ACE3/addons/medical/functions/fnc_handleDamage_woundsOld.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

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* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

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* slideshow

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* switchunits

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* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* Handling of the open wounds & injuries upon the handleDamage eventhandler.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter or source of the damage <OBJECT>
* 4: Type of the damage done <STRING>
*
* Return Value:
* None <NIL>
*
* Example:
* [bob, "leg", 1, kevin, "shot"] call ACE_medical_fnc_handleDamage_woundsOld
*
* Public: No
*/
params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"];
TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD Called",_unit, _selectionName, _damage, _shooter, _typeOfProjectile,_typeOfDamage);
// Convert the selectionName to a number and ensure it is a valid selection.
private _bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
if (_bodyPartn < 0) exitWith {};
// Get the injury type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes]
private _injuryTypeInfo = missionNamespace getVariable [format[QGVAR(woundInjuryType_%1), _typeOfDamage],[[], false, []]];
// This are the available injuries for this damage type. Format [[classtype, selections, bloodloss, minimalDamage, pain], ..]
private _allInjuriesForDamageType = _injuryTypeInfo select 2;
// It appears we are dealing with an unknown type of damage.
if (count _allInjuriesForDamageType == 0) then {
// grabbing the configuration for unknown damage type
_injuryTypeInfo = missionNamespace getVariable [QGVAR(woundInjuryType_unknown),[[], false, []]];
_allInjuriesForDamageType = _injuryTypeInfo select 2;
};
// find the available injuries for this damage type and damage amount
private _highestPossibleSpot = -1;
private _highestPossibleDamage = -1;
private _allPossibleInjuries = [];
{
private _damageLevels = _x select 4;
_damageLevels params ["_minDamage","_maxDamage"];
// Check if the damage is higher as the min damage for the specific injury
if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then {
//private _classType = _x select 0;
private _selections = _x select 1;
//private _bloodLoss = _x select 2;
//private _pain = _x select 3;
// Check if the injury can be applied to the given selection name
if ("All" in _selections || _selectionName in _selections) then {
// Find the wound which has the highest minimal damage, so we can use this later on for adding the correct injuries
if (_minDamage > _highestPossibleDamage) then {
_highestPossibleSpot = _forEachIndex;
_highestPossibleDamage = _minDamage;
};
// Store the valid possible injury for the damage type, damage amount and selection
_allPossibleInjuries pushBack _x;
};
};
} forEach _allInjuriesForDamageType;
// No possible wounds available for this damage type or damage amount.
if (_highestPossibleSpot < 0) exitWith {};
// Administration for open wounds and ids
private _openWounds = _unit getVariable[QGVAR(openWounds), []];
private _woundID = _unit getVariable[QGVAR(lastUniqueWoundID), 1];
private _painToAdd = 0;
private _woundsCreated = [];
{
if (_x select 0 <= _damage) exitWith {
for "_i" from 0 to ((_x select 1)-1) do {
// Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage]
private _toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {selectRandom _allPossibleInjuries};
private _toAddClassID = _toAddInjury select 0;
private _foundIndex = -1;
private _bodyPartNToAdd = if (_injuryTypeInfo select 1) then {_bodyPartn} else {floor(random(6))};
// 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..
if ((_injuryTypeInfo select 1)) then {
{
// Check if we have an id of the given class on the given bodypart already
if (_x select 1 == _toAddClassID && {_x select 2 == _bodyPartNToAdd}) exitWith {
_foundIndex = _forEachIndex;
};
} forEach _openWounds;
};
private _injury = [];
if (_foundIndex < 0) then {
// Create a new injury. Format [ID, classID, bodypart, percentage treated, bloodloss rate]
_injury = [_woundID, _toAddInjury select 0, _bodyPartNToAdd, 1, _toAddInjury select 2];
// Since it is a new injury, we will have to add it to the open wounds array to store it
_openWounds pushBack _injury;
// New injuries will also increase the wound ID
_woundID = _woundID + 1;
} else {
// We already have one of these, so we are just going to increase the number that we have of it with a new one.
_injury = _openWounds select _foundIndex;
_injury set [3, (_injury select 3) + 1];
};
// Store the injury so we can process it later correctly.
_woundsCreated pushBack _injury;
// Collect the pain that is caused by this injury
_painToAdd = _painToAdd + (_toAddInjury select 3);
};
};
} forEach (_injuryTypeInfo select 0); // forEach damage thresholds
_unit setVariable [QGVAR(openWounds), _openWounds, true];
// Only update if new wounds have been created
if (count _woundsCreated > 0) then {
_unit setVariable [QGVAR(lastUniqueWoundID), _woundID, true];
};
private _painLevel = _unit getVariable [QGVAR(pain), 0];
_unit setVariable [QGVAR(pain), _painLevel + _painToAdd];
TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD",_unit, _painLevel, _painToAdd, _unit getVariable QGVAR(pain), _unit getVariable QGVAR(openWounds),_woundsCreated);