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173 lines
6.4 KiB
Plaintext
173 lines
6.4 KiB
Plaintext
/*
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* Author: Glowbal
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* Handles the bandage of a patient.
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*
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* Arguments:
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* 0: The patient <OBJECT>
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* 1: Treatment classname <STRING>
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*
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*
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* Return Value:
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* Succesful treatment started <BOOL>
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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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private ["_openWounds", "_config", "_effectiveness","_mostEffectiveInjury", "_mostEffectiveSpot", "_woundEffectivenss", "_mostEffectiveInjury", "_impact", "_exit", "_classID", "_effectivenessFound", "_className", "_hitPoints", "_hitSelections", "_point", "_woundTreatmentConfig"];
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params ["_target", "_bandage", "_selectionName", ["_specificClass", -1]];
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// Ensure it is a valid bodypart
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_part = [_selectionName] call FUNC(selectionNameToNumber);
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if (_part < 0) exitWith {false};
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// Get the open wounds for this unit
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_openWounds = _target getvariable [QGVAR(openWounds), []];
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if (count _openWounds == 0) exitWith {false}; // nothing to do here!
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// Get the default effectiveness for the used bandage
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_config = (ConfigFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Bandaging");
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_effectiveness = getNumber (_config >> "effectiveness");
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if (isClass (_config >> _bandage)) then {
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_config = (_config >> _bandage);
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if (isNumber (_config >> "effectiveness")) then { _effectiveness = getNumber (_config >> "effectiveness");};
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};
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// Figure out which injury for this bodypart is the best choice to bandage
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_mostEffectiveSpot = 0;
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_effectivenessFound = -1;
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_mostEffectiveInjury = _openWounds select 0;
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_exit = false;
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{
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_x params ["", "_classID", "_partX"];
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TRACE_2("OPENWOUND: ", _target, _x);
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// Only parse injuries that are for the selected bodypart.
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if (_partX == _part) then {
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_woundEffectivenss = _effectiveness;
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// Select the classname from the wound classname storage
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_className = GVAR(woundClassNames) select _classID;
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// Check if this wound type has attributes specified for the used bandage
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if (isClass (_config >> _className)) then {
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// Collect the effectiveness from the used bandage for this wound type
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_woundTreatmentConfig = (_config >> _className);
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if (isNumber (_woundTreatmentConfig >> "effectiveness")) then {
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_woundEffectivenss = getNumber (_woundTreatmentConfig >> "effectiveness");
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};
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};
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TRACE_2("Wound classes: ", _specificClass, _classID);
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if (_specificClass == _classID) exitWith {
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_effectivenessFound = _woundEffectivenss;
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_mostEffectiveSpot = _foreachIndex;
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_mostEffectiveInjury = _x;
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_exit = true;
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};
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// Check if this is the currently most effective found.
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if (_woundEffectivenss * ((_x select 4) * (_x select 3)) > _effectivenessFound * ((_mostEffectiveInjury select 4) * (_mostEffectiveInjury select 3))) then {
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_effectivenessFound = _woundEffectivenss;
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_mostEffectiveSpot = _foreachIndex;
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_mostEffectiveInjury = _x;
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};
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};
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if (_exit) exitWith {};
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} foreach _openWounds;
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if (_effectivenessFound == -1) exitWith {}; // Seems everything is patched up on this body part already..
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// TODO refactor this part
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// Find the impact this bandage has and reduce the amount this injury is present
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_impact = if ((_mostEffectiveInjury select 3) >= _effectivenessFound) then {_effectivenessFound} else { (_mostEffectiveInjury select 3) };
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_mostEffectiveInjury set [ 3, ((_mostEffectiveInjury select 3) - _impact) max 0];
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_openWounds set [_mostEffectiveSpot, _mostEffectiveInjury];
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_target setvariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC];
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if (USE_WOUND_EVENT_SYNC) then {
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["medical_propagateWound", [_target, _mostEffectiveInjury]] call EFUNC(common,globalEvent);
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};
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// Handle the reopening of bandaged wounds
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if (_impact > 0 && {GVAR(enableAdvancedWounds)}) then {
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[_target, _impact, _part, _mostEffectiveSpot, _mostEffectiveInjury, _bandage] call FUNC(handleBandageOpening);
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};
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// If all wounds to a body part have been bandaged, reset damage to that body part to zero
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// so that the body part functions normally and blood is removed from the uniform.
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// Arma combines left and right arms into a single body part (HitHands), same with left and right legs (HitLegs).
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// Arms are actually hands.
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if (GVAR(healHitPointAfterAdvBandage)) then {
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private["_currentWounds", "_headWounds", "_bodyWounds", "_legsWounds", "_armWounds"];
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// Get the list of the wounds the target is currently suffering from.
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_currentWounds = _target getVariable [QGVAR(openWounds), []];
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// Tally of unbandaged wounds to each body part.
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_headWounds = 0;
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_bodyWounds = 0;
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_legsWounds = 0;
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_armWounds = 0;
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// Loop through all current wounds and add up the number of unbandaged wounds on each body part.
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{
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_x params ["", "", "_bodyPart", "_numOpenWounds", "_bloodLoss"];
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// Use switch/case for early termination if wounded limb is found before all six are checked.
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// Number of wounds multiplied by blood loss will return zero for a fully
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// bandaged body part, not incrementing the wound counter; or it will return
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// some other number which will increment the wound counter.
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switch (_bodyPart) do {
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// Head
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case 0: {
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_headWounds = _headWounds + (_numOpenWounds * _bloodLoss);
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};
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// Body
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case 1: {
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_bodyWounds = _bodyWounds + (_numOpenWounds * _bloodLoss);
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};
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// Left Arm
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case 2: {
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_armWounds = _armWounds + (_numOpenWounds * _bloodLoss);
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};
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// Right Arm
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case 3: {
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_armWounds = _armWounds + (_numOpenWounds * _bloodLoss);
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};
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// Left Leg
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case 4: {
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_legsWounds = _legsWounds + (_numOpenWounds * _bloodLoss);
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};
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// Right Leg
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case 5: {
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_legsWounds = _legsWounds + (_numOpenWounds * _bloodLoss);
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};
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};
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} forEach _currentWounds;
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// Any body part that has no wounds is healed to full health
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if (_headWounds == 0) then {
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_target setHitPointDamage ["hitHead", 0.0];
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};
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if (_bodyWounds == 0) then {
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_target setHitPointDamage ["hitBody", 0.0];
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};
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if (_armWounds == 0) then {
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_target setHitPointDamage ["hitHands", 0.0];
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};
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if (_legsWounds == 0) then {
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_target setHitPointDamage ["hitLegs", 0.0];
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};
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};
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true;
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