ACE3/addons/medical_damage/functions/fnc_woundsHandler.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

145 lines
5.9 KiB
Plaintext

#include "script_component.hpp"
/*
* 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: Type of the damage done <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "Body", 0.5, "bullet"] call ace_medical_damage_fnc_woundsHandler
*
* Public: No
*/
WARNING("this function needs to be updated for changes to woundsHandlerSQF");
params ["_unit", "_bodyPart", "_damage", "_typeOfDamage"];
TRACE_4("start",_unit,_bodyPart,_damage,_typeOfDamage);
if (_typeOfDamage isEqualTo "") then {
_typeOfDamage = "unknown";
};
if (isNil {GVAR(allDamageTypesData) getVariable _typeOfDamage} ) then {
_typeOfDamage = "unknown";
};
// Administration for open wounds and ids
private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []];
private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
TRACE_4("extension call",_bodyPart,_damage,_typeOfDamage,_woundID);
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 _woundDamage = _damage / ((count _woundsCreated) max 1); // If the damage creates multiple wounds
private _painLevel = 0;
private _critialDamage = false;
private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
private _bodyPartVisParams = [_unit, false, false, false, false]; // params array for EFUNC(medical_engine,updateBodyPartVisuals);
{
_x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"];
_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _woundDamage];
_bodyPartVisParams set [[1,2,3,3,4,4] select _bodyPartNToAdd, true]; // Mark the body part index needs updating
// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
private _nastinessLikelihood = linearConversion [0, 20, _woundDamage, 0.5, 30, true];
private _bleedingModifier = 0.25 + 8 * exp ((random [-4.5, -5, -6]) / _nastinessLikelihood);
private _painModifier = 0.05 + 2 * exp (-2 / _nastinessLikelihood);
TRACE_3("",_nastinessLikelihood,_bleedingModifier,_painModifier);
_bleeding = _bleeding * _bleedingModifier;
private _pain = (((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painModifier);
_painLevel = _painLevel + _pain;
// wound category (minor [0..0.5], medium[0.5..1.0], large[1.0+])
private _category = floor linearConversion [0, 1, _bleedingModifier, 0, 2, true];
_x set [4, _bleeding];
_x set [5, _woundDamage];
_x set [6, _category];
if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_woundDamage > PENETRATION_THRESHOLD}}) then {
_critialDamage = true;
};
#ifdef DEBUG_MODE_FULL
systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, _woundDamage toFixed 2, _woundDamage > PENETRATION_THRESHOLD, _bleeding toFixed 3, _pain toFixed 3];
#endif
// Emulate damage to vital organs
switch (true) do {
// Fatal damage to the head is guaranteed death
case (_bodyPartNToAdd == 0 && {_woundDamage >= HEAD_DAMAGE_THRESHOLD}): {
TRACE_1("lethal headshot",_woundDamage toFixed 2);
[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
};
// Fatal damage to torso has various results based on organ hit
case (_bodyPartNToAdd == 1 && {_woundDamage >= ORGAN_DAMAGE_THRESHOLD}): {
// Heart shot is lethal
if (random 1 < HEART_HIT_CHANCE) then {
TRACE_1("lethal heartshot",_woundDamage toFixed 2);
[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 && {_woundDamage > 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", "_oldCategory"];
if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_woundDamage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
if (_oldCategory == _category) exitWith {
private _newAmountOf = _oldAmountOf + 1;
_x set [3, _newAmountOf];
private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
_x set [4, _newBleeding];
private _newDamage = (_oldAmountOf * _oldDamage + _woundDamage) / _newAmountOf;
_x set [5, _newDamage];
_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] call EFUNC(medical_status,updateWoundBloodLoss);
_bodyPartVisParams call EFUNC(medical_engine,updateBodyPartVisuals);
[QEGVAR(medical,injured), [_unit, _painLevel]] call CBA_fnc_localEvent;
if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
[_unit] call FUNC(handleIncapacitation);
};
TRACE_5("exit",_unit,_painLevel,GET_PAIN(_unit),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);