mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
4466f9e785
* Move litter to `treatment` * Move eden object attributes to `treatment` * Move treatment items to `treatment` * Move bodybag handling to `treatment` * Move state conditions to `statemachine` * Move radio addon handling to `feedback` * Move medical macros to `engine` * Move medical extension to `damage` * Fix texture and material paths after move * Remove duplicate medical menu config * Remove old faction class * Remove a bunch of old code
181 lines
8.3 KiB
Plaintext
181 lines
8.3 KiB
Plaintext
/*
|
|
* 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
|
|
*
|
|
* Public: No
|
|
*/
|
|
#include "script_component.hpp"
|
|
|
|
params ["_unit", "_bodyPart", "_damage", "_typeOfDamage"];
|
|
TRACE_5("start",_unit,_bodyPart,_damage,_typeOfDamage);
|
|
|
|
// Convert the selectionName to a number and ensure it is a valid selection.
|
|
private _bodyPartN = ALL_BODY_PARTS find toLower _bodyPart;
|
|
if (_bodyPartN < 0) exitWith {};
|
|
|
|
if (_typeOfDamage isEqualTo "") then {
|
|
_typeOfDamage = "unknown";
|
|
};
|
|
|
|
// Get the damage type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes]
|
|
// WoundTypes are the available wounds for this damage type. Format [[classID, selections, bleedingRate, pain], ..]
|
|
private _damageTypeInfo = [GVAR(allDamageTypesData) getVariable _typeOfDamage] param [0, [[], false, []]];
|
|
_damageTypeInfo params ["_thresholds", "_isSelectionSpecific", "_woundTypes"];
|
|
|
|
// It appears we are dealing with an unknown type of damage.
|
|
if (count _woundTypes == 0) then {
|
|
// grabbing the configuration for unknown damage type
|
|
_damageTypeInfo = [GVAR(allDamageTypesData) getVariable "unknown"] param [0, [[], false, []]];
|
|
_woundTypes = _damageTypeInfo select 2;
|
|
};
|
|
|
|
// find the available injuries for this damage type and damage amount
|
|
private _highestPossibleSpot = -1;
|
|
private _highestPossibleDamage = -1;
|
|
private _allPossibleInjuries = [];
|
|
|
|
{
|
|
_x params ["", "_selections", "", "", "_damageExtrema"];
|
|
_damageExtrema params ["_minDamage", "_maxDamage"];
|
|
|
|
// Check if the damage is higher as the min damage for the specific injury
|
|
if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then {
|
|
// Check if the injury can be applied to the given selection name
|
|
if ("All" in _selections || {_bodyPart in _selections}) then { // @todo, this is case sensitive!
|
|
|
|
// Find the wound which has the highest minimal damage, so we can use this later on for adding the correct injuries
|
|
if (_minDamage > _highestPossibleDamage) then {
|
|
_highestPossibleSpot = _forEachIndex;
|
|
_highestPossibleDamage = _minDamage;
|
|
};
|
|
|
|
// Store the valid possible injury for the damage type, damage amount and selection
|
|
_allPossibleInjuries pushBack _x;
|
|
};
|
|
};
|
|
} forEach _woundTypes;
|
|
|
|
// No possible wounds available for this damage type or damage amount.
|
|
if (_highestPossibleSpot < 0) exitWith {};
|
|
|
|
// 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
|
|
|
|
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);
|
|
private _woundsCreated = [];
|
|
{
|
|
_x params ["_thresholdMinDam", "_thresholdWoundCount"];
|
|
if (_thresholdMinDam <= _damage) exitWith {
|
|
private _woundDamage = _damage / (_thresholdWoundCount max 1); // If the damage creates multiple wounds
|
|
for "_i" from 0 to (_thresholdWoundCount-1) do {
|
|
// Find the injury we are going to add. Format [ classID, allowdSelections, bleedingRate, injuryPain]
|
|
private _oldInjury = if (random 1 >= 0.85) then {
|
|
_woundTypes select _highestPossibleSpot
|
|
} else {
|
|
selectRandom _allPossibleInjuries
|
|
};
|
|
|
|
_oldInjury params ["_woundClassIDToAdd", "", "_injuryBleedingRate", "_injuryPain"];
|
|
|
|
private _bodyPartNToAdd = [floor random 6, _bodyPartN] select _isSelectionSpecific; // 6 == count ALL_BODY_PARTS
|
|
|
|
_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
|
|
|
|
// Create a new injury. Format [ID, classID, bodypart, percentage treated, bleeding rate]
|
|
_injury = [_woundID, _woundClassIDToAdd, _bodyPartNToAdd, 1, _injuryBleedingRate];
|
|
|
|
// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
|
|
private _nastinessLikelihood = linearConversion [0, 20, (_woundDamage / _thresholdWoundCount), 0.5, 30, true];
|
|
private _bleedingModifier = 0.25 + 8 * exp ((random [-4.5, -5, -6]) / _nastinessLikelihood);
|
|
private _painModifier = 0.05 + 2 * exp (-2 / _nastinessLikelihood);
|
|
|
|
_bleeding = _injuryBleedingRate * _bleedingModifier;
|
|
private _pain = _injuryPain * _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];
|
|
|
|
// wound category (minor, medium, large)
|
|
private _category = floor ((0 max _bleeding min 0.1) / 0.05);
|
|
|
|
_injury set [4, _bleeding];
|
|
_injury set [5, _woundDamage];
|
|
_injury 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, round(_woundDamage * 100) / 100, _woundDamage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000];
|
|
#endif
|
|
|
|
if (_bodyPartNToAdd == 0 && {_woundDamage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then {
|
|
TRACE_2("FatalInjury",_unit,_woundDamage);
|
|
[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 _injury;
|
|
};
|
|
|
|
// New injuries will also increase the wound ID
|
|
_woundID = _woundID + 1;
|
|
|
|
// Store the injury so we can process it later correctly.
|
|
_woundsCreated pushBack _injury;
|
|
};
|
|
};
|
|
} forEach _thresholds;
|
|
|
|
_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
|
|
_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
|
|
|
|
_bodyPartVisParams call EFUNC(medical_engine,updateBodyPartVisuals);
|
|
|
|
[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
|
|
[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
|
|
|
|
if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
|
|
[_unit] call FUNC(handleIncapacitation);
|
|
};
|
|
|
|
TRACE_5("exit",_unit,_painLevel,GET_PAIN(_unit),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
|