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81e02a7336
* Everything * Fixed missing ; * Fix missing ; and double private * Fixed cannot isNull on number * Turn _temparture back to isNil * Fix error from merge
136 lines
5.9 KiB
Plaintext
136 lines
5.9 KiB
Plaintext
/*
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* Author: Glowbal
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* Handling of the open wounds & injuries upon the handleDamage eventhandler.
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*
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* Arguments:
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* 0: Unit That Was Hit <OBJECT>
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* 1: Name Of Hit Selection <STRING>
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* 2: Amount Of Damage <NUMBER>
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* 3: Shooter or source of the damage <OBJECT>
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* 4: Type of the damage done <STRING>
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*
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* Return Value:
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* None <NIL>
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*
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* Example:
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* [bob, "leg", 1, kevin, "shot"] call ACE_medical_fnc_handleDamage_woundsOld
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"];
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TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD Called",_unit, _selectionName, _damage, _shooter, _typeOfProjectile,_typeOfDamage);
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// Convert the selectionName to a number and ensure it is a valid selection.
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private _bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
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if (_bodyPartn < 0) exitWith {};
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// Get the injury type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes]
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private _injuryTypeInfo = missionNamespace getVariable [format[QGVAR(woundInjuryType_%1), _typeOfDamage],[[], false, []]];
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// This are the available injuries for this damage type. Format [[classtype, selections, bloodloss, minimalDamage, pain], ..]
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private _allInjuriesForDamageType = _injuryTypeInfo select 2;
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// It appears we are dealing with an unknown type of damage.
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if (count _allInjuriesForDamageType == 0) then {
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// grabbing the configuration for unknown damage type
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_injuryTypeInfo = missionNamespace getVariable [QGVAR(woundInjuryType_unknown),[[], false, []]];
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_allInjuriesForDamageType = _injuryTypeInfo select 2;
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};
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// find the available injuries for this damage type and damage amount
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private _highestPossibleSpot = -1;
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private _highestPossibleDamage = -1;
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private _allPossibleInjuries = [];
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{
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private _damageLevels = _x select 4;
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_damageLevels params ["_minDamage","_maxDamage"];
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// Check if the damage is higher as the min damage for the specific injury
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if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then {
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//private _classType = _x select 0;
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private _selections = _x select 1;
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//private _bloodLoss = _x select 2;
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//private _pain = _x select 3;
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// Check if the injury can be applied to the given selection name
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if ("All" in _selections || _selectionName in _selections) then {
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// Find the wound which has the highest minimal damage, so we can use this later on for adding the correct injuries
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if (_minDamage > _highestPossibleDamage) then {
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_highestPossibleSpot = _forEachIndex;
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_highestPossibleDamage = _minDamage;
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};
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// Store the valid possible injury for the damage type, damage amount and selection
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_allPossibleInjuries pushBack _x;
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};
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};
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} forEach _allInjuriesForDamageType;
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// No possible wounds available for this damage type or damage amount.
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if (_highestPossibleSpot < 0) exitWith {};
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// Administration for open wounds and ids
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private _openWounds = _unit getVariable[QGVAR(openWounds), []];
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private _woundID = _unit getVariable[QGVAR(lastUniqueWoundID), 1];
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private _painToAdd = 0;
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private _woundsCreated = [];
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{
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if (_x select 0 <= _damage) exitWith {
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for "_i" from 0 to ((_x select 1)-1) do {
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// Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage]
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private _toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {selectRandom _allPossibleInjuries};
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private _toAddClassID = _toAddInjury select 0;
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private _foundIndex = -1;
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private _bodyPartNToAdd = if (_injuryTypeInfo select 1) then {_bodyPartn} else {floor(random(6))};
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// If the injury type is selection part specific, we will check if one of those injury types already exists and find the spot for it..
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if ((_injuryTypeInfo select 1)) then {
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{
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// Check if we have an id of the given class on the given bodypart already
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if (_x select 1 == _toAddClassID && {_x select 2 == _bodyPartNToAdd}) exitWith {
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_foundIndex = _forEachIndex;
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};
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} forEach _openWounds;
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};
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private _injury = [];
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if (_foundIndex < 0) then {
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// Create a new injury. Format [ID, classID, bodypart, percentage treated, bloodloss rate]
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_injury = [_woundID, _toAddInjury select 0, _bodyPartNToAdd, 1, _toAddInjury select 2];
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// Since it is a new injury, we will have to add it to the open wounds array to store it
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_openWounds pushBack _injury;
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// New injuries will also increase the wound ID
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_woundID = _woundID + 1;
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} else {
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// We already have one of these, so we are just going to increase the number that we have of it with a new one.
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_injury = _openWounds select _foundIndex;
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_injury set [3, (_injury select 3) + 1];
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};
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// Store the injury so we can process it later correctly.
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_woundsCreated pushBack _injury;
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// Collect the pain that is caused by this injury
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_painToAdd = _painToAdd + (_toAddInjury select 3);
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};
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};
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} forEach (_injuryTypeInfo select 0); // forEach damage thresholds
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_unit setVariable [QGVAR(openWounds), _openWounds, true];
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// Only update if new wounds have been created
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if (count _woundsCreated > 0) then {
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_unit setVariable [QGVAR(lastUniqueWoundID), _woundID, true];
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};
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private _painLevel = _unit getVariable [QGVAR(pain), 0];
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_unit setVariable [QGVAR(pain), _painLevel + _painToAdd];
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TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD",_unit, _painLevel, _painToAdd, _unit getVariable QGVAR(pain), _unit getVariable QGVAR(openWounds),_woundsCreated);
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