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https://github.com/acemod/ACE3.git
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278e7fa800
* Initial commit medical AI * Finished non-healing functions * Initial work on self healin * AI healing * Finished medical AI for basic medical * Finito * Fix for dead units, medic not being close enough * Make ace_medical required * Fixed double systemChat * Made AI units able to heal players * Fixed wound treatment * Fixed medic movement * Made units heal themselves earlier
85 lines
2.8 KiB
Plaintext
85 lines
2.8 KiB
Plaintext
/*
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* Author: BaerMitUmlaut
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* Makes a medic heal the next unit that needs treatment.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* Nothing
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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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// Can't heal other units when unconscious
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if (_this getVariable ["ACE_isUnconscious", false]) exitWith {};
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// Check if we're still treating
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if ((_this getVariable [QGVAR(treatmentOverAt), CBA_missionTime]) > CBA_missionTime) exitWith {};
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// Find next unit to treat
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private _healQueue = _this getVariable [QGVAR(healQueue), []];
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private _target = _healQueue select 0;
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// If unit died or was healed, be lazy and wait for the next tick
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if (isNull _target || {!alive _target} || {!(_target call FUNC(isInjured))}) exitWith {
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_target forceSpeed -1;
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_healQueue deleteAt 0;
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_this getVariable [QGVAR(healQueue), _healQueue];
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_this forceSpeed -1;
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// return to formation instead of going where the injured unit was if it healed itself in the mean time
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_this doFollow leader _this;
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1 finished healing %2", _this, _target];
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#endif
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};
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// Move to target...
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if (_this distance _target > 2) exitWith {
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if !(_this getVariable [QGVAR(movingToInjured), false]) then {
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_this setVariable [QGVAR(movingToInjured), true];
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_this doMove getPosATL _target;
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};
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};
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_this setVariable [QGVAR(movingToInjured), false];
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// ...and make sure medic and target don't move
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_this forceSpeed 0;
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_target forceSpeed 0;
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private _needsBandaging = ([_target] call EFUNC(medical,getBloodLoss)) > 0;
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private _needsMorphine = (_target getVariable [QEGVAR(medical,pain), 0]) > 0.2;
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switch (true) do {
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case _needsBandaging: {
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// Select first wound and bandage it
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private _openWounds = _target getVariable [QEGVAR(medical,openWounds), []];
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private _partIndex = {
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_x params ["", "", "_index", "_amount", "_percentage"];
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if (_amount * _percentage > 0) exitWith {
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_index
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};
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} forEach _openWounds;
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private _selection = ["head","body","hand_l","hand_r","leg_l","leg_r"] select _partIndex;
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[_target, "Bandage", _selection] call EFUNC(medical,treatmentAdvanced_bandageLocal);
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1 is bandaging selection %2 on %3", _this, _selection, _target];
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#endif
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// Play animation
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[_this, true, false] call FUNC(playTreatmentAnim);
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_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 5];
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};
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case _needsMorphine: {
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[_target] call EFUNC(medical,treatmentBasic_morphineLocal);
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[_this, false, false] call FUNC(playTreatmentAnim);
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_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 2];
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1 is giving %2 morphine", _this, _target];
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#endif
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};
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};
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