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124 lines
4.0 KiB
Plaintext
124 lines
4.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Deserializes the medical state of a unit and applies it.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: State as JSON <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, _json] call ace_medical_fnc_deserializeState
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*
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* Public: Yes
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*/
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params [["_unit", objNull, [objNull]], ["_json", "{}", [""]]];
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if (isNull _unit) exitWith {};
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if (!local _unit) exitWith { ERROR_1("unit [%1] is not local",_unit) };
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// If unit is not initialized yet, wait until event is raised
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if !(_unit getVariable [QGVAR(initialized), false]) exitWith {
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[QEGVAR(medical_status,initialized), {
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params ["_unit"];
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_thisArgs params ["_target"];
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if (_unit == _target) then {
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_thisArgs call FUNC(deserializeState);
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[_thisType, _thisId] call CBA_fnc_removeEventHandler;
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};
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}, _this] call CBA_fnc_addEventHandlerArgs;
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};
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private _state = [_json] call CBA_fnc_parseJSON;
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// Migration from old array wounding storage serialized in old versions (<= 3.16.0)
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{
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if ((_state getVariable [_x, createHashMap]) isEqualType []) then {
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private _migratedWounds = createHashMap;
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{
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_x params ["_class", "_bodyPartIndex", "_amountOf", "_bleeding", "_damage"];
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private _partWounds = _migratedWounds getOrDefault [ALL_BODY_PARTS select _bodyPartIndex, [], true];
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_partWounds pushBack [_class, _amountOf, _bleeding, _damage];
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} forEach (_state getVariable _x);
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_state setVariable [_x, _migratedWounds];
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};
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} forEach [VAR_OPEN_WOUNDS, VAR_BANDAGED_WOUNDS, VAR_STITCHED_WOUNDS];
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// Set medical variables
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{
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_x params ["_var", "_default"];
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private _value = _state getVariable _x;
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// Handle wound hashmaps deserialized as CBA_namespaces
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if (typeName _value == "LOCATION") then {
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private _keys = allVariables _value;
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private _values = _keys apply {_value getVariable _x};
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_value = _keys createHashMapFromArray _values;
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};
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// Treat null as nil
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if (_value isEqualTo objNull) then {
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_value = _default;
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};
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_unit setVariable [_var, _value, true];
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} forEach [
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[VAR_BLOOD_VOL, DEFAULT_BLOOD_VOLUME],
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[VAR_HEART_RATE, DEFAULT_HEART_RATE],
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[VAR_BLOOD_PRESS, [80, 120]],
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[VAR_PERIPH_RES, DEFAULT_PERIPH_RES],
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// State transition should handle this
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// [VAR_CRDC_ARRST, false],
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[VAR_HEMORRHAGE, 0],
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[VAR_PAIN, 0],
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[VAR_IN_PAIN, false],
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[VAR_PAIN_SUPP, 0],
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[VAR_OPEN_WOUNDS, createHashMap],
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[VAR_BANDAGED_WOUNDS, createHashMap],
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[VAR_STITCHED_WOUNDS, createHashMap],
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[VAR_FRACTURES, DEFAULT_FRACTURE_VALUES],
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// State transition should handle this
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// [VAR_UNCON, false],
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[VAR_TOURNIQUET, DEFAULT_TOURNIQUET_VALUES],
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[QEGVAR(medical,occludedMedications), nil],
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[QEGVAR(medical,ivBags), nil],
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[QEGVAR(medical,triageLevel), 0],
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[QEGVAR(medical,triageCard), []],
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[QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]]
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// Offset needs to be converted
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// [VAR_MEDICATIONS, []]
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];
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// Reset timers
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_unit setVariable [QEGVAR(medical,lastWakeUpCheck), nil];
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// Convert medications offset to time
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private _medications = _state getVariable [VAR_MEDICATIONS, []];
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{
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_x set [1, _x#1 + CBA_missionTime];
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} forEach _medications;
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_unit setVariable [VAR_MEDICATIONS, _medications, true];
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// Update effects
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[_unit] call EFUNC(medical_engine,updateDamageEffects);
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[_unit] call EFUNC(medical_status,updateWoundBloodLoss);
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// Transition within statemachine
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private _currentState = [_unit, GVAR(STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
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private _targetState = _state getVariable [QGVAR(statemachineState), "Default"];
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[_unit, GVAR(STATE_MACHINE), _currentState, _targetState] call CBA_statemachine_fnc_manualTransition;
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// Manually call wake up tranisition if necessary
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if (_currentState in ["Unconscious", "CardiacArrest"] && {_targetState in ["Default", "Injured"]}) then {
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[_unit, false] call EFUNC(medical_status,setUnconsciousState);
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};
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_state call CBA_fnc_deleteNamespace;
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