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98da279e8f
Give blood in CA if needed before doing CPR
238 lines
9.6 KiB
Plaintext
238 lines
9.6 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: BaerMitUmlaut, PabstMirror
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* Applies healing to target.
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*
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* Arguments:
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* 0: Healer <OBJECT>
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* 1: Target <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [cursorObject, cursorObject] call ace_medical_ai_fnc_healingLogic
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*
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* Public: No
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*/
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// TODO: Add AI tourniquet behaviour
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// For now, AI handle player or otherwise scripted tourniquets only
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params ["_healer", "_target"];
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(_healer getVariable [QGVAR(currentTreatment), [-1]]) params ["_finishTime", "_treatmentTarget", "_treatmentEvent", "_treatmentArgs", "_treatmentItem"];
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// Treatment in progress, check if finished and apply
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if (_finishTime > 0) exitWith {
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if (CBA_missionTime >= _finishTime) then {
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TRACE_5("treatment finished",_finishTime,_treatmentTarget,_treatmentEvent,_treatmentArgs,_treatmentItem);
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_healer setVariable [QGVAR(currentTreatment), nil];
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if ((GVAR(requireItems) > 0) && {_treatmentItem != ""}) then {
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([_healer, _treatmentItem] call FUNC(itemCheck)) params ["_itemOk", "_itemClassname", "_treatmentClass"];
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if (!_itemOk) exitWith { _treatmentEvent = "#fail"; }; // no item after delay
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_healer removeItem _itemClassname;
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if (_treatmentClass != "") then { _treatmentArgs set [2, _treatmentClass]; };
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};
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if ((_treatmentTarget == _target) && {(_treatmentEvent select [0, 1]) != "#"}) then {
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[_treatmentEvent, _treatmentArgs, _target] call CBA_fnc_targetEvent;
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// Splints are already logged on their own
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switch (_treatmentEvent) do {
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case QEGVAR(medical_treatment,bandageLocal): {
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[_target, "activity", ELSTRING(medical_treatment,Activity_bandagedPatient), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
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};
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case QEGVAR(medical_treatment,ivBagLocal): {
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[_target, _treatmentArgs select 2] call EFUNC(medical_treatment,addToTriageCard);
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[_target, "activity", ELSTRING(medical_treatment,Activity_gaveIV), [[_healer, false, true] call EFUNC(common,getName)]] call EFUNC(medical_treatment,addToLog);
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};
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case QEGVAR(medical_treatment,medicationLocal): {
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private _usedItem = ["ACE_epinephrine", "ACE_morphine"] select (_treatmentArgs select 2 == "Morphine");
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[_target, _usedItem] call EFUNC(medical_treatment,addToTriageCard);
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[_target, "activity", ELSTRING(medical_treatment,Activity_usedItem), [[_healer, false, true] call EFUNC(common,getName), getText (configFile >> "CfgWeapons" >> _usedItem >> "displayName")]] call EFUNC(medical_treatment,addToLog);
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};
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};
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#ifdef DEBUG_MODE_FULL
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INFO_4("%1->%2: %3 - %4",_healer,_target,_treatmentEvent,_treatmentArgs);
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systemChat format ["Applying [%1->%2]: %3", _healer, _treatmentTarget, _treatmentEvent];
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#endif
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};
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};
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};
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// Find a suitable limb (no tourniquets) for injecting and giving IVs
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private _fnc_findNoTourniquet = {
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private _bodyPart = "";
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private _bodyParts = ["leftarm", "rightarm", "leftleg", "rightleg"];
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private _bodyPartsSaved = +_bodyParts;
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while {_bodyParts isNotEqualTo []} do {
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_bodyPart = selectRandom _bodyParts;
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// If no tourniquet on, use that body part
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if (_tourniquets select (ALL_BODY_PARTS find _bodyPart) == 0) exitWith {};
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_bodyParts deleteAt (_bodyParts find _bodyPart);
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};
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// If all limbs have tourniquets, use random limb
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if (_bodyPart == "") then {
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_bodyPart = selectRandom _bodyPartsSaved;
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};
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_bodyPart
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};
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private _isMedic = [_healer] call EFUNC(medical_treatment,isMedic);
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private _heartRate = GET_HEART_RATE(_target);
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private _fractures = GET_FRACTURES(_target);
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private _tourniquets = GET_TOURNIQUETS(_target);
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private _treatmentEvent = "#none";
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private _treatmentArgs = [];
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private _treatmentTime = 6;
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private _treatmentItem = "";
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if (true) then {
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if (
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(GET_WOUND_BLEEDING(_target) > 0) &&
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{([_healer, "@bandage"] call FUNC(itemCheck)) # 0}
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) exitWith {
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// Select first bleeding wound and bandage it
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private _selection = "?";
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{
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// Ignore tourniqueted limbs
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if (_tourniquets select (ALL_BODY_PARTS find _x) == 0 && {
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_y findIf {
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_x params ["", "_amount", "_percentage"];
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(_amount * _percentage) > 0
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} != -1}
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) exitWith { _selection = _x; };
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} forEach GET_OPEN_WOUNDS(_target);
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_treatmentEvent = QEGVAR(medical_treatment,bandageLocal);
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_treatmentTime = 5;
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_treatmentArgs = [_target, _selection, "FieldDressing"];
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_treatmentItem = "@bandage";
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};
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private _hasIV = ([_healer, "@iv"] call FUNC(itemCheck)) # 0;
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private _bloodVolume = GET_BLOOD_VOLUME(_target);
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// If in cardiac arrest, first add some blood to injured if necessary, then do CPR (doing CPR when not enough blood is suboptimal if you have IVs)
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// If healer has no IVs, allow AI to do CPR to keep injured alive
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if (
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IN_CRDC_ARRST(_target) &&
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{EGVAR(medical_treatment,cprSuccessChanceMin) > 0} &&
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{!_hasIV || {_bloodVolume >= BLOOD_VOLUME_CLASS_3_HEMORRHAGE}}
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) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,cprLocal);
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_treatmentArgs = [_healer, _target];
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_treatmentTime = 15;
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};
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private _needsIv = _bloodVolume < MINIMUM_BLOOD_FOR_STABLE_VITALS;
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private _canGiveIv = _isMedic && _hasIV && _needsIv;
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if (_canGiveIv) then {
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// Check if patient's blood volume + remaining IV volume is enough to allow the patient to wake up
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private _totalIvVolume = 0; //in ml
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{
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_x params ["_volumeRemaining"];
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_totalIvVolume = _totalIvVolume + _volumeRemaining;
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} forEach (_target getVariable [QEGVAR(medical,ivBags), []]);
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// Check if the medic has to wait, which allows for a little multitasking
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if (_bloodVolume + (_totalIvVolume / 1000) >= MINIMUM_BLOOD_FOR_STABLE_VITALS) then {
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_treatmentEvent = "#waitForIV";
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_canGiveIv = false;
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};
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};
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if (_canGiveIv) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,ivBagLocal);
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_treatmentTime = 5;
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_treatmentArgs = [_target, call _fnc_findNoTourniquet, "SalineIV"];
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_treatmentItem = "@iv";
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};
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if (
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((_fractures select 4) == 1) &&
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{([_healer, "splint"] call FUNC(itemCheck)) # 0}
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) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,splintLocal);
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_treatmentTime = 6;
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_treatmentArgs = [_healer, _target, "leftleg"];
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_treatmentItem = "splint";
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};
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if (
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((_fractures select 5) == 1) &&
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{([_healer, "splint"] call FUNC(itemCheck)) # 0}
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) exitWith {
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_treatmentEvent = QEGVAR(medical_treatment,splintLocal);
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_treatmentTime = 6;
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_treatmentArgs = [_healer, _target, "rightleg"];
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_treatmentItem = "splint";
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};
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// Wait until the injured has enough blood before administering drugs
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if (_needsIv) then {
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_treatmentEvent = "#waitForIV"
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};
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if (_treatmentEvent == "#waitForIV") exitWith {};
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if ((count (_target getVariable [VAR_MEDICATIONS, []])) >= 6) exitWith {
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_treatmentEvent = "#tooManyMeds";
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};
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if (
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((IS_UNCONSCIOUS(_target) && {_heartRate < 160}) || {_heartRate <= 50}) &&
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{([_healer, "epinephrine"] call FUNC(itemCheck)) # 0}
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) exitWith {
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if (CBA_missionTime < (_target getVariable [QGVAR(nextEpinephrine), -1])) exitWith {
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_treatmentEvent = "#waitForEpinephrineToTakeEffect";
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};
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if (_heartRate > 180) exitWith {
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_treatmentEvent = "#waitForSlowerHeart";
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};
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_target setVariable [QGVAR(nextEpinephrine), CBA_missionTime + 10];
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_treatmentEvent = QEGVAR(medical_treatment,medicationLocal);
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_treatmentTime = 2.5;
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_treatmentArgs = [_target, call _fnc_findNoTourniquet, "Epinephrine"];
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_treatmentItem = "epinephrine";
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};
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if (
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(((GET_PAIN_PERCEIVED(_target) > 0.25) && {_heartRate > 40}) || {_heartRate >= 180}) &&
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{([_healer, "morphine"] call FUNC(itemCheck)) # 0}
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) exitWith {
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if (CBA_missionTime < (_target getVariable [QGVAR(nextMorphine), -1])) exitWith {
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_treatmentEvent = "#waitForMorphineToTakeEffect";
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};
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if (_heartRate < 60) exitWith {
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_treatmentEvent = "#waitForFasterHeart";
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};
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_target setVariable [QGVAR(nextMorphine), CBA_missionTime + 30];
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_treatmentEvent = QEGVAR(medical_treatment,medicationLocal);
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_treatmentTime = 2.5;
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_treatmentArgs = [_target, call _fnc_findNoTourniquet, "Morphine"];
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_treatmentItem = "morphine";
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};
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};
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_healer setVariable [QGVAR(currentTreatment), [CBA_missionTime + _treatmentTime, _target, _treatmentEvent, _treatmentArgs, _treatmentItem]];
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// Play animation
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if ((_treatmentEvent select [0,1]) != "#") then {
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private _treatmentClassname = _treatmentArgs select 2;
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if (_treatmentEvent == QEGVAR(medical_treatment,splintLocal)) then { _treatmentClassname = "Splint" };
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if (_treatmentEvent == QEGVAR(medical_treatment,cprLocal)) then { _treatmentClassname = "CPR" };
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[_healer, _treatmentClassname, (_healer == _target)] call FUNC(playTreatmentAnim);
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};
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#ifdef DEBUG_MODE_FULL
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TRACE_4("treatment started",_treatmentTime,_target,_treatmentEvent,_treatmentArgs);
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systemChat format ["Treatment [%1->%2]: %3", _healer, _target, _treatmentEvent];
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#endif
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