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e56cc0d74e
* 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
145 lines
5.9 KiB
Plaintext
145 lines
5.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal, commy2
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* Handling of the open wounds & injuries upon the handleDamage eventhandler.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Body Part <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Type of the damage done <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, "Body", 0.5, "bullet"] call ace_medical_damage_fnc_woundsHandler
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*
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* Public: No
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*/
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WARNING("this function needs to be updated for changes to woundsHandlerSQF");
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params ["_unit", "_bodyPart", "_damage", "_typeOfDamage"];
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TRACE_4("start",_unit,_bodyPart,_damage,_typeOfDamage);
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if (_typeOfDamage isEqualTo "") then {
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_typeOfDamage = "unknown";
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};
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if (isNil {GVAR(allDamageTypesData) getVariable _typeOfDamage} ) then {
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_typeOfDamage = "unknown";
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};
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// Administration for open wounds and ids
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private _openWounds = _unit getVariable [QEGVAR(medical,openWounds), []];
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private _woundID = _unit getVariable [QEGVAR(medical,lastUniqueWoundID), 1]; // Unique wound ids are not used anywhere: ToDo Remove from openWounds array
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TRACE_4("extension call",_bodyPart,_damage,_typeOfDamage,_woundID);
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private _extensionOutput = "ace_medical" callExtension format ["HandleDamageWounds,%1,%2,%3,%4", _bodyPart, _damage, _typeOfDamage, _woundID];
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TRACE_1("",_extensionOutput);
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// these are default values and modified by _extensionOutput
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private _painToAdd = 0;
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private _woundsCreated = [];
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call compile _extensionOutput;
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// todo: Make the pain and bleeding calculations part of the extension again
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private _woundDamage = _damage / ((count _woundsCreated) max 1); // If the damage creates multiple wounds
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private _painLevel = 0;
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private _critialDamage = false;
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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private _bodyPartVisParams = [_unit, false, false, false, false]; // params array for EFUNC(medical_engine,updateBodyPartVisuals);
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{
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_x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"];
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_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _woundDamage];
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_bodyPartVisParams set [[1,2,3,3,4,4] select _bodyPartNToAdd, true]; // Mark the body part index needs updating
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// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
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private _nastinessLikelihood = linearConversion [0, 20, _woundDamage, 0.5, 30, true];
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private _bleedingModifier = 0.25 + 8 * exp ((random [-4.5, -5, -6]) / _nastinessLikelihood);
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private _painModifier = 0.05 + 2 * exp (-2 / _nastinessLikelihood);
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TRACE_3("",_nastinessLikelihood,_bleedingModifier,_painModifier);
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_bleeding = _bleeding * _bleedingModifier;
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private _pain = (((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painModifier);
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_painLevel = _painLevel + _pain;
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// wound category (minor [0..0.5], medium[0.5..1.0], large[1.0+])
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private _category = floor linearConversion [0, 1, _bleedingModifier, 0, 2, true];
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_x set [4, _bleeding];
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_x set [5, _woundDamage];
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_x set [6, _category];
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if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_woundDamage > PENETRATION_THRESHOLD}}) then {
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_critialDamage = true;
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};
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#ifdef DEBUG_MODE_FULL
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systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, _woundDamage toFixed 2, _woundDamage > PENETRATION_THRESHOLD, _bleeding toFixed 3, _pain toFixed 3];
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#endif
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// Emulate damage to vital organs
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switch (true) do {
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// Fatal damage to the head is guaranteed death
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case (_bodyPartNToAdd == 0 && {_woundDamage >= HEAD_DAMAGE_THRESHOLD}): {
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TRACE_1("lethal headshot",_woundDamage toFixed 2);
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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};
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// Fatal damage to torso has various results based on organ hit
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case (_bodyPartNToAdd == 1 && {_woundDamage >= ORGAN_DAMAGE_THRESHOLD}): {
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// Heart shot is lethal
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if (random 1 < HEART_HIT_CHANCE) then {
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TRACE_1("lethal heartshot",_woundDamage toFixed 2);
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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};
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};
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};
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// todo `forceWalk` based on leg damage
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private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
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if (_causeLimping == 1 && {_woundDamage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
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[_unit, true] call EFUNC(medical_engine,setLimping);
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};
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// if possible merge into existing wounds
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private _createNewWound = true;
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{
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage", "_oldCategory"];
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_woundDamage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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if (_oldCategory == _category) exitWith {
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private _newAmountOf = _oldAmountOf + 1;
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_x set [3, _newAmountOf];
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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_x set [4, _newBleeding];
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private _newDamage = (_oldAmountOf * _oldDamage + _woundDamage) / _newAmountOf;
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_x set [5, _newDamage];
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_createNewWound = false;
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};
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};
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} forEach _openWounds;
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if (_createNewWound) then {
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_openWounds pushBack _x;
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};
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} forEach _woundsCreated;
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_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
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_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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[_unit] call EFUNC(medical_status,updateWoundBloodLoss);
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_bodyPartVisParams call EFUNC(medical_engine,updateBodyPartVisuals);
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[QEGVAR(medical,injured), [_unit, _painLevel]] call CBA_fnc_localEvent;
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if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
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[_unit] call FUNC(handleIncapacitation);
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};
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TRACE_5("exit",_unit,_painLevel,GET_PAIN(_unit),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
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