ACE3/addons/medical_engine/script_macros_medical.hpp
mharis001 8d2bba4b35
Rewrite Medical GUI (#6831)
* Add a macro for the bloodloss scaling factor

* Adjust bloodloss threshold for red icon

* Remove bloodloss color scaling factor

The issue is actually the other way round, the factor of 20 would
instantly make bodyparts red on taking a wound.

* Implemet 10 color steps provided by ShackTac

This replaces the old method of colouring the interaction menu icons
and body image selections with a new method that has 10 distinct color
steps (matching across the icons and the body image).

* Use macros for constants

* Implement blue damage colouring

This re-adds visualisation for colouring based on damage. The case where
a limb has a tourniquet will hopefully be handled by an overlayed icon.

* Tidy up file structure

* Move patient information display to medical_ui

* Make common colour conversion code into functions

* Add tourniquet icon overlay to body image

* Fix mispelling I forgot to commit

* Update icon paths to new white cross icon

* Clean mess after rebase

* Add new medical menu gui

* Add updating injury list and body image

* Add updating treatment category buttons

* Update onMenuClose function

* Delete unused functions

* Add action buttons and triage card to menu

* Move medical menu PFH to separate function

* Move setTriageStatus to treatment

* Add triage select dropdown

* Add toggle button action

* Fix mouse moving randomly when opening

* Add logs list update and remove unused functions

* Hide tourniquet icons by default

* Remove CfgInGameUI (already in feedback)

* Update patient info display

* Update triage card display

* Add settings to control interact menu actions

* Cleanup files/paths

* Move triage status update to common function

* Add icons for interact menu actions

* Modify icon color for interact menu actions

* Update canOpenMenu for new setting

* Hide pain information for unconscious

* Stringtable cleanup

* Use switch for pain text

* Change minor triage status to minimal

* Fix injury list to use new stringtable entry names

* Fix medical actions check when disabled

* Skip distance check in same vehicle

* More cleanup

* Fix CI error

* Requested changes

* Fix INJURIES string

* Fix include after comment block

* Fix missing ;

Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
2019-03-24 18:17:48 -04:00

154 lines
6.9 KiB
C++

#define ALL_BODY_PARTS ["head", "body", "leftarm", "rightarm", "leftleg", "rightleg"]
#define ALL_SELECTIONS ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]
#define ALL_HITPOINTS ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]
// Damage threshold above which fatal organ damage can occur
#define HEAD_DAMAGE_THRESHOLD 1
#define ORGAN_DAMAGE_THRESHOLD 0.6
// Chance to hit heart based on ratio of 70kg (approx. 70L) body to 70mL stroke volume of heart
// Assuming torso is 50% of the body volume (35L)
#define HEART_HIT_CHANCE 0.05
#define MEDICAL_ACTION_DISTANCE 1.75
// scale received pain to 0-2 level to select type of scream
// below 0.25: 0, from 0.25 to 0.5: 1, more than 0.5: 2
#define PAIN_TO_SCREAM(pain) (floor (4 * pain) min 2)
// scale received pain to 0-2 level to select type of scream
// below 0.33: 0, from 0.34 to 0.66: 1, more than 0.67: 2
#define PAIN_TO_MOAN(pain) (floor (3 * pain) min 2)
#define GET_NUMBER(config,default) (if (isNumber (config)) then {getNumber (config)} else {default})
#define GET_STRING(config,default) (if (isText (config)) then {getText (config)} else {default})
#define GET_ARRAY(config,default) (if (isArray (config)) then {getArray (config)} else {default})
#define DEFAULT_HEART_RATE 80
#define DEFAULT_PERIPH_RES 100
// --- blood
// 0.077 l/kg * 80kg = 6.16l
#define DEFAULT_BLOOD_VOLUME 6.0 // in liters
#define BLOOD_VOLUME_CLASS_1_HEMORRHAGE 6.000 // lost less than 15% blood, Class I Hemorrhage
#define BLOOD_VOLUME_CLASS_2_HEMORRHAGE 5.100 // lost more than 15% blood, Class II Hemorrhage
#define BLOOD_VOLUME_CLASS_3_HEMORRHAGE 4.200 // lost more than 30% blood, Class III Hemorrhage
#define BLOOD_VOLUME_CLASS_4_HEMORRHAGE 3.600 // lost more than 40% blood, Class IV Hemorrhage
#define BLOOD_VOLUME_FATAL 3.0 // Lost more than 50% blood, Unrecoverable
// IV Change per second calculation:
// 250 ml should take 60 seconds to fill. 250 ml / 60 s ~ 4.1667 ml/s.
#define IV_CHANGE_PER_SECOND 4.1667 // in milliliters per second
// Minimum amount of damage required for penetrating wounds (also minDamage for velocity wounds)
#define PENETRATION_THRESHOLD 0.35
// To be replaced by a proper blood pressure calculation
#define BLOOD_LOSS_KNOCK_OUT_THRESHOLD 0.5 // 50% of cardiac output
// Used to color interaction icons and body image selections
#define BLOOD_LOSS_RED_THRESHOLD 0.5
#define BLOOD_LOSS_TOTAL_COLORS 10
#define DAMAGE_BLUE_THRESHOLD 0.8
#define DAMAGE_TOTAL_COLORS 10
// --- pain
#define PAIN_UNCONSCIOUS 0.5
// Pain fade out time (time it takes until pain is guaranteed to be completly gone)
#define PAIN_FADE_TIME 900
// Only relevant when advanced medication is disabled
// Morphine pain suppression fade out time (time it takes until pain suppression is guaranteed to be completly gone)
#define PAIN_SUPPRESSION_FADE_TIME 1800
// Chance to wake up when vitals are stable (checked once every SPONTANEOUS_WAKE_UP_INTERVAL seconds)
#define SPONTANEOUS_WAKE_UP_INTERVAL 15
// Minimum leg damage required for limping
#define LIMPING_DAMAGE_THRESHOLD 0.30
// Minimum body part damage required for blood effect on uniform
#define VISUAL_BODY_DAMAGE_THRESHOLD 0.35
// Empty wound data, used for some default return values
// [ID, classID, bodypartIndex, amountOf, bloodloss, damage, category]
#define EMPTY_WOUND [-1, -1, -1, 0, 0, 0, 0]
// Base time to bandage each wound category
#define BANDAGE_TIME_S 4
#define BANDAGE_TIME_M 6
#define BANDAGE_TIME_L 8
#define BANDAGE_TIME_MOD_MEDIC -2
#define BANDAGE_TIME_MOD_SELF 4
#define DEFAULT_BANDAGE_REOPENING_CHANCE 0.1
#define DEFAULT_BANDAGE_REOPENING_MIN_DELAY 120
#define DEFAULT_BANDAGE_REOPENING_MAX_DELAY 200
#define DEFAULT_TOURNIQUET_VALUES [0,0,0,0,0,0]
// Triage colors, for consistency across UIs and functions
#define TRIAGE_COLOR_NONE 0, 0, 0, 0.9
#define TRIAGE_COLOR_MINIMAL 0, 0.5, 0, 0.9
#define TRIAGE_COLOR_DELAYED 1, 0.84, 0, 0.9
#define TRIAGE_COLOR_IMMEDIATE 1, 0, 0, 0.9
#define TRIAGE_COLOR_DECEASED 0, 0, 0, 0.9
#define TRIAGE_TEXT_COLOR_NONE 1, 1, 1, 1
#define TRIAGE_TEXT_COLOR_MINIMAL 1, 1, 1, 1
#define TRIAGE_TEXT_COLOR_DELAYED 0, 0, 0, 1
#define TRIAGE_TEXT_COLOR_IMMEDIATE 1, 1, 1, 1
#define TRIAGE_TEXT_COLOR_DECEASED 1, 1, 1, 1
// - Unit Variables ----------------------------------------------------
// These variables get stored in object space and used across components
// Defined here for easy consistency with GETVAR/SETVAR (also a list for reference)
#define VAR_BLOOD_PRESS QEGVAR(medical,bloodPressure)
#define VAR_BLOOD_VOL QEGVAR(medical,bloodVolume)
#define VAR_CRDC_ARRST QEGVAR(medical,inCardiacArrest)
#define VAR_HEART_RATE QEGVAR(medical,heartRate)
#define VAR_PAIN QEGVAR(medical,pain)
#define VAR_PAIN_SUPP QEGVAR(medical,painSuppress)
#define VAR_PERIPH_RES QEGVAR(medical,peripheralResistance)
#define VAR_UNCON "ACE_isUnconscious"
// These variables track gradual adjustments (from medication, etc.)
#define VAR_HEART_RATE_ADJ QEGVAR(medical,heartRateAdjustments)
#define VAR_PAIN_SUPP_ADJ QEGVAR(medical,painSuppressAdjustments)
#define VAR_PERIPH_RES_ADJ QEGVAR(medical,peripheralResistanceAdjustments)
// These variables track the current state of status values above
#define VAR_HEMORRHAGE QEGVAR(medical,hemorrhage)
#define VAR_IN_PAIN QEGVAR(medical,inPain)
#define VAR_IS_BLEEDING QEGVAR(medical,isBleeding)
#define VAR_TOURNIQUET QEGVAR(medical,tourniquets)
// - Unit Functions ---------------------------------------------------
// Retrieval macros for common unit values
// Defined for easy consistency and speed
#define GET_BLOOD_VOLUME(unit) (unit getVariable [VAR_BLOOD_VOL,DEFAULT_BLOOD_VOLUME])
#define GET_HEART_RATE(unit) (unit getVariable [VAR_HEART_RATE,DEFAULT_HEART_RATE])
#define GET_HEMORRHAGE(unit) (unit getVariable [VAR_HEMORRHAGE,0])
#define GET_PAIN(unit) (unit getVariable [VAR_PAIN,0])
#define GET_PAIN_SUPPRESS(unit) (unit getVariable [VAR_PAIN_SUPP,0])
#define GET_TOURNIQUETS(unit) (unit getVariable [VAR_TOURNIQUET, DEFAULT_TOURNIQUET_VALUES])
#define IN_CRDC_ARRST(unit) (unit getVariable [VAR_CRDC_ARRST,false])
#define IS_BLEEDING(unit) (unit getVariable [VAR_IS_BLEEDING,false])
#define IS_IN_PAIN(unit) (unit getVariable [VAR_IN_PAIN,false])
#define IS_UNCONSCIOUS(unit) (unit getVariable [VAR_UNCON,false])
// The following function calls are defined here just for consistency
#define GET_BLOOD_LOSS(unit) ([unit] call EFUNC(medical_status,getBloodLoss))
#define GET_BLOOD_PRESSURE(unit) ([unit] call EFUNC(medical_status,getBloodPressure))
// Derivative unit values commonly used
#define GET_PAIN_PERCEIVED(unit) (0 max (GET_PAIN(unit) - GET_PAIN_SUPPRESS(unit)) min 1)
#define HAS_TOURNIQUET_APPLIED_ON(unit,index) ((GET_TOURNIQUETS(unit) select index) > 0)
// Cache expiry values, in seconds
#define IN_MEDICAL_FACILITY_CACHE_EXPIRY 1
#define CAN_TREAT_CONDITION_CACHE_EXPIRY 2