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d52fedf39f
* Medical Treatment - Scale bandage time based on amount of wound treated * ignore basic bandage? * add debug trace
57 lines
1.9 KiB
Plaintext
57 lines
1.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: SilentSpike
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* Calculates the time to bandage a wound based on it's size, the patient and the medic.
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*
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* Arguments:
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* 0: Medic <OBJECT>
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* 1: Patient <OBJECT>
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* 2: Body Part <STRING>
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* 3: Treatment <STRING>
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*
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* Return Value:
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* Treatment Time <NUMBER>
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*
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* Example:
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* [player, cursorTarget, "Head", "FieldDressing"] call ace_medical_treatment_fnc_getBandageTime
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*
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* Public: No
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*/
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params ["_medic", "_patient", "_bodypart", "_bandage"];
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private _partIndex = ALL_BODY_PARTS find toLower _bodyPart;
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if (_partIndex < 0) exitWith { ERROR_1("invalid partIndex - %1",_this); 0 };
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private _targetWound = [_patient, _bandage, _partIndex] call FUNC(findMostEffectiveWound);
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_targetWound params ["_wound", "_woundIndex", "_effectiveness"];
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TRACE_3("findMostEffectiveWound",_wound,_woundIndex,_effectiveness);
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// Everything is patched up on this body part already
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if (_wound isEqualTo EMPTY_WOUND) exitWith { 0 };
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_wound params ["_classID", "", "_amountOf", "_bloodloss", "_damage"];
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private _category = (_classID % 10);
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// Base bandage time is based on wound size and remaining percentage
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private _bandageTime = [BANDAGE_TIME_S, BANDAGE_TIME_M, BANDAGE_TIME_L] select _category;
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// Scale bandage time based on amount left and effectiveness (less time if only a little wound left)
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if (GVAR(advancedBandages)) then { // basicBandage will have a very high effectiveness and can be ignored
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_bandageTime = _bandageTime * (linearConversion [0, _effectiveness, _amountOf, 0.666, 1, true]);
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};
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// Medics are more practised at applying bandages
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if ([_medic] call FUNC(isMedic)) then {
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_bandageTime = _bandageTime + BANDAGE_TIME_MOD_MEDIC;
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};
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// Bandaging yourself requires more work
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if (_medic == _patient) then {
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_bandageTime = _bandageTime + BANDAGE_TIME_MOD_SELF;
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};
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TRACE_1("",_bandageTime);
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// Nobody can bandage instantly
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_bandageTime max 2.25
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