ACE3/addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf

134 lines
5.9 KiB
Plaintext

/*
* Author: Glowbal
* Handles the bandage of a patient.
*
* Arguments:
* 0: The patient <OBJECT>
* 1: Treatment classname <STRING>
*
*
* Return Value:
* Succesful treatment started <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
private ["_openWounds", "_config", "_effectiveness","_mostEffectiveInjury", "_mostEffectiveSpot", "_woundEffectivenss", "_mostEffectiveInjury", "_impact", "_exit", "_classID", "_effectivenessFound", "_className", "_hitPoints", "_hitSelections", "_point", "_woundTreatmentConfig"];
params ["_target", "_bandage", "_selectionName", ["_specificClass", -1]];
// Ensure it is a valid bodypart
_part = [_selectionName] call FUNC(selectionNameToNumber);
if (_part < 0) exitwith {false};
// Get the open wounds for this unit
_openWounds = _target getvariable [QGVAR(openWounds), []];
if (count _openWounds == 0) exitwith {false}; // nothing to do here!
// Get the default effectiveness for the used bandage
_config = (ConfigFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Bandaging");
_effectiveness = getNumber (_config >> "effectiveness");
if (isClass (_config >> _bandage)) then {
_config = (_config >> _bandage);
if (isNumber (_config >> "effectiveness")) then { _effectiveness = getNumber (_config >> "effectiveness");};
};
// Figure out which injury for this bodypart is the best choice to bandage
_mostEffectiveSpot = 0;
_effectivenessFound = -1;
_mostEffectiveInjury = _openWounds select 0;
_exit = false;
{
_x params ["", "_classID", "_partX"];
TRACE_2("OPENWOUND: ", _target, _x);
// Only parse injuries that are for the selected bodypart.
if (_partX == _part) then {
_woundEffectivenss = _effectiveness;
// Select the classname from the wound classname storage
_className = GVAR(woundClassNames) select _classID;
// Check if this wound type has attributes specified for the used bandage
if (isClass (_config >> _className)) then {
// Collect the effectiveness from the used bandage for this wound type
_woundTreatmentConfig = (_config >> _className);
if (isNumber (_woundTreatmentConfig >> "effectiveness")) then {
_woundEffectivenss = getNumber (_woundTreatmentConfig >> "effectiveness");
};
};
TRACE_2("Wound classes: ", _specificClass, _classID);
if (_specificClass == _classID) exitwith {
_effectivenessFound = _woundEffectivenss;
_mostEffectiveSpot = _foreachIndex;
_mostEffectiveInjury = _x;
_exit = true;
};
// Check if this is the currently most effective found.
if (_woundEffectivenss * ((_x select 4) * (_x select 3)) > _effectivenessFound * ((_mostEffectiveInjury select 4) * (_mostEffectiveInjury select 3))) then {
_effectivenessFound = _woundEffectivenss;
_mostEffectiveSpot = _foreachIndex;
_mostEffectiveInjury = _x;
};
};
if (_exit) exitwith {};
} foreach _openWounds;
if (_effectivenessFound == -1) exitwith {}; // Seems everything is patched up on this body part already..
// TODO refactor this part
// Find the impact this bandage has and reduce the amount this injury is present
_impact = if ((_mostEffectiveInjury select 3) >= _effectivenessFound) then {_effectivenessFound} else { (_mostEffectiveInjury select 3) };
_mostEffectiveInjury set [ 3, ((_mostEffectiveInjury select 3) - _impact) max 0];
_openWounds set [_mostEffectiveSpot, _mostEffectiveInjury];
_target setvariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC];
if (USE_WOUND_EVENT_SYNC) then {
["medical_propagateWound", [_target, _mostEffectiveInjury]] call EFUNC(common,globalEvent);
};
// Handle the reopening of bandaged wounds
if (_impact > 0 && {GVAR(enableAdvancedWounds)}) then {
[_target, _impact, _part, _mostEffectiveSpot, _mostEffectiveInjury, _bandage] call FUNC(handleBandageOpening);
};
// If all wounds to a body part have been bandaged, reset damage to that body part to zero
// so that the body part functions normally and blood is removed from the uniform.
// Arma combines left and right arms into a single body part (HitHands), same with left and right legs (HitLegs).
// Arms are actually hands.
if (GVAR(healHitPointAfterAdvBandage)) then
{
private["_currentWounds", "_headWounds", "_bodyWounds", "_legsWounds", "_armWounds"];
// Get the list of the wounds the target is currently suffering from.
_currentWounds = _target getvariable [QGVAR(openWounds), []];
// Tally of unbandaged wounds to each body part.
_headWounds = 0;
_bodyWounds = 0;
_legsWounds = 0;
_armWounds = 0;
// Loop through all current wounds and add up the number of unbandaged wounds on each body part.
{
_x params ["", "", "_bodyPart", "_numOpenWounds", "_bloodLoss"];
if (_bodyPart == 0 && {(_numOpenWounds * _bloodLoss) > 0}) then { _headWounds = _headWounds + 1; }; // Head
if (_bodyPart == 1 && {(_numOpenWounds * _bloodLoss) > 0}) then { _bodyWounds = _bodyWounds + 1; }; // Body
if (_bodyPart == 2 && {(_numOpenWounds * _bloodLoss) > 0}) then { _armWounds = _armWounds + 1; }; // Left Arm
if (_bodyPart == 3 && {(_numOpenWounds * _bloodLoss) > 0}) then { _armWounds = _armWounds + 1; }; // Right Arm
if (_bodyPart == 4 && {(_numOpenWounds * _bloodLoss) > 0}) then { _legsWounds = _legsWounds + 1; }; // Left Leg
if (_bodyPart == 5 && {(_numOpenWounds * _bloodLoss) > 0}) then { _legsWounds = _legsWounds + 1; }; // Right Leg
} foreach _currentWounds;
// Any body part that has no wounds is healed to full health
if (_headWounds == 0) then { _target setHitPointDamage ["hitHead", 0.0]; };
if (_bodyWounds == 0) then { _target setHitPointDamage ["hitBody", 0.0]; };
if (_armWounds == 0) then { _target setHitPointDamage ["hitHands", 0.0]; };
if (_legsWounds == 0) then { _target setHitPointDamage ["hitLegs", 0.0]; };
};
true;