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8483a4bcdc
* Fix severity of wound bleeding I'm simplifying the nastiness calculations so that the wound config specifies the worst wound and we scale it between 25% to 100% based on the wound damage and number of wounds recieved. Similarly I've updated the wound configs to more reasonable maximum bleeding values based on the fact that they're percentages of cardiac output being bled. * Limit variance of pain modifier This is to avoid unexpectedly high pain for small wounds or unexpectedly small pain for large wounds * Make more wounds increase chance for nastiness Rather than guarantee * Adjust worst damage scaling This handles torso wounds better as they're typically around 0.3-0.6 for 6.5mm shots which makes them roughly medium sized. * Fix cardiac output calculation Previously the calculation didn't make sense as it wasn't outputting a value in l/s. This method of calculation makes more logical sense and provides a point of reference for what the bleeding values actually represent (percentage of the blood being pumped that is lost - which now has an actual volumetric value). * Fix blood pressure after change to cardiac output * Fix heartrate skyrocketing between 5l and 4l blood Pretty sure someone accidnentally got these conditions the wrong way around. This way blood pressure will first drop and then heart rate will later go up to compensate. * Fix comment typo Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
133 lines
5.4 KiB
C++
133 lines
5.4 KiB
C++
// bleeding - maximum possible percentage of cardiac output bled for a given wound type (0 .. 1)
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// pain - maximum possible pain level for a given wound type (0 .. 1)
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class ACE_Medical_Injuries {
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// Defines all the possible injury types
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class wounds {
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// Source: Scarle
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// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
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class Abrasion {
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causes[] = {"falling", "ropeburn", "vehiclecrash", "collision", "unknown"};
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bleeding = 0.001;
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pain = 0.4;
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minDamage = 0.01;
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maxDamage = 0.30;
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};
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// Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
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class Avulsion {
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causes[] = {"explosive", "vehiclecrash", "collision", "grenade", "shell", "bullet", "backblast", "bite"};
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bleeding = 0.1;
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pain = 1.0;
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minDamage = 0.01;
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causeLimping = 1;
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};
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// Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions.
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class Contusion {
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causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "collision", "falling"};
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bleeding = 0;
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pain = 0.3;
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minDamage = 0.02;
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maxDamage = 0.35;
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};
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// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
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class Crush {
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causes[] = {"falling", "vehiclecrash", "collision", "punch", "unknown"};
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bleeding = 0.05;
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pain = 0.8;
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minDamage = 0.1;
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causeLimping = 1;
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causeFracture = 1;
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};
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// Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
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class Cut {
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causes[] = {"vehiclecrash", "collision", "grenade", "explosive", "shell", "backblast", "stab", "unknown"};
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bleeding = 0.01;
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pain = 0.1;
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minDamage = 0.1;
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};
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// Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
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class Laceration {
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selections[] = {"All"};
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causes[] = {"vehiclecrash", "collision", "punch"};
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bleeding = 0.05;
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pain = 0.2;
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minDamage = 0.01;
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};
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// Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel.
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class VelocityWound {
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causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
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bleeding = 0.2;
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pain = 0.9;
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minDamage = 0.35;
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causeLimping = 1;
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causeFracture = 1;
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};
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// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
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class PunctureWound {
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causes[] = {"stab", "grenade"};
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bleeding = 0.05;
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pain = 0.4;
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minDamage = 0.02;
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causeLimping = 1;
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};
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};
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class damageTypes {
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// thresholds[] {{<min damage>, <max number of wounds>}, {...}}
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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class bullet {
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// above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it.
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class grenade {
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thresholds[] = {{0.1, 3}, {0, 1}};
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selectionSpecific = 0;
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};
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class explosive {
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thresholds[] = {{1, 6}, {0.1, 4}, {0, 1}};
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selectionSpecific = 0;
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};
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class shell {
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thresholds[] = {{1, 7}, {0.1, 5}, {0, 1}};
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selectionSpecific = 0;
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};
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class vehiclecrash {
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thresholds[] = {{0.5, 5}, {0.3, 2}, {0.05, 1}};
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selectionSpecific = 0;
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};
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class collision {
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thresholds[] = {{0.5, 5}, {0.3, 2}, {0.05, 1}};
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selectionSpecific = 0;
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};
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class backblast {
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thresholds[] = {{1, 6}, {0.55, 5}, {0, 2}};
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selectionSpecific = 0;
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};
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class stab {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class punch {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class falling {
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thresholds[] = {{0.6, 4}, {0.35, 2}, {0.1, 1}};
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selectionSpecific = 1;
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};
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class ropeburn {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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//No related wounds as drowning should not cause wounds/bleeding. Can be extended for internal injuries if they are added.
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class drowning {
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thresholds[] = {{0, 0}};
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};
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class unknown {
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thresholds[] = {{0.1, 1}};
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};
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};
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};
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