ACE3/addons/medical_damage/functions/fnc_woundsHandlerSQF.sqf

143 lines
5.8 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 Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter or source of the damage <OBJECT>
* 4: Type of the damage done <STRING>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_bodyPart", "_damage", "_typeOfProjectile", "_typeOfDamage"];
TRACE_5("start",_unit,_bodyPart,_damage,_typeOfProjectile,_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 [QGVAR(lastUniqueWoundID), 1];
private _painToAdd = 0;
private _woundsCreated = [];
{
if (_x select 0 <= _damage) exitWith {
for "_i" from 0 to ((_x select 1)-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
// 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..
private _foundIndex = -1;
if (_isSelectionSpecific) then {
{
// Check if we have an id of the given class on the given bodypart already
if ((_woundClassIDToAdd isEqualTo (_x select 1)) && {_bodyPartNToAdd isEqualTo (_x select 2)}) exitWith {
_foundIndex = _forEachIndex;
};
} forEach _openWounds;
};
private _injury = [];
if (_foundIndex < 0) then {
// Create a new injury. Format [ID, classID, bodypart, percentage treated, bleeding rate]
_injury = [_woundID, _woundClassIDToAdd, _bodyPartNToAdd, 1, _injuryBleedingRate];
// Since it is a new injury, we will have to add it to the open wounds array to store it
_openWounds pushBack _injury;
// New injuries will also increase the wound ID
_woundID = _woundID + 1;
} else {
// We already have one of these, so we are just going to increase the number that we have of it with a new one.
_injury = _openWounds select _foundIndex;
_injury set [3, (_injury select 3) + 1];
};
// Store the injury so we can process it later correctly.
_woundsCreated pushBack _injury;
// Collect the pain that is caused by this injury
_painToAdd = _injuryPain + _painToAdd;
};
};
} forEach _thresholds;
_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
// Only update if new wounds have been created
if (count _woundsCreated > 0) then {
_unit setVariable [QGVAR(lastUniqueWoundID), _woundID, true];
};
// TODO use medical add pain function instead
private _painLevel = _unit getVariable [QEGVAR(medical,pain), 0];
_unit setVariable [QEGVAR(medical,pain), _painLevel + _painToAdd];
[_unit, "hit", PAIN_TO_SCREAM(_painToAdd)] call EFUNC(medical_engine,playInjuredSound);
TRACE_6("exit",_unit, _painLevel, _painToAdd, _unit getVariable QEGVAR(medical,pain), _unit getVariable QEGVAR(medical,openWounds),_woundsCreated);