ACE3/addons/medical_damage/functions/fnc_woundsHandlerSQF.sqf
ulteq e817e13cfd Only call 'handleIncapacitation' when it makes sense
* Minor injuries should not trigger incapacitation
2016-12-14 21:02:24 +01:00

179 lines
7.8 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 Body Part <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 _painLevel = 0;
private _critialDamage = false;
private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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
_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _damage];
// Create a new injury. Format [ID, classID, bodypart, percentage treated, bleeding rate]
_injury = [_woundID, _woundClassIDToAdd, _bodyPartNToAdd, 1, _injuryBleedingRate];
// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
private _nastinessLikelihood = linearConversion [0, 20, _damage, 0.5, 30, true];
private _bloodiness = 0.01 + 0.99 * MATH_E ^ (-(random 30) / _nastinessLikelihood);
private _painfullness = 0.05 + 0.95 * MATH_E ^ (-(random 30) / _nastinessLikelihood);
_bleeding = _injuryBleedingRate * _bloodiness;
// wound category (minor, medium, large)
private _category = floor ((0 max _bleeding min 0.1) / 0.05);
_injury set [4, _bleeding];
_injury set [5, _damage];
_injury set [6, _category];
private _pain = _injuryPain * _painfullness;
_painLevel = _painLevel max _pain;
if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_damage > PENETRATION_THRESHOLD}}) then {
_critialDamage = true;
};
#ifdef DEBUG_MODE_FULL
systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, round(_damage * 100) / 100, _damage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000];
#endif
if (_bodyPartNToAdd == 0 && {_damage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then {
[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
};
// todo `forceWalk` based on leg damage
private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
if (_causeLimping == 1 && {_damage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
[_unit, true] call EFUNC(medical_engine,setLimping);
};
// if possible merge into existing wounds
private _createNewWound = true;
{
_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage", "_oldCategory"];
if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_damage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
if (_oldCategory == _category) exitWith {
private _newAmountOf = _oldAmountOf + 1;
_x set [3, _newAmountOf];
private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
_x set [4, _newBleeding];
private _newDamage = (_oldAmountOf * _oldDamage + _damage) / _newAmountOf;
_x set [5, _newDamage];
_createNewWound = false;
};
};
} forEach _openWounds;
if (_createNewWound) then {
_openWounds pushBack _injury;
};
// New injuries will also increase the wound ID
_woundID = _woundID + 1;
// Store the injury so we can process it later correctly.
_woundsCreated pushBack _injury;
};
};
} forEach _thresholds;
_unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
// Only update if new wounds have been created
if (count _woundsCreated > 0) then {
_unit setVariable [QEGVAR(medical,lastUniqueWoundID), _woundID, true];
};
if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
[_unit] call EFUNC(medical,handleIncapacitation);
};
[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
TRACE_5("exit",_unit,_painLevel,_unit getVariable QEGVAR(medical,pain),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);