ACE3/addons/medical_ai/functions/fnc_healUnit.sqf
BaerMitUmlaut 278e7fa800 Add Medical AI implementation for basic medical (#4311)
* 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
2016-09-04 11:25:03 +02:00

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/*
* Author: BaerMitUmlaut
* Makes a medic heal the next unit that needs treatment.
*
* Arguments:
* None
*
* Return Value:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
// Can't heal other units when unconscious
if (_this getVariable ["ACE_isUnconscious", false]) exitWith {};
// Check if we're still treating
if ((_this getVariable [QGVAR(treatmentOverAt), CBA_missionTime]) > CBA_missionTime) exitWith {};
// Find next unit to treat
private _healQueue = _this getVariable [QGVAR(healQueue), []];
private _target = _healQueue select 0;
// If unit died or was healed, be lazy and wait for the next tick
if (isNull _target || {!alive _target} || {!(_target call FUNC(isInjured))}) exitWith {
_target forceSpeed -1;
_healQueue deleteAt 0;
_this getVariable [QGVAR(healQueue), _healQueue];
_this forceSpeed -1;
// return to formation instead of going where the injured unit was if it healed itself in the mean time
_this doFollow leader _this;
#ifdef DEBUG_MODE_FULL
systemChat format ["%1 finished healing %2", _this, _target];
#endif
};
// Move to target...
if (_this distance _target > 2) exitWith {
if !(_this getVariable [QGVAR(movingToInjured), false]) then {
_this setVariable [QGVAR(movingToInjured), true];
_this doMove getPosATL _target;
};
};
_this setVariable [QGVAR(movingToInjured), false];
// ...and make sure medic and target don't move
_this forceSpeed 0;
_target forceSpeed 0;
private _needsBandaging = ([_target] call EFUNC(medical,getBloodLoss)) > 0;
private _needsMorphine = (_target getVariable [QEGVAR(medical,pain), 0]) > 0.2;
switch (true) do {
case _needsBandaging: {
// Select first wound and bandage it
private _openWounds = _target getVariable [QEGVAR(medical,openWounds), []];
private _partIndex = {
_x params ["", "", "_index", "_amount", "_percentage"];
if (_amount * _percentage > 0) exitWith {
_index
};
} forEach _openWounds;
private _selection = ["head","body","hand_l","hand_r","leg_l","leg_r"] select _partIndex;
[_target, "Bandage", _selection] call EFUNC(medical,treatmentAdvanced_bandageLocal);
#ifdef DEBUG_MODE_FULL
systemChat format ["%1 is bandaging selection %2 on %3", _this, _selection, _target];
#endif
// Play animation
[_this, true, false] call FUNC(playTreatmentAnim);
_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 5];
};
case _needsMorphine: {
[_target] call EFUNC(medical,treatmentBasic_morphineLocal);
[_this, false, false] call FUNC(playTreatmentAnim);
_this setVariable [QGVAR(treatmentOverAt), CBA_missionTime + 2];
#ifdef DEBUG_MODE_FULL
systemChat format ["%1 is giving %2 morphine", _this, _target];
#endif
};
};