mirror of
https://github.com/acemod/ACE3.git
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a8831a0d16
- medical component is responsible for the injuries and common functionality - medical_treatment component is responsible for offering treatment functionality
1066 lines
40 KiB
C++
1066 lines
40 KiB
C++
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class ACE_Medical_Actions {
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class Basic {
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class Bandage {
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displayName = ECSTRING(medical,Bandage);
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displayNameProgress = ECSTRING(medical,Bandaging);
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category = "bandage";
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treatmentLocations[] = {"All"};
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allowedSelections[] = {"All"};
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allowSelfTreatment = 1;
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requiredMedic = 0;
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treatmentTime = 5;
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treatmentTimeSelfCoef = 1;
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items[] = {{"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_quikclot"}};
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condition = "";
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patientStateCondition = 0;
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itemConsumed = 1;
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_bandage));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"};
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animationCaller = "AinvPknlMstpSlayWrflDnon_medicOther";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
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animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
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animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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litter[] = {
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{"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}},
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{"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}}
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};
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};
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class Morphine: Bandage {
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displayName = ECSTRING(medical,Inject_Morphine);
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displayNameProgress = ECSTRING(medical,Injecting_Morphine);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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allowSelfTreatment = 1;
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category = "medication";
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treatmentTime = 2;
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items[] = {"ACE_morphine"};
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_morphine));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = { {"All", "", {"ACE_MedicalLitter_morphine"}} };
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};
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class Epinephrine: Bandage {
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displayName = ECSTRING(medical,Inject_Epinephrine);
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displayNameProgress = ECSTRING(medical,Injecting_Epinephrine);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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allowSelfTreatment = 1;
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category = "medication";
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requiredMedic = QEGVAR(medical,medicSetting_basicEpi);
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treatmentTime = 3;
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items[] = {"ACE_epinephrine"};
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_epipen));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = { {"All", "", {"ACE_MedicalLitter_epinephrine"}} };
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treatmentLocations[] = {QGVAR(useLocation_basicEpi)};
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};
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class BloodIV: Bandage {
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displayName = ECSTRING(medical,Transfuse_Blood);
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displayNameProgress = ECSTRING(medical,Transfusing_Blood);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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allowSelfTreatment = 0;
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category = "advanced";
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requiredMedic = 1;
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treatmentTime = 20;
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items[] = {"ACE_bloodIV"};
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// callbackSuccess = QUOTE(DFUNC(treatmentBasic_bloodbag));
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callbackSuccess = QUOTE(DFUNC(treatmentIV));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = {};
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};
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class BloodIV_500: BloodIV {
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category = "advanced";
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items[] = {"ACE_bloodIV_500"};
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};
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class BloodIV_250: BloodIV {
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category = "advanced";
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items[] = {"ACE_bloodIV_250"};
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};
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class BodyBag: Bandage {
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displayName = ECSTRING(medical,PlaceInBodyBag);
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displayNameProgress = ECSTRING(medical,PlacingInBodyBag);
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category = "advanced";
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 4;
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items[] = {"ACE_bodyBag"};
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condition = "!alive (_this select 1);";
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callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationPatientUnconscious = "";
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itemConsumed = 1;
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litter[] = {};
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};
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class Diagnose: Bandage {
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displayName = ECSTRING(medical,Actions_Diagnose);
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displayNameProgress = ECSTRING(medical,Actions_Diagnosing);
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category = "examine";
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treatmentLocations[] = {"All"};
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allowedSelections[] = {"head", "body"};
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requiredMedic = 0;
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treatmentTime = 1;
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items[] = {};
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callbackSuccess = QUOTE(DFUNC(actionDiagnose));
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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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litter[] = {};
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};
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class CPR: Bandage {
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displayName = ECSTRING(medical,Actions_CPR);
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displayNameProgress = ECSTRING(medical,Actions_PerformingCPR);
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category = "advanced";
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treatmentLocations[] = {"All"};
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allowedSelections[] = {"body"};
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allowSelfTreatment = 0;
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requiredMedic = 0;
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treatmentTime = 15;
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items[] = {};
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condition = QUOTE(!([(_this select 1)] call ace_common_fnc_isAwake) && EGVAR(medical,enableRevive)>0);
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
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callbackFailure = "";
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callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)";
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationCaller = "AinvPknlMstpSlayWnonDnon_medic";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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animationCallerSelf = "";
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animationCallerSelfProne = "";
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itemConsumed = 0;
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litter[] = {};
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};
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};
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class Advanced {
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class FieldDressing {
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displayName = ECSTRING(medical,Actions_FieldDressing);
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displayNameProgress = ECSTRING(medical,Bandaging);
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category = "bandage";
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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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allowedSelections[] = {"All"};
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allowSelfTreatment = 1;
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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 = 8;
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// Item required for the action. Leave empty for no item required.
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items[] = {"ACE_fieldDressing"};
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condition = "";
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patientStateCondition = 0;
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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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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"};
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animationCaller = "AinvPknlMstpSlayWrflDnon_medicOther";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
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animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
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animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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litter[] = {
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{"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}},
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{"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}}
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};
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};
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class PackingBandage: fieldDressing {
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displayName = ECSTRING(medical,Actions_PackingBandage);
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items[] = {"ACE_packingBandage"};
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litter[] = {
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{"All", "", {"ACE_MedicalLitter_packingBandage"}},
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{"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}},
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{"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}}
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};
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};
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class ElasticBandage: fieldDressing {
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displayName = ECSTRING(medical,Actions_ElasticBandage);
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items[] = {"ACE_elasticBandage"};
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};
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class QuikClot: fieldDressing {
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displayName = ECSTRING(medical,Actions_QuikClot);
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items[] = {"ACE_quikclot"};
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litter[] = {
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{"All", "", {"ACE_MedicalLitter_QuickClot"}},
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{"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}},
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{"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}}
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};
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};
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class Tourniquet: fieldDressing {
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displayName = ECSTRING(medical,Apply_Tourniquet);
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displayNameProgress = ECSTRING(medical,Applying_Tourniquet);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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items[] = {"ACE_tourniquet"};
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treatmentTime = 4;
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callbackSuccess = QUOTE(DFUNC(treatmentTourniquet));
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condition = QUOTE(!([ARR_2(_this select 1, _this select 2)] call EFUNC(medical,hasTourniquetAppliedTo)));
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litter[] = {};
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};
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class Morphine: fieldDressing {
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displayName = ECSTRING(medical,Inject_Morphine);
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displayNameProgress = ECSTRING(medical,Injecting_Morphine);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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category = "medication";
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items[] = {"ACE_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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litter[] = { {"All", "", {"ACE_MedicalLitter_morphine"}} };
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};
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class Adenosine: Morphine {
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displayName = ECSTRING(medical,Inject_Adenosine);
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displayNameProgress = ECSTRING(medical,Injecting_Adenosine);
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items[] = {"ACE_adenosine"};
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litter[] = { {"All", "", {"ACE_MedicalLitter_adenosine"}} };
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};
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class Atropine: Morphine {
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displayName = ECSTRING(medical,Inject_Atropine);
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displayNameProgress = ECSTRING(medical,Injecting_Atropine);
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items[] = {"ACE_atropine"};
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litter[] = { {"All", "", {"ACE_MedicalLitter_atropine"}} };
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};
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class Epinephrine: Morphine {
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displayName = ECSTRING(medical,Inject_Epinephrine);
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displayNameProgress = ECSTRING(medical,Injecting_Epinephrine);
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items[] = {"ACE_epinephrine"};
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litter[] = { {"All", "", {"ACE_MedicalLitter_epinephrine"}} };
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};
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class BloodIV: fieldDressing {
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displayName = ECSTRING(medical,Actions_Blood4_1000);
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displayNameProgress = ECSTRING(medical,Transfusing_Blood);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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allowSelfTreatment = 0;
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category = "advanced";
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items[] = {"ACE_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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litter[] = {};
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};
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class BloodIV_500: BloodIV {
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displayName = ECSTRING(medical,Actions_Blood4_500);
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items[] = {"ACE_bloodIV_500"};
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};
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class BloodIV_250: BloodIV {
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displayName = ECSTRING(medical,Actions_Blood4_250);
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items[] = {"ACE_bloodIV_250"};
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};
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class PlasmaIV: BloodIV {
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displayName = ECSTRING(medical,Actions_Plasma4_1000);
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displayNameProgress = ECSTRING(medical,Transfusing_Plasma);
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items[] = {"ACE_plasmaIV"};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class PlasmaIV_500: PlasmaIV {
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displayName = ECSTRING(medical,Actions_Plasma4_500);
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items[] = {"ACE_plasmaIV_500"};
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};
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class PlasmaIV_250: PlasmaIV {
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displayName = ECSTRING(medical,Actions_Plasma4_250);
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items[] = {"ACE_plasmaIV_250"};
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};
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class SalineIV: BloodIV {
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displayName = ECSTRING(medical,Actions_Saline4_1000);
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displayNameProgress = ECSTRING(medical,Transfusing_Saline);
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items[] = {"ACE_salineIV"};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class SalineIV_500: SalineIV {
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displayName = ECSTRING(medical,Actions_Saline4_500);
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items[] = {"ACE_salineIV_500"};
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};
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class SalineIV_250: SalineIV {
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displayName = ECSTRING(medical,Actions_Saline4_250);
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items[] = {"ACE_salineIV_250"};
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};
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class SurgicalKit: fieldDressing {
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displayName = ECSTRING(medical,Use_SurgicalKit);
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displayNameProgress = ECSTRING(medical,Stitching);
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category = "advanced";
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items[] = {"ACE_surgicalKit"};
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treatmentLocations[] = {QEGVAR(medical,useLocation_SurgicalKit)};
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allowSelfTreatment = 0;
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requiredMedic = QEGVAR(medical,medicSetting_SurgicalKit);
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patientStateCondition = QEGVAR(medical,useCondition_SurgicalKit);
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treatmentTime = "(count ((_this select 1) getVariable ['ACE_Medical_bandagedWounds', []]) * 5)";
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callbackSuccess = "";
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callbackProgress = QUOTE(DFUNC(treatmentAdvanced_surgicalKit_onProgress));
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itemConsumed = QEGVAR(medical,consumeItem_SurgicalKit);
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = { {"All", "", {"ACE_MedicalLitter_gloves"} }};
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};
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class PersonalAidKit: fieldDressing {
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displayName = ECSTRING(medical,Use_Aid_Kit);
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displayNameProgress = ECSTRING(medical,TreatmentAction);
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category = "advanced";
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items[] = {"ACE_personalAidKit"};
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treatmentLocations[] = {QEGVAR(medical,useLocation_PAK)};
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allowSelfTreatment = 0;
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requiredMedic = QEGVAR(medical,medicSetting_PAK);
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patientStateCondition = QEGVAR(medical,useCondition_PAK);
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treatmentTime = QUOTE((_this select 1) call FUNC(treatmentAdvanced_fullHealTreatmentTime));
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_fullHeal));
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itemConsumed = QEGVAR(medical,consumeItem_PAK);
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationCaller = "AinvPknlMstpSlayWnonDnon_medicOther";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
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animationCallerSelf = "";
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animationCallerSelfProne = "";
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litter[] = { {"All", "", {"ACE_MedicalLitter_gloves"}},
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{"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}},
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{"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}},
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{"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}}
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};
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};
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class CheckPulse: fieldDressing {
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displayName = ECSTRING(medical,Actions_CheckPulse);
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displayNameProgress = ECSTRING(medical,Check_Pulse_Content);
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category = "examine";
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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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animationCallerProne = "";
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animationCallerSelfProne = "";
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itemConsumed = 0;
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litter[] = {};
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};
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class CheckBloodPressure: CheckPulse {
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displayName = ECSTRING(medical,Actions_CheckBloodPressure);
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callbackSuccess = QUOTE(DFUNC(actionCheckBloodPressure));
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displayNameProgress = ECSTRING(medical,Check_Bloodpressure_Content);
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};
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class CheckResponse: CheckPulse {
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displayName = ECSTRING(medical,Check_Response);
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callbackSuccess = QUOTE(DFUNC(actionCheckResponse));
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displayNameProgress = ECSTRING(medical,Check_Response_Content);
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allowSelfTreatment = 0;
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};
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class RemoveTourniquet: Tourniquet {
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displayName = ECSTRING(medical,Actions_RemoveTourniquet);
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items[] = {};
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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 EFUNC(medical,hasTourniquetAppliedTo));
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displayNameProgress = ECSTRING(medical,RemovingTourniquet);
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litter[] = {};
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};
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class CPR: fieldDressing {
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displayName = ECSTRING(medical,Actions_CPR);
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displayNameProgress = ECSTRING(medical,Actions_PerformingCPR);
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category = "advanced";
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treatmentLocations[] = {"All"};
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allowedSelections[] = {"body"};
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allowSelfTreatment = 0;
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requiredMedic = 0;
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treatmentTime = 15;
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items[] = {};
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condition = "!([(_this select 1)] call ace_common_fnc_isAwake)";
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
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callbackFailure = "";
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callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)";
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationCaller = "AinvPknlMstpSlayWnonDnon_medic";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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animationCallerSelf = "";
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animationCallerSelfProne = "";
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itemConsumed = 0;
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litter[] = {};
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};
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class BodyBag: fieldDressing {
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displayName = ECSTRING(medical,PlaceInBodyBag);
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displayNameProgress = ECSTRING(medical,PlacingInBodyBag);
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category = "advanced";
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treatmentLocations[] = {"All"};
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allowSelfTreatment = 0;
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requiredMedic = 0;
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treatmentTime = 15;
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items[] = {"ACE_bodyBag"};
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condition = "!alive (_this select 1);";
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callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationPatientUnconscious = "";
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itemConsumed = 1;
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litter[] = {};
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};
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};
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};
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class ACE_Medical_Treatment {
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class Bandaging {
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// Field dressing is normal average treatment
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// packing bandage is average treatment, higher reopen change, longer reopening delay
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// elastic bandage is higher treatment, higher reopen change, shorter reopen delay
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// quickclot is lower treatment, lower reopen change, longer reopening delay
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class Bandage { // basic bandage
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effectiveness = 5;
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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 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;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 200;
|
|
|
|
class Abrasion {
|
|
effectiveness = 3;
|
|
reopeningChance = 0.3;
|
|
reopeningMinDelay = 200;
|
|
reopeningMaxDelay = 1000;
|
|
};
|
|
class AbrasionMinor: Abrasion {
|
|
effectiveness = 3;
|
|
};
|
|
class AbrasionMedium: Abrasion {
|
|
effectiveness = 2.5;
|
|
reopeningChance = 0.7;
|
|
};
|
|
class AbrasionLarge: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.9;
|
|
};
|
|
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 200;
|
|
};
|
|
class AvulsionsMinor: Avulsions {
|
|
effectiveness = 1;
|
|
};
|
|
class AvulsionsMedium: Avulsions {
|
|
effectiveness = 0.9;
|
|
};
|
|
class AvulsionsLarge: Avulsions {
|
|
effectiveness = 0.75;
|
|
};
|
|
|
|
class Contusion: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class ContusionMinor: Contusion {};
|
|
class ContusionMedium: Contusion {};
|
|
class ContusionLarge: Contusion {};
|
|
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.2;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 1000;
|
|
};
|
|
class CrushWoundMinor: CrushWound {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.2;
|
|
};
|
|
class CrushWoundMedium: CrushWound {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.3;
|
|
};
|
|
class CrushWoundLarge: CrushWound {
|
|
effectiveness = 0.6;
|
|
reopeningChance = 0.4;
|
|
};
|
|
|
|
class Cut: Abrasion {
|
|
effectiveness = 4;
|
|
reopeningChance = 0.1;
|
|
reopeningMinDelay = 300;
|
|
reopeningMaxDelay = 1000;
|
|
};
|
|
class CutMinor: Cut {
|
|
effectiveness = 4;
|
|
reopeningChance = 0.1;
|
|
};
|
|
class CutMedium: Cut {
|
|
effectiveness = 3;
|
|
reopeningChance = 0.3;
|
|
};
|
|
class CutLarge: Cut {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.5;
|
|
};
|
|
|
|
class Laceration: Abrasion {
|
|
effectiveness = 0.95;
|
|
reopeningChance = 0.3;
|
|
reopeningMinDelay = 100;
|
|
reopeningMaxDelay = 800;
|
|
};
|
|
class LacerationMinor: Laceration {
|
|
effectiveness = 0.95;
|
|
reopeningChance = 0.3;
|
|
};
|
|
class LacerationMedium: Laceration {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.5;
|
|
};
|
|
class LacerationLarge: Laceration {
|
|
effectiveness = 0.5;
|
|
reopeningChance = 0.6;
|
|
};
|
|
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.7;
|
|
reopeningMinDelay = 100;
|
|
reopeningMaxDelay = 500;
|
|
};
|
|
class velocityWoundMinor: velocityWound {
|
|
effectiveness = 2;
|
|
};
|
|
class velocityWoundMedium: velocityWound {
|
|
effectiveness = 1.5;
|
|
};
|
|
class velocityWoundLarge: velocityWound {
|
|
effectiveness = 1;
|
|
};
|
|
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 200;
|
|
reopeningMaxDelay = 850;
|
|
};
|
|
class punctureWoundMinor: punctureWound {
|
|
effectiveness = 2;
|
|
};
|
|
class punctureWoundMedium: punctureWound {
|
|
effectiveness = 1.3;
|
|
};
|
|
class punctureWoundLarge: punctureWound {
|
|
effectiveness = 0.9;
|
|
};
|
|
};
|
|
|
|
class PackingBandage: fieldDressing {
|
|
class Abrasion {
|
|
effectiveness = 3;
|
|
reopeningChance = 0.6;
|
|
reopeningMinDelay = 800;
|
|
reopeningMaxDelay = 1500;
|
|
};
|
|
class AbrasionMinor: Abrasion {
|
|
effectiveness = 3;
|
|
};
|
|
class AbrasionMedium: Abrasion {
|
|
effectiveness = 2.5;
|
|
reopeningChance = 0.9;
|
|
};
|
|
class AbrasionLarge: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 1;
|
|
};
|
|
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.7;
|
|
reopeningMinDelay = 1000;
|
|
reopeningMaxDelay = 1600;
|
|
};
|
|
class AvulsionsMinor: Avulsions {
|
|
effectiveness = 1;
|
|
};
|
|
class AvulsionsMedium: Avulsions {
|
|
effectiveness = 0.9;
|
|
};
|
|
class AvulsionsLarge: Avulsions {
|
|
effectiveness = 0.75;
|
|
};
|
|
|
|
class Contusion: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class ContusionMinor: Contusion {};
|
|
class ContusionMedium: Contusion {};
|
|
class ContusionLarge: Contusion {};
|
|
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 600;
|
|
reopeningMaxDelay = 1000;
|
|
};
|
|
class CrushWoundMinor: CrushWound {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.6;
|
|
};
|
|
class CrushWoundMedium: CrushWound {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.7;
|
|
};
|
|
class CrushWoundLarge: CrushWound {
|
|
effectiveness = 0.6;
|
|
reopeningChance = 0.8;
|
|
};
|
|
|
|
class Cut: Abrasion {
|
|
effectiveness = 4;
|
|
reopeningChance = 0.4;
|
|
reopeningMinDelay = 700;
|
|
reopeningMaxDelay = 1000;
|
|
};
|
|
class CutMinor: Cut {
|
|
effectiveness = 4;
|
|
reopeningChance = 0.6;
|
|
};
|
|
class CutMedium: Cut {
|
|
effectiveness = 3;
|
|
reopeningChance = 0.7;
|
|
};
|
|
class CutLarge: Cut {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.8;
|
|
};
|
|
|
|
class Laceration: Abrasion {
|
|
effectiveness = 0.95;
|
|
reopeningChance = 0.65;
|
|
reopeningMinDelay = 500;
|
|
reopeningMaxDelay = 2000;
|
|
};
|
|
class LacerationMinor: Laceration {
|
|
effectiveness = 0.95;
|
|
reopeningChance = 0.65;
|
|
};
|
|
class LacerationMedium: Laceration {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.8;
|
|
};
|
|
class LacerationLarge: Laceration {
|
|
effectiveness = 0.5;
|
|
reopeningChance = 0.9;
|
|
};
|
|
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 1;
|
|
reopeningMinDelay = 800;
|
|
reopeningMaxDelay = 2000;
|
|
};
|
|
class velocityWoundMinor: velocityWound {
|
|
effectiveness = 2;
|
|
};
|
|
class velocityWoundMedium: velocityWound {
|
|
effectiveness = 1.5;
|
|
};
|
|
class velocityWoundLarge: velocityWound {
|
|
effectiveness = 1;
|
|
};
|
|
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 1;
|
|
reopeningMinDelay = 1000;
|
|
reopeningMaxDelay = 3000;
|
|
};
|
|
class punctureWoundMinor: punctureWound {
|
|
effectiveness = 2;
|
|
};
|
|
class punctureWoundMedium: punctureWound {
|
|
effectiveness = 1.3;
|
|
};
|
|
class punctureWoundLarge: punctureWound {
|
|
effectiveness = 0.9;
|
|
};
|
|
};
|
|
|
|
class ElasticBandage: fieldDressing {
|
|
class Abrasion {
|
|
effectiveness = 4;
|
|
reopeningChance = 0.6;
|
|
reopeningMinDelay = 80;
|
|
reopeningMaxDelay = 150;
|
|
};
|
|
class AbrasionMinor: Abrasion {
|
|
effectiveness = 43;
|
|
};
|
|
class AbrasionMedium: Abrasion {
|
|
effectiveness = 3;
|
|
reopeningChance = 0.9;
|
|
};
|
|
class AbrasionLarge: Abrasion {
|
|
effectiveness = 2.5;
|
|
reopeningChance = 1;
|
|
};
|
|
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.7;
|
|
reopeningMinDelay = 100;
|
|
reopeningMaxDelay = 160;
|
|
};
|
|
class AvulsionsMinor: Avulsions {
|
|
effectiveness = 2;
|
|
};
|
|
class AvulsionsMedium: Avulsions {
|
|
effectiveness = 1.4;
|
|
};
|
|
class AvulsionsLarge: Avulsions {
|
|
effectiveness = 1;
|
|
};
|
|
|
|
class Contusion: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class ContusionMinor: Contusion {};
|
|
class ContusionMedium: Contusion {};
|
|
class ContusionLarge: Contusion {};
|
|
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 60;
|
|
reopeningMaxDelay = 100;
|
|
};
|
|
class CrushWoundMinor: CrushWound {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.6;
|
|
};
|
|
class CrushWoundMedium: CrushWound {
|
|
effectiveness = 1.7;
|
|
reopeningChance = 0.7;
|
|
};
|
|
class CrushWoundLarge: CrushWound {
|
|
effectiveness = 1.6;
|
|
reopeningChance = 0.8;
|
|
};
|
|
|
|
class Cut: Abrasion {
|
|
effectiveness = 5;
|
|
reopeningChance = 0.4;
|
|
reopeningMinDelay = 70;
|
|
reopeningMaxDelay = 100;
|
|
};
|
|
class CutMinor: Cut {
|
|
effectiveness = 5;
|
|
reopeningChance = 0.6;
|
|
};
|
|
class CutMedium: Cut {
|
|
effectiveness = 3.5;
|
|
reopeningChance = 0.7;
|
|
};
|
|
class CutLarge: Cut {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.8;
|
|
};
|
|
|
|
class Laceration: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.65;
|
|
reopeningMinDelay = 50;
|
|
reopeningMaxDelay = 200;
|
|
};
|
|
class LacerationMinor: Laceration {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.65;
|
|
};
|
|
class LacerationMedium: Laceration {
|
|
effectiveness = 1.5;
|
|
reopeningChance = 0.8;
|
|
};
|
|
class LacerationLarge: Laceration {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.9;
|
|
};
|
|
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 2.2;
|
|
reopeningChance = 1;
|
|
reopeningMinDelay = 80;
|
|
reopeningMaxDelay = 200;
|
|
};
|
|
class velocityWoundMinor: velocityWound {
|
|
effectiveness = 2.2;
|
|
};
|
|
class velocityWoundMedium: velocityWound {
|
|
effectiveness = 1.75;
|
|
};
|
|
class velocityWoundLarge: velocityWound {
|
|
effectiveness = 1.5;
|
|
};
|
|
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 2.5;
|
|
reopeningChance = 1;
|
|
reopeningMinDelay = 100;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
class punctureWoundMinor: punctureWound {
|
|
effectiveness = 2.5;
|
|
};
|
|
class punctureWoundMedium: punctureWound {
|
|
effectiveness = 2;
|
|
};
|
|
class punctureWoundLarge: punctureWound {
|
|
effectiveness = 1.5;
|
|
};
|
|
};
|
|
|
|
class QuikClot: fieldDressing {
|
|
class Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.3;
|
|
reopeningMinDelay = 800;
|
|
reopeningMaxDelay = 1500;
|
|
};
|
|
class AbrasionMinor: Abrasion {
|
|
effectiveness = 2;
|
|
};
|
|
class AbrasionMedium: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.4;
|
|
};
|
|
class AbrasionLarge: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 5;
|
|
};
|
|
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.2;
|
|
reopeningMinDelay = 1000;
|
|
reopeningMaxDelay = 1600;
|
|
};
|
|
class AvulsionsMinor: Avulsions {
|
|
effectiveness = 0.7;
|
|
};
|
|
class AvulsionsMedium: Avulsions {
|
|
effectiveness = 0.65;
|
|
};
|
|
class AvulsionsLarge: Avulsions {
|
|
effectiveness = 0.5;
|
|
};
|
|
|
|
class Contusion: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class ContusionMinor: Contusion {};
|
|
class ContusionMedium: Contusion {};
|
|
class ContusionLarge: Contusion {};
|
|
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 0.6;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 600;
|
|
reopeningMaxDelay = 1000;
|
|
};
|
|
class CrushWoundMinor: CrushWound {
|
|
effectiveness = 0.6;
|
|
reopeningChance = 0.3;
|
|
};
|
|
class CrushWoundMedium: CrushWound {
|
|
effectiveness = 0.5;
|
|
};
|
|
class CrushWoundLarge: CrushWound {
|
|
effectiveness = 0.4;
|
|
};
|
|
|
|
class Cut: Abrasion {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.2;
|
|
reopeningMinDelay = 700;
|
|
reopeningMaxDelay = 1000;
|
|
};
|
|
class CutMinor: Cut {
|
|
effectiveness = 2;
|
|
reopeningChance = 0.3;
|
|
};
|
|
class CutMedium: Cut {
|
|
effectiveness = 1;
|
|
};
|
|
class CutLarge: Cut {
|
|
effectiveness = 0.6;
|
|
};
|
|
|
|
class Laceration: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.4;
|
|
reopeningMinDelay = 500;
|
|
reopeningMaxDelay = 2000;
|
|
};
|
|
class LacerationMinor: Laceration {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.4;
|
|
};
|
|
class LacerationMedium: Laceration {
|
|
effectiveness = 0.7;
|
|
};
|
|
class LacerationLarge: Laceration {
|
|
effectiveness = 0.5;
|
|
};
|
|
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 800;
|
|
reopeningMaxDelay = 2000;
|
|
};
|
|
class velocityWoundMinor: velocityWound {
|
|
effectiveness = 1;
|
|
};
|
|
class velocityWoundMedium: velocityWound {
|
|
effectiveness = 0.75;
|
|
};
|
|
class velocityWoundLarge: velocityWound {
|
|
effectiveness = 0.5;
|
|
};
|
|
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 1000;
|
|
reopeningMaxDelay = 3000;
|
|
};
|
|
class punctureWoundMinor: punctureWound {
|
|
effectiveness = 1;
|
|
};
|
|
class punctureWoundMedium: punctureWound {
|
|
effectiveness = 0.7;
|
|
};
|
|
class punctureWoundLarge: punctureWound {
|
|
effectiveness = 0.4;
|
|
};
|
|
};
|
|
};
|
|
|
|
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 = 15;
|
|
hrIncreaseLow[] = {-10, -20, 35};
|
|
hrIncreaseNormal[] = {-10, -30, 35};
|
|
hrIncreaseHigh[] = {-10, -35, 50};
|
|
timeInSystem = 900;
|
|
maxDose = 4;
|
|
inCompatableMedication[] = {};
|
|
viscosityChange = -10;
|
|
};
|
|
class Epinephrine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {10, 20, 15};
|
|
hrIncreaseNormal[] = {10, 50, 10};
|
|
hrIncreaseHigh[] = {10, 40, 5};
|
|
timeInSystem = 120;
|
|
maxDose = 10;
|
|
inCompatableMedication[] = {};
|
|
};
|
|
class Adenosine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {-7, -10, 15};
|
|
hrIncreaseNormal[] = {-15, -30, 20};
|
|
hrIncreaseHigh[] = {-15, -35, 10};
|
|
timeInSystem = 120;
|
|
maxDose = 6;
|
|
inCompatableMedication[] = {};
|
|
};
|
|
class Atropine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {-2, -5, 15};
|
|
hrIncreaseNormal[] = {-10, -15, 20};
|
|
hrIncreaseHigh[] = {-5, -20, 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;
|
|
};
|
|
};
|
|
};
|