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143 lines
5.8 KiB
Plaintext
143 lines
5.8 KiB
Plaintext
/*
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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 Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter or source of the damage <OBJECT>
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* 4: 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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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_bodyPart", "_damage", "_typeOfProjectile", "_typeOfDamage"];
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TRACE_5("start",_unit,_bodyPart,_damage,_typeOfProjectile,_typeOfDamage);
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// Convert the selectionName to a number and ensure it is a valid selection.
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private _bodyPartN = ALL_BODY_PARTS find toLower _bodyPart;
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if (_bodyPartN < 0) exitWith {};
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if (_typeOfDamage isEqualTo "") then {
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_typeOfDamage = "unknown";
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};
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// Get the damage type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes]
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// WoundTypes are the available wounds for this damage type. Format [[classID, selections, bleedingRate, pain], ..]
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private _damageTypeInfo = [GVAR(allDamageTypesData) getVariable _typeOfDamage] param [0, [[], false, []]];
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_damageTypeInfo params ["_thresholds", "_isSelectionSpecific", "_woundTypes"];
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// It appears we are dealing with an unknown type of damage.
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if (count _woundTypes == 0) then {
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// grabbing the configuration for unknown damage type
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_damageTypeInfo = [GVAR(allDamageTypesData) getVariable "unknown"] param [0, [[], false, []]];
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_woundTypes = _damageTypeInfo select 2;
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};
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// find the available injuries for this damage type and damage amount
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private _highestPossibleSpot = -1;
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private _highestPossibleDamage = -1;
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private _allPossibleInjuries = [];
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{
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_x params ["", "_selections", "", "", "_damageExtrema"];
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_damageExtrema params ["_minDamage", "_maxDamage"];
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// Check if the damage is higher as the min damage for the specific injury
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if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then {
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// Check if the injury can be applied to the given selection name
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if ("All" in _selections || _bodyPart in _selections) then { // @todo, this is case sensitive!
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// Find the wound which has the highest minimal damage, so we can use this later on for adding the correct injuries
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if (_minDamage > _highestPossibleDamage) then {
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_highestPossibleSpot = _forEachIndex;
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_highestPossibleDamage = _minDamage;
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};
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// Store the valid possible injury for the damage type, damage amount and selection
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_allPossibleInjuries pushBack _x;
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};
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};
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} forEach _woundTypes;
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// No possible wounds available for this damage type or damage amount.
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if (_highestPossibleSpot < 0) exitWith {};
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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 [QGVAR(lastUniqueWoundID), 1];
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private _painToAdd = 0;
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private _woundsCreated = [];
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{
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if (_x select 0 <= _damage) exitWith {
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for "_i" from 0 to ((_x select 1)-1) do {
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// Find the injury we are going to add. Format [ classID, allowdSelections, bleedingRate, injuryPain]
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private _oldInjury = if (random 1 >= 0.85) then {
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_woundTypes select _highestPossibleSpot
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} else {
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selectRandom _allPossibleInjuries
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};
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_oldInjury params ["_woundClassIDToAdd", "", "_injuryBleedingRate", "_injuryPain"];
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private _bodyPartNToAdd = [floor random 6, _bodyPartN] select _isSelectionSpecific; // 6 == count ALL_BODY_PARTS
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// If the injury type is selection part specific, we will check if one of those injury types already exists and find the spot for it..
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private _foundIndex = -1;
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if (_isSelectionSpecific) then {
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{
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// Check if we have an id of the given class on the given bodypart already
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if ((_woundClassIDToAdd isEqualTo (_x select 1)) && {_bodyPartNToAdd isEqualTo (_x select 2)}) exitWith {
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_foundIndex = _forEachIndex;
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};
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} forEach _openWounds;
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};
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private _injury = [];
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if (_foundIndex < 0) then {
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// Create a new injury. Format [ID, classID, bodypart, percentage treated, bleeding rate]
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_injury = [_woundID, _woundClassIDToAdd, _bodyPartNToAdd, 1, _injuryBleedingRate];
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// Since it is a new injury, we will have to add it to the open wounds array to store it
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_openWounds pushBack _injury;
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// New injuries will also increase the wound ID
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_woundID = _woundID + 1;
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} else {
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// We already have one of these, so we are just going to increase the number that we have of it with a new one.
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_injury = _openWounds select _foundIndex;
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_injury set [3, (_injury select 3) + 1];
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};
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// Store the injury so we can process it later correctly.
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_woundsCreated pushBack _injury;
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// Collect the pain that is caused by this injury
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_painToAdd = _injuryPain + _painToAdd;
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};
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};
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} forEach _thresholds;
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_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
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// Only update if new wounds have been created
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if (count _woundsCreated > 0) then {
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_unit setVariable [QGVAR(lastUniqueWoundID), _woundID, true];
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};
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// TODO use medical add pain function instead
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private _painLevel = _unit getVariable [QEGVAR(medical,pain), 0];
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_unit setVariable [QEGVAR(medical,pain), _painLevel + _painToAdd];
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[_unit, "hit", PAIN_TO_SCREAM(_painToAdd)] call EFUNC(medical_engine,playInjuredSound);
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TRACE_6("exit",_unit, _painLevel, _painToAdd, _unit getVariable QEGVAR(medical,pain), _unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
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