mirror of
https://github.com/acemod/ACE3.git
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2b0db19807
* adjustable times for most constant treatment times * add new line, formatting * cleanup merge Co-authored-by: PabstMirror <pabstmirror@gmail.com>
196 lines
9.2 KiB
C++
196 lines
9.2 KiB
C++
// #define DEBUG_MODE_FULL
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// #define DISABLE_COMPILE_CACHE
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// #define ENABLE_PERFORMANCE_COUNTERS
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#define ALL_BODY_PARTS ["head", "body", "leftarm", "rightarm", "leftleg", "rightleg"]
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#define ALL_SELECTIONS ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"]
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#define ALL_HITPOINTS ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]
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#define HITPOINT_INDEX_HEAD 0
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#define HITPOINT_INDEX_BODY 1
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#define HITPOINT_INDEX_LARM 2
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#define HITPOINT_INDEX_RARM 3
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#define HITPOINT_INDEX_LLEG 4
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#define HITPOINT_INDEX_RLEG 5
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// Damage threshold above which fatal organ damage can occur
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#define HEAD_DAMAGE_THRESHOLD EGVAR(medical,const_headDamageThreshold)
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#define HEAD_DAMAGE_THRESHOLD_DEFAULT 1
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#define ORGAN_DAMAGE_THRESHOLD EGVAR(medical,const_organDamageThreshold)
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#define ORGAN_DAMAGE_THRESHOLD_DEFAULT 0.6
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// Consts for determineIfFatal: sum of damage (values are calcualted at runtime in preInit)
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#define FATAL_SUM_DAMAGE_WEIBULL_K EGVAR(medical,const_fatalSumDamageWeibull_K)
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#define FATAL_SUM_DAMAGE_WEIBULL_L EGVAR(medical,const_fatalSumDamageWeibull_L)
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// Chance to hit heart based on ratio of 70kg (approx. 70L) body to 70mL stroke volume of heart
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// Assuming torso is 50% of the body volume (35L)
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#define HEART_HIT_CHANCE EGVAR(medical,const_heartHitChance)
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#define HEART_HIT_CHANCE_DEFAULT 0.05
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#define MEDICAL_ACTION_DISTANCE 1.75
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// scale received pain to 0-2 level to select type of scream
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// below 0.25: 0, from 0.25 to 0.5: 1, more than 0.5: 2
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#define PAIN_TO_SCREAM(pain) (floor (4 * pain) min 2)
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// scale received pain to 0-2 level to select type of scream
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// below 0.33: 0, from 0.34 to 0.66: 1, more than 0.67: 2
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#define PAIN_TO_MOAN(pain) (floor (3 * pain) min 2)
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#define GET_NUMBER(config,default) (if (isNumber (config)) then {getNumber (config)} else {default})
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#define GET_STRING(config,default) (if (isText (config)) then {getText (config)} else {default})
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#define GET_ARRAY(config,default) (if (isArray (config)) then {getArray (config)} else {default})
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#define DEFAULT_HEART_RATE 80
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#define DEFAULT_PERIPH_RES 100
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// --- blood
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// 0.077 l/kg * 80kg = 6.16l
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#define DEFAULT_BLOOD_VOLUME 6.0 // in liters
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#define BLOOD_VOLUME_CLASS_1_HEMORRHAGE 6.000 // lost less than 15% blood, Class I Hemorrhage
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#define BLOOD_VOLUME_CLASS_2_HEMORRHAGE 5.100 // lost more than 15% blood, Class II Hemorrhage
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#define BLOOD_VOLUME_CLASS_3_HEMORRHAGE 4.200 // lost more than 30% blood, Class III Hemorrhage
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#define BLOOD_VOLUME_CLASS_4_HEMORRHAGE 3.600 // lost more than 40% blood, Class IV Hemorrhage
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#define BLOOD_VOLUME_FATAL 3.0 // Lost more than 50% blood, Unrecoverable
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// IV Change per second calculation:
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// 250 ml should take 60 seconds to fill. 250 ml / 60 s ~ 4.1667 ml/s.
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#define IV_CHANGE_PER_SECOND 4.1667 // in milliliters per second
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// Minimum amount of damage required for penetrating wounds (also minDamage for velocity wounds)
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#define PENETRATION_THRESHOLD EGVAR(medical,const_penetrationThreshold)
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#define PENETRATION_THRESHOLD_DEFAULT 0.35
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// To be replaced by a proper blood pressure calculation
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#define BLOOD_LOSS_KNOCK_OUT_THRESHOLD EGVAR(medical,const_bloodLossKnockOutThreshold)
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#define BLOOD_LOSS_KNOCK_OUT_THRESHOLD_DEFAULT 0.5 // 50% of cardiac output
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// Used to color interaction icons and body image selections
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#define BLOOD_LOSS_RED_THRESHOLD 0.5
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#define BLOOD_LOSS_TOTAL_COLORS 10
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#define DAMAGE_BLUE_THRESHOLD 0.8
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#define DAMAGE_TOTAL_COLORS 10
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// --- pain
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#define PAIN_UNCONSCIOUS EGVAR(medical,const_painUnconscious)
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#define PAIN_UNCONSCIOUS_DEFAULT 0.5
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// Pain fade out time (time it takes until pain is guaranteed to be completly gone)
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#define PAIN_FADE_TIME EGVAR(medical,const_painFadeTime)
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#define PAIN_FADE_TIME_DEFAULT 900
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// Only relevant when advanced medication is disabled
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// Morphine pain suppression fade out time (time it takes until pain suppression is guaranteed to be completly gone)
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#define PAIN_SUPPRESSION_FADE_TIME 1800
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// Chance to wake up when vitals are stable (checked once every SPONTANEOUS_WAKE_UP_INTERVAL seconds)
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#define SPONTANEOUS_WAKE_UP_INTERVAL 15
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// Minimum leg damage required for limping
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#define LIMPING_DAMAGE_THRESHOLD EGVAR(medical,const_limpingDamageThreshold)
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#define LIMPING_DAMAGE_THRESHOLD_DEFAULT 0.30
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// Minimum limb damage required for fracture
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#define FRACTURE_DAMAGE_THRESHOLD EGVAR(medical,const_fractureDamageThreshold)
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#define FRACTURE_DAMAGE_THRESHOLD_DEFAULT 0.50
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// Minimum body part damage required for blood effect on uniform
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#define VISUAL_BODY_DAMAGE_THRESHOLD 0.35
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// Empty wound data, used for some default return values
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// [classID, bodypartIndex, amountOf, bloodloss, damage]
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#define EMPTY_WOUND [-1, -1, 0, 0, 0]
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// Base time to bandage each wound category
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#define BANDAGE_TIME_S 4
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#define BANDAGE_TIME_M 6
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#define BANDAGE_TIME_L 8
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#define BANDAGE_TIME_MOD_MEDIC -2
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#define BANDAGE_TIME_MOD_SELF 4
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#define DEFAULT_BANDAGE_REOPENING_CHANCE 0.1
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#define DEFAULT_BANDAGE_REOPENING_MIN_DELAY 120
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#define DEFAULT_BANDAGE_REOPENING_MAX_DELAY 200
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#define DEFAULT_TOURNIQUET_VALUES [0,0,0,0,0,0]
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#define DEFAULT_FRACTURE_VALUES [0,0,0,0,0,0]
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// Triage colors, for consistency across UIs and functions
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#define TRIAGE_COLOR_NONE 0, 0, 0, 0.9
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#define TRIAGE_COLOR_MINIMAL 0, 0.5, 0, 0.9
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#define TRIAGE_COLOR_DELAYED 1, 0.84, 0, 0.9
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#define TRIAGE_COLOR_IMMEDIATE 1, 0, 0, 0.9
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#define TRIAGE_COLOR_DECEASED 0, 0, 0, 0.9
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#define TRIAGE_TEXT_COLOR_NONE 1, 1, 1, 1
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#define TRIAGE_TEXT_COLOR_MINIMAL 1, 1, 1, 1
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#define TRIAGE_TEXT_COLOR_DELAYED 0, 0, 0, 1
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#define TRIAGE_TEXT_COLOR_IMMEDIATE 1, 1, 1, 1
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#define TRIAGE_TEXT_COLOR_DECEASED 1, 1, 1, 1
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// Medical activity logs
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#define MED_LOG_MAX_ENTRIES 8
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#define MED_LOG_VARNAME(type) (format [QEGVAR(medical,log_%1), type])
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// - Unit Variables ----------------------------------------------------
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// These variables get stored in object space and used across components
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// Defined here for easy consistency with GETVAR/SETVAR (also a list for reference)
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#define VAR_BLOOD_PRESS QEGVAR(medical,bloodPressure)
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#define VAR_BLOOD_VOL QEGVAR(medical,bloodVolume)
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#define VAR_WOUND_BLEEDING QEGVAR(medical,woundBleeding)
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#define VAR_CRDC_ARRST QEGVAR(medical,inCardiacArrest)
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#define VAR_HEART_RATE QEGVAR(medical,heartRate)
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#define VAR_PAIN QEGVAR(medical,pain)
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#define VAR_PAIN_SUPP QEGVAR(medical,painSuppress)
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#define VAR_PERIPH_RES QEGVAR(medical,peripheralResistance)
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#define VAR_UNCON "ACE_isUnconscious"
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#define VAR_OPEN_WOUNDS QEGVAR(medical,openWounds)
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#define VAR_BANDAGED_WOUNDS QEGVAR(medical,bandagedWounds)
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#define VAR_STITCHED_WOUNDS QEGVAR(medical,stitchedWounds)
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// These variables track gradual adjustments (from medication, etc.)
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#define VAR_MEDICATIONS QEGVAR(medical,medications)
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// These variables track the current state of status values above
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#define VAR_HEMORRHAGE QEGVAR(medical,hemorrhage)
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#define VAR_IN_PAIN QEGVAR(medical,inPain)
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#define VAR_TOURNIQUET QEGVAR(medical,tourniquets)
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#define VAR_FRACTURES QEGVAR(medical,fractures)
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// - Unit Functions ---------------------------------------------------
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// Retrieval macros for common unit values
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// Defined for easy consistency and speed
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#define GET_SM_STATE(_unit) ([_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState)
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#define GET_BLOOD_VOLUME(unit) (unit getVariable [VAR_BLOOD_VOL, DEFAULT_BLOOD_VOLUME])
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#define GET_WOUND_BLEEDING(unit) (unit getVariable [VAR_WOUND_BLEEDING, 0])
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#define GET_HEART_RATE(unit) (unit getVariable [VAR_HEART_RATE, DEFAULT_HEART_RATE])
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#define GET_HEMORRHAGE(unit) (unit getVariable [VAR_HEMORRHAGE, 0])
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#define GET_PAIN(unit) (unit getVariable [VAR_PAIN, 0])
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#define GET_PAIN_SUPPRESS(unit) (unit getVariable [VAR_PAIN_SUPP, 0])
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#define GET_TOURNIQUETS(unit) (unit getVariable [VAR_TOURNIQUET, DEFAULT_TOURNIQUET_VALUES])
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#define GET_FRACTURES(unit) (unit getVariable [VAR_FRACTURES, DEFAULT_FRACTURE_VALUES])
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#define IN_CRDC_ARRST(unit) (unit getVariable [VAR_CRDC_ARRST, false])
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#define IS_BLEEDING(unit) (GET_WOUND_BLEEDING(unit) > 0)
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#define IS_IN_PAIN(unit) (unit getVariable [VAR_IN_PAIN, false])
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#define IS_UNCONSCIOUS(unit) (unit getVariable [VAR_UNCON, false])
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#define GET_OPEN_WOUNDS(unit) (unit getVariable [VAR_OPEN_WOUNDS, []])
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#define GET_BANDAGED_WOUNDS(unit) (unit getVariable [VAR_BANDAGED_WOUNDS, []])
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#define GET_STITCHED_WOUNDS(unit) (unit getVariable [VAR_STITCHED_WOUNDS, []])
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#define GET_DAMAGE_THRESHOLD(unit) (unit getVariable [QEGVAR(medical,damageThreshold), [EGVAR(medical,AIDamageThreshold),EGVAR(medical,playerDamageThreshold)] select (isPlayer unit)])
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// The following function calls are defined here just for consistency
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#define GET_BLOOD_LOSS(unit) ([unit] call EFUNC(medical_status,getBloodLoss))
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#define GET_BLOOD_PRESSURE(unit) ([unit] call EFUNC(medical_status,getBloodPressure))
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// Derivative unit values commonly used
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#define GET_PAIN_PERCEIVED(unit) (0 max (GET_PAIN(unit) - GET_PAIN_SUPPRESS(unit)) min 1)
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#define HAS_TOURNIQUET_APPLIED_ON(unit,index) ((GET_TOURNIQUETS(unit) select index) > 0)
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// Cache expiry values, in seconds
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#define IN_MEDICAL_FACILITY_CACHE_EXPIRY 1
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#define CAN_TREAT_CONDITION_CACHE_EXPIRY 2
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// Ignore UAV/Drone AI Base Classes
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#define IGNORE_BASE_UAVPILOTS "B_UAV_AI", "O_UAV_AI", "UAV_AI_base_F"
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