1, 0, 0, 0]
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// Base time to bandage each wound category
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#define BANDAGE_TIME_S 4
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#define BANDAGE_TIME_M 6
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#define BANDAGE_TIME_L 8
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#define BANDAGE_TIME_MOD_MEDIC -2
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#define BANDAGE_TIME_MOD_SELF 4
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#define DEFAULT_BANDAGE_REOPENING_CHANCE 0.1
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#define DEFAULT_BANDAGE_REOPENING_MIN_DELAY 120
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#define DEFAULT_BANDAGE_REOPENING_MAX_DELAY 200
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#define DEFAULT_TOURNIQUET_VALUES [0,0,0,0,0,0]
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#define DEFAULT_FRACTURE_VALUES [0,0,0,0,0,0]
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// Triage colors, for consistency across UIs and functions
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#define TRIAGE_COLOR_NONE 0, 0, 0, 0.9
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#define TRIAGE_COLOR_MINIMAL 0, 0.5, 0, 0.9
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#define TRIAGE_COLOR_DELAYED 1, 0.84, 0, 0.9
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#define TRIAGE_COLOR_IMMEDIATE 1, 0, 0, 0.9
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#define TRIAGE_COLOR_DECEASED 0, 0, 0, 0.9
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#define TRIAGE_TEXT_COLOR_NONE 1, 1, 1, 1
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#define TRIAGE_TEXT_COLOR_MINIMAL 1, 1, 1, 1
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#define TRIAGE_TEXT_COLOR_DELAYED 0, 0, 0, 1
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#define TRIAGE_TEXT_COLOR_IMMEDIATE 1, 1, 1, 1
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#define TRIAGE_TEXT_COLOR_DECEASED 1, 1, 1, 1
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// Medical activity logs
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#define MED_LOG_MAX_ENTRIES 8
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#define MED_LOG_VARNAME(type) (format [QEGVAR(medical,log_%1), type])
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// - Unit Variables ----------------------------------------------------
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// These variables get stored in object space and used across components
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// Defined here for easy consistency with GETVAR/SETVAR (also a list for reference)
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#define VAR_BLOOD_PRESS QEGVAR(medical,bloodPressure)
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#define VAR_BLOOD_VOL QEGVAR(medical,bloodVolume)
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#define VAR_WOUND_BLEEDING QEGVAR(medical,woundBleeding)
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#define VAR_CRDC_ARRST QEGVAR(medical,inCardiacArrest)
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#define VAR_HEART_RATE QEGVAR(medical,heartRate)
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#define VAR_PAIN QEGVAR(medical,pain)
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#define VAR_PAIN_SUPP QEGVAR(medical,painSuppress)
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#define VAR_PERIPH_RES QEGVAR(medical,peripheralResistance)
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#define VAR_UNCON "ACE_isUnconscious"
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// These variables track gradual adjustments (from medication, etc.)
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#define VAR_MEDICATIONS QEGVAR(medical,medications)
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// These variables track the current state of status values above
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#define VAR_HEMORRHAGE QEGVAR(medical,hemorrhage)
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#define VAR_IN_PAIN QEGVAR(medical,inPain)
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#define VAR_TOURNIQUET QEGVAR(medical,tourniquets)
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#define VAR_FRACTURES QEGVAR(medical,fractures)
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// - Unit Functions ---------------------------------------------------
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// Retrieval macros for common unit values
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// Defined for easy consistency and speed
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#define GET_BLOOD_VOLUME(unit) (unit getVariable [VAR_BLOOD_VOL,DEFAULT_BLOOD_VOLUME])
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#define GET_WOUND_BLEEDING(unit) (unit getVariable [VAR_WOUND_BLEEDING,0])
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#define GET_HEART_RATE(unit) (unit getVariable [VAR_HEART_RATE,DEFAULT_HEART_RATE])
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#define GET_HEMORRHAGE(unit) (unit getVariable [VAR_HEMORRHAGE,0])
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#define GET_PAIN(unit) (unit getVariable [VAR_PAIN,0])
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#define GET_PAIN_SUPPRESS(unit) (unit getVariable [VAR_PAIN_SUPP,0])
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#define GET_TOURNIQUETS(unit) (unit getVariable [VAR_TOURNIQUET, DEFAULT_TOURNIQUET_VALUES])
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#define GET_FRACTURES(unit) (unit getVariable [VAR_FRACTURES, DEFAULT_FRACTURE_VALUES])
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#define IN_CRDC_ARRST(unit) (unit getVariable [VAR_CRDC_ARRST,false])
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#define IS_BLEEDING(unit) (GET_WOUND_BLEEDING(unit) > 0)
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#define IS_IN_PAIN(unit) (unit getVariable [VAR_IN_PAIN,false])
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#define IS_UNCONSCIOUS(unit) (unit getVariable [VAR_UNCON,false])
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// The following function calls are defined here just for consistency
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#define GET_BLOOD_LOSS(unit) ([unit] call EFUNC(medical_status,getBloodLoss))
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#define GET_BLOOD_PRESSURE(unit) ([unit] call EFUNC(medical_status,getBloodPressure))
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// Derivative unit values commonly used
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#define GET_PAIN_PERCEIVED(unit) (0 max (GET_PAIN(unit) - GET_PAIN_SUPPRESS(unit)) min 1)
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#define HAS_TOURNIQUET_APPLIED_ON(unit,index) ((GET_TOURNIQUETS(unit) select index) > 0)
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// Cache expiry values, in seconds
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#define IN_MEDICAL_FACILITY_CACHE_EXPIRY 1
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#define CAN_TREAT_CONDITION_CACHE_EXPIRY 2
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// Ignore UAV/Drone AI Base Classes
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#define IGNORE_BASE_UAVPILOTS "B_UAV_AI", "O_UAV_AI", "UAV_AI_base_F"
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