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133 lines
5.8 KiB
Plaintext
133 lines
5.8 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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* Public: No
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*/
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#include "script_component.hpp"
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private ["_bodyPartn", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd", "_bloodLoss", "_bodyPartNToAdd", "_classType", "_damageLevels", "_foundIndex", "_i", "_injury", "_maxDamage", "_pain", "_painLevel", "_selections", "_toAddClassID", "_woundsCreated"];
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params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"];
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// Convert the selectionName to a number and ensure it is a valid selection.
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_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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_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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_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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_highestPossibleSpot = -1;
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_highestPossibleDamage = -1;
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_allPossibleInjuries = [];
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{
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_damageLevels = _x select 4;
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_minDamage = _damageLevels select 0;
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_maxDamage = _damageLevels select 1;
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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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//_classType = _x select 0;
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_selections = _x select 1;
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//_bloodLoss = _x select 2;
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//_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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_openWounds = _unit getvariable[QGVAR(openWounds), []];
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_woundID = _unit getvariable[QGVAR(lastUniqueWoundID), 1];
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_painToAdd = 0;
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_woundsCreated = [];
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{
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if (_x select 0 <= _damage) exitwith {
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for "_i" from 0 to (1+ floor(random(_x select 1)-1)) /* step +1 */ do {
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// Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage]
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_toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {_allPossibleInjuries select (floor(random (count _allPossibleInjuries)));};
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_toAddClassID = _toAddInjury select 0;
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_foundIndex = -1;
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_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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_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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_painLevel = _unit getvariable [QGVAR(pain), 0];
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_unit setvariable [QGVAR(pain), _painLevel + _painToAdd];
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