mirror of
https://github.com/acemod/ACE3.git
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736 lines
28 KiB
C++
736 lines
28 KiB
C++
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class ACE_Medical_Actions {
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class Basic {
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// @todo: localization
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class Bandage {
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displayName = "Bandage";
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displayNameProgress = "Bandaging ...";
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 5;
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treatmentTimeSelfCoef = 1;
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items[] = {{QGVAR(fieldDressing), QGVAR(packingBandage), QGVAR(elasticBandage), QGVAR(quikClot)}};
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condition = "";
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itemConsumed = 1;
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_bandage));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic4";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
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animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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};
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class Morphine: Bandage {
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displayName = "Morphine";
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displayNameProgress = "Injecting Morphine ...";
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treatmentTime = 2;
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items[] = {QGVAR(morphine)};
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_morphine));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class Epipen: Bandage {
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displayName = "Epinephrine";
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displayNameProgress = "Injecting Epinephrine ...";
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requiredMedic = 1;
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treatmentTime = 3;
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items[] = {QGVAR(epipen)};
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_epipen));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class Bloodbag: Bandage {
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displayName = "Blood Bag";
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displayNameProgress = "Transfusing Blood ...";
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requiredMedic = 1;
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treatmentTime = 20;
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items[] = {{QGVAR(bloodIV), QGVAR(bloodIV_500), QGVAR(bloodIV_250)}};
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_bloodbag));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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};
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class Advanced {
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class FieldDressing {
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// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
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treatmentLocations[] = {"All"};
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// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
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requiredMedic = 0;
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// The time it takes for a treatment action to complete. Time is in seconds.
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treatmentTime = 5;
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// Item required for the action. Leave empty for no item required.
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items[] = {QGVAR(fieldDressing)};
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condition = "";
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// Callbacks
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_bandage));
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callbackFailure = "";
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callbackProgress = "";
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itemConsumed = 1;
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animationPatient = "";
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic4";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
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animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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};
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class PackingBandage: fieldDressing {
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items[] = {QGVAR(packingBandage)};
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};
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class ElasticBandage: fieldDressing {
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items[] = {QGVAR(elasticBandage)};
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};
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class QuikClot: fieldDressing {
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items[] = {QGVAR(quikClot)};
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};
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class Tourniquet: fieldDressing {
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items[] = {QGVAR(tourniquet)};
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treatmentTime = 6;
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callbackSuccess = QUOTE(DFUNC(treatmentTourniquet));
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condition = QUOTE(!([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo)));
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};
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class Morphine: fieldDressing {
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items[] = {QGVAR(morphine)};
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treatmentTime = 3;
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_medication));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class Atropine: Morphine {
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items[] = {QGVAR(atropine)};
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};
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class Epinephrine: Morphine {
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items[] = {QGVAR(epinephrine)};
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};
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class BloodIV: fieldDressing {
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items[] = {QGVAR(bloodIV)};
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requiredMedic = 1;
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treatmentTime = 7;
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callbackSuccess = QUOTE(DFUNC(treatmentIV));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class BloodIV_500: BloodIV {
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items[] = {QGVAR(bloodIV_500)};
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};
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class BloodIV_250: BloodIV {
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items[] = {QGVAR(bloodIV_250)};
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};
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class PlasmaIV: BloodIV {
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items[] = {QGVAR(plasmaIV)};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class PlasmaIV_500: PlasmaIV {
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items[] = {QGVAR(plasmaIV_500)};
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};
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class PlasmaIV_250: PlasmaIV {
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items[] = {QGVAR(plasmaIV_250)};
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};
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class SalineIV: BloodIV {
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items[] = {QGVAR(salineIV)};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class SalineIV_500: SalineIV {
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items[] = {QGVAR(salineIV_500)};
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};
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class SalineIV_250: SalineIV {
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items[] = {QGVAR(salineIV_250)};
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};
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class SurgicalKit: fieldDressing {
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items[] = {QGVAR(surgicalKit)};
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treatmentLocations[] = {"MedicalFacility", "MedicalVehicle"};
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requiredMedic = 2;
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treatmentTime = 15;
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_surgicalKit));
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itemConsumed = 0;
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class PersonalAidKit: fieldDressing {
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items[] = {QGVAR(personalAidKit)};
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treatmentLocations[] = {"All"};
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requiredMedic = 1;
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treatmentTime = 15;
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_fullHeal));
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itemConsumed = 0;
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class CheckPulse: fieldDressing {
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 2;
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items[] = {};
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callbackSuccess = QUOTE(DFUNC(actionCheckPulse));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationCaller = ""; // TODO
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itemConsumed = 0;
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};
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class CheckBloodPressure: CheckPulse {
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callbackSuccess = QUOTE(DFUNC(actionCheckBloodPressure));
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};
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class CheckResponse: CheckPulse {
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callbackSuccess = QUOTE(DFUNC(actionCheckResponse));
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};
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class RemoveTourniquet: CheckPulse {
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treatmentTime = 2.5;
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callbackSuccess = QUOTE(DFUNC(actionRemoveTourniquet));
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condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo));
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};
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class CPR: fieldDressing {
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 25;
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items[] = {};
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condition = ""; // unconscious?
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationCaller = ""; // TODO
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itemConsumed = 0;
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};
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};
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};
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class ACE_Medical_Advanced {
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// Defines all the possible injury types for advanced medical
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class Injuries {
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// All the possible wounds
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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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name = "Scrape";
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selections[] = {"All"};
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bleedingRate = 0.0001;
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pain = 0.01;
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causes[] = {"falling", "ropeburn", "vehiclecrash"};
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minDamage = 0.01;
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class Minor {
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minDamage = 0.01;
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bleedingRate = 0.0001;
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};
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class Medium {
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minDamage = 0.2;
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bleedingRate = 0.00015;
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};
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class Large {
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minDamage = 0.3;
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bleedingRate = 0.0002;
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};
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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 Avulsions {
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name = "Avulsion";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.3;
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causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
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minDamage = 0.2;
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class Minor {
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minDamage = 0.2;
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bleedingRate = 0.01;
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};
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class Medium {
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minDamage = 0.3;
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bleedingRate = 0.02;
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};
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class Large {
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minDamage = 0.5;
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bleedingRate = 0.05;
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};
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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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name = "Bruise";
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selections[] = {"All"};
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bleedingRate = 0.0;
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pain = 0.05;
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causes[] = {"bullet", "backblast", "punch","vehiclecrash","falling"};
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minDamage = 0.01;
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class Minor {
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minDamage = 0.01;
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};
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class Medium {
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minDamage = 0.1;
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};
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class Large {
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minDamage = 0.3;
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};
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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 CrushWound {
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name = "Crushed tissue";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.1;
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causes[] = {"falling", "vehiclecrash", "punch"};
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minDamage = 0.1;
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class Minor {
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minDamage = 0.1;
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bleedingRate = 0.005;
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};
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class Medium {
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minDamage = 0.4;
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bleedingRate = 0.007;
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};
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class Large {
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minDamage = 0.6;
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bleedingRate = 0.0095;
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};
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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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name = "Cut";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab"};
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minDamage = 0.1;
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class Minor {
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minDamage = 0.1;
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bleedingRate = 0.005;
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};
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class Medium {
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minDamage = 0.3;
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bleedingRate = 0.02;
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};
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class Large {
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minDamage = 0.65;
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bleedingRate = 0.05;
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};
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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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name = "Tear";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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causes[] = {"vehiclecrash", "punch"};
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minDamage = 0.01;
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class Minor {
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minDamage = 0.1;
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bleedingRate = 0.005;
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};
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class Medium {
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minDamage = 0.5;
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bleedingRate = 0.01;
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};
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class Large {
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minDamage = 0.7;
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bleedingRate = 0.03;
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};
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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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name = "Velocity Wound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.2;
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causes[] = {"bullet", "grenade","explosive", "shell"};
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minDamage = 0.15;
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class Minor {
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minDamage = 0.15;
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bleedingRate = 0.025;
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};
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class Medium {
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minDamage = 0.3;
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bleedingRate = 0.05;
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};
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class Large {
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minDamage = 0.75;
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bleedingRate = 0.1;
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};
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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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name = "Puncture Wound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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causes[] = {"stab", "grenade"};
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minDamage = 0.01;
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class Minor {
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minDamage = 0.01;
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bleedingRate = 0.01;
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};
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class Medium {
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minDamage = 0.5;
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bleedingRate = 0.03;
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};
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class Large {
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minDamage = 0.65;
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bleedingRate = 0.08;
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};
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};
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};
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class fractures {
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class Femur {
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name = "Broken Femur";
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selections[] = {"Head", "Torso"};
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pain = 0.2;
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causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};
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minDamage = 0.5;
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};
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};
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class damageTypes {
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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[] = {{0.25, 5}};
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selectionSpecific = 0;
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};
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class backblast {
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thresholds[] = {{0.25, 5}};
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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[] = {{0.1, 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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};
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};
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class Treatment {
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class Bandaging {
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class FieldDressing {
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// How effect is the bandage for treating one wounds type injury
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effectiveness = 1;
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// What is the chance and delays (in seconds) of the treated default injury reopening
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reopeningChance = 0.1;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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class Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class Avulsions: Abrasion {
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effectiveness = 0.3;
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reopeningChance = 0.5;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class CrushWound: Abrasion {
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effectiveness = 0.6;
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reopeningChance = 0.2;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class Cut: Abrasion {
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effectiveness = 0.4;
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reopeningChance = 0.5;
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reopeningMinDelay = 220;
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reopeningMaxDelay = 260;
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};
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class Laceration: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 260;
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};
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class velocityWound: Abrasion {
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effectiveness = 0.3;
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reopeningChance = 0.8;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class punctureWound: Abrasion {
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effectiveness = 0.5;
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reopeningChance = 0.8;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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};
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class PackingBandage: fieldDressing {
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class Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class Avulsions: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class CrushWound: Abrasion {
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effectiveness = 0.6;
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reopeningChance = 0.2;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class Cut: Abrasion {
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effectiveness = 0.2;
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reopeningChance = 0.6;
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reopeningMinDelay = 30;
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reopeningMaxDelay = 260;
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};
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class Laceration: Abrasion {
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effectiveness = 0.3;
|
|
reopeningChance = 0.3;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 260;
|
|
};
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 0.3;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
};
|
|
class ElasticBandage: fieldDressing {
|
|
class Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 0.3;
|
|
reopeningChance = 0.4;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 200;
|
|
};
|
|
class Contusion: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Cut: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.2;
|
|
reopeningMinDelay = 10;
|
|
reopeningMaxDelay = 400;
|
|
};
|
|
class Laceration: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.3;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 260;
|
|
};
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 0.5;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 0.85;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
};
|
|
class QuikClot: fieldDressing {
|
|
class Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 0.2;
|
|
reopeningChance = 0.1;
|
|
reopeningMinDelay = 300;
|
|
reopeningMaxDelay = 350;
|
|
};
|
|
class Contusion: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Cut: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.2;
|
|
reopeningMinDelay = 100;
|
|
reopeningMaxDelay = 400;
|
|
};
|
|
class Laceration: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.1;
|
|
reopeningMinDelay = 200;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 0.5;
|
|
reopeningChance = 0.1;
|
|
reopeningMinDelay = 200;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
};
|
|
|
|
};
|
|
class Medication {
|
|
// How much does the pain get reduced?
|
|
painReduce = 0;
|
|
// How much will the heart rate be increased when the HR is low (below 55)? {minIncrease, maxIncrease, seconds}
|
|
hrIncreaseLow[] = {0, 0, 0};
|
|
hrIncreaseNormal[] = {0, 0, 0};
|
|
hrIncreaseHigh[] = {0, 0, 0};
|
|
// Callback once the heart rate values have been added.
|
|
hrCallback = "";
|
|
|
|
// How long until this medication has disappeared
|
|
timeInSystem = 120;
|
|
// How many of this type of medication can be in the system before the patient overdoses?
|
|
maxDose = 4;
|
|
// Function to execute upon overdose. Arguments passed to call back are 0: unit <OBJECT>, 1: medicationClassName <STRING>
|
|
onOverDose = "";
|
|
// The viscosity of a fluid is a measure of its resistance to gradual deformation by shear stress or tensile stress. For liquids, it corresponds to the informal concept of "thickness". This value will increase/decrease the viscoty of the blood with the percentage given. Where 100 = max. Using the minus will decrease viscosity
|
|
viscosityChange = 0;
|
|
|
|
// specific details for the ACE_Morphine treatment action
|
|
class Morphine {
|
|
painReduce = 0.7;
|
|
hrIncreaseLow[] = {-10, -30, 35};
|
|
hrIncreaseNormal[] = {-10, -50, 40};
|
|
hrIncreaseHigh[] = {-10, -40, 50};
|
|
timeInSystem = 500;
|
|
maxDose = 4;
|
|
inCompatableMedication[] = {};
|
|
viscosityChange = 10;
|
|
};
|
|
class Epinephrine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {10, 20, 30};
|
|
hrIncreaseNormal[] = {10, 50, 20};
|
|
hrIncreaseHigh[] = {10, 40, 10};
|
|
timeInSystem = 120;
|
|
maxDose = 10;
|
|
inCompatableMedication[] = {};
|
|
};
|
|
class Atropine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {20, 30, 15};
|
|
hrIncreaseNormal[] = {-10, -50, 20};
|
|
hrIncreaseHigh[] = {-10, -40, 10};
|
|
timeInSystem = 120;
|
|
maxDose = 6;
|
|
inCompatableMedication[] = {};
|
|
};
|
|
class PainKillers {
|
|
painReduce = 0.7;
|
|
timeInSystem = 120;
|
|
maxDose = 10;
|
|
inCompatableMedication[] = {};
|
|
viscosityChange = 5;
|
|
};
|
|
};
|
|
class IV {
|
|
// volume is in millileters
|
|
volume = 1000;
|
|
ratio[] = {};
|
|
type = "Blood";
|
|
class BloodIV {
|
|
volume = 1000;
|
|
ratio[] = {"Plasma", 1};
|
|
};
|
|
class BloodIV_500: BloodIV {
|
|
volume = 500;
|
|
};
|
|
class BloodIV_250: BloodIV {
|
|
volume = 250;
|
|
};
|
|
class PlasmaIV: BloodIV {
|
|
volume = 1000;
|
|
ratio[] = {"Blood", 1};
|
|
type = "Plasma";
|
|
};
|
|
class PlasmaIV_500: PlasmaIV {
|
|
volume = 500;
|
|
};
|
|
class PlasmaIV_250: PlasmaIV {
|
|
volume = 250;
|
|
};
|
|
class SalineIV: BloodIV {
|
|
volume = 1000;
|
|
type = "Saline";
|
|
ratio[] = {};
|
|
};
|
|
class SalineIV_500: SalineIV {
|
|
volume = 500;
|
|
};
|
|
class SalineIV_250: SalineIV {
|
|
volume = 250;
|
|
};
|
|
};
|
|
};
|
|
};
|