ACE3/addons/medical_treatment/ACE_Medical_Treatment.hpp
2016-09-18 19:48:49 +02:00

661 lines
21 KiB
C++

class ACE_Medical_Treatment {
class Bandaging {
// Field dressing is normal average treatment
// packing bandage is average treatment, higher reopen change, longer reopening delay
// elastic bandage is higher treatment, higher reopen change, shorter reopen delay
// quickclot is lower treatment, lower reopen change, longer reopening delay
class Bandage { // basic bandage
effectiveness = 5;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class FieldDressing {
// How effect is the bandage for treating one wounds type injury
effectiveness = 1;
// What is the chance and delays (in seconds) of the treated default injury reopening
reopeningChance = 0.1;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
class Abrasion {
effectiveness = 3;
reopeningChance = 0.3;
reopeningMinDelay = 200;
reopeningMaxDelay = 1000;
};
class AbrasionMinor: Abrasion {
effectiveness = 3;
};
class AbrasionMedium: Abrasion {
effectiveness = 2.5;
reopeningChance = 0.7;
};
class AbrasionLarge: Abrasion {
effectiveness = 2;
reopeningChance = 0.9;
};
class Avulsions: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class AvulsionsMinor: Avulsions {
effectiveness = 1;
};
class AvulsionsMedium: Avulsions {
effectiveness = 0.9;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.75;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMinDelay = 20;
reopeningMaxDelay = 1000;
};
class CrushWoundMinor: CrushWound {
effectiveness = 1;
reopeningChance = 0.2;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.7;
reopeningChance = 0.3;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.4;
};
class Cut: Abrasion {
effectiveness = 4;
reopeningChance = 0.1;
reopeningMinDelay = 300;
reopeningMaxDelay = 1000;
};
class CutMinor: Cut {
effectiveness = 4;
reopeningChance = 0.1;
};
class CutMedium: Cut {
effectiveness = 3;
reopeningChance = 0.3;
};
class CutLarge: Cut {
effectiveness = 1;
reopeningChance = 0.5;
};
class Laceration: Abrasion {
effectiveness = 0.95;
reopeningChance = 0.3;
reopeningMinDelay = 100;
reopeningMaxDelay = 800;
};
class LacerationMinor: Laceration {
effectiveness = 0.95;
reopeningChance = 0.3;
};
class LacerationMedium: Laceration {
effectiveness = 0.7;
reopeningChance = 0.5;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.6;
};
class velocityWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMinDelay = 100;
reopeningMaxDelay = 500;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1.5;
};
class velocityWoundLarge: velocityWound {
effectiveness = 1;
};
class punctureWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.5;
reopeningMinDelay = 200;
reopeningMaxDelay = 850;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
};
class punctureWoundMedium: punctureWound {
effectiveness = 1.3;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.9;
};
};
class PackingBandage: fieldDressing {
class Abrasion {
effectiveness = 3;
reopeningChance = 0.6;
reopeningMinDelay = 800;
reopeningMaxDelay = 1500;
};
class AbrasionMinor: Abrasion {
effectiveness = 3;
};
class AbrasionMedium: Abrasion {
effectiveness = 2.5;
reopeningChance = 0.9;
};
class AbrasionLarge: Abrasion {
effectiveness = 2;
reopeningChance = 1;
};
class Avulsions: Abrasion {
effectiveness = 1;
reopeningChance = 0.7;
reopeningMinDelay = 1000;
reopeningMaxDelay = 1600;
};
class AvulsionsMinor: Avulsions {
effectiveness = 1;
};
class AvulsionsMedium: Avulsions {
effectiveness = 0.9;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.75;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 600;
reopeningMaxDelay = 1000;
};
class CrushWoundMinor: CrushWound {
effectiveness = 1;
reopeningChance = 0.6;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.7;
reopeningChance = 0.7;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.8;
};
class Cut: Abrasion {
effectiveness = 4;
reopeningChance = 0.4;
reopeningMinDelay = 700;
reopeningMaxDelay = 1000;
};
class CutMinor: Cut {
effectiveness = 4;
reopeningChance = 0.6;
};
class CutMedium: Cut {
effectiveness = 3;
reopeningChance = 0.7;
};
class CutLarge: Cut {
effectiveness = 1;
reopeningChance = 0.8;
};
class Laceration: Abrasion {
effectiveness = 0.95;
reopeningChance = 0.65;
reopeningMinDelay = 500;
reopeningMaxDelay = 2000;
};
class LacerationMinor: Laceration {
effectiveness = 0.95;
reopeningChance = 0.65;
};
class LacerationMedium: Laceration {
effectiveness = 0.7;
reopeningChance = 0.8;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.9;
};
class velocityWound: Abrasion {
effectiveness = 2;
reopeningChance = 1;
reopeningMinDelay = 800;
reopeningMaxDelay = 2000;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1.5;
};
class velocityWoundLarge: velocityWound {
effectiveness = 1;
};
class punctureWound: Abrasion {
effectiveness = 2;
reopeningChance = 1;
reopeningMinDelay = 1000;
reopeningMaxDelay = 3000;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
};
class punctureWoundMedium: punctureWound {
effectiveness = 1.3;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.9;
};
};
class ElasticBandage: fieldDressing {
class Abrasion {
effectiveness = 4;
reopeningChance = 0.6;
reopeningMinDelay = 80;
reopeningMaxDelay = 150;
};
class AbrasionMinor: Abrasion {
effectiveness = 43;
};
class AbrasionMedium: Abrasion {
effectiveness = 3;
reopeningChance = 0.9;
};
class AbrasionLarge: Abrasion {
effectiveness = 2.5;
reopeningChance = 1;
};
class Avulsions: Abrasion {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMinDelay = 100;
reopeningMaxDelay = 160;
};
class AvulsionsMinor: Avulsions {
effectiveness = 2;
};
class AvulsionsMedium: Avulsions {
effectiveness = 1.4;
};
class AvulsionsLarge: Avulsions {
effectiveness = 1;
};
class Contusion: Abrasion {
effectiveness = 2;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.5;
reopeningMinDelay = 60;
reopeningMaxDelay = 100;
};
class CrushWoundMinor: CrushWound {
effectiveness = 2;
reopeningChance = 0.6;
};
class CrushWoundMedium: CrushWound {
effectiveness = 1.7;
reopeningChance = 0.7;
};
class CrushWoundLarge: CrushWound {
effectiveness = 1.6;
reopeningChance = 0.8;
};
class Cut: Abrasion {
effectiveness = 5;
reopeningChance = 0.4;
reopeningMinDelay = 70;
reopeningMaxDelay = 100;
};
class CutMinor: Cut {
effectiveness = 5;
reopeningChance = 0.6;
};
class CutMedium: Cut {
effectiveness = 3.5;
reopeningChance = 0.7;
};
class CutLarge: Cut {
effectiveness = 2;
reopeningChance = 0.8;
};
class Laceration: Abrasion {
effectiveness = 2;
reopeningChance = 0.65;
reopeningMinDelay = 50;
reopeningMaxDelay = 200;
};
class LacerationMinor: Laceration {
effectiveness = 2;
reopeningChance = 0.65;
};
class LacerationMedium: Laceration {
effectiveness = 1.5;
reopeningChance = 0.8;
};
class LacerationLarge: Laceration {
effectiveness = 1;
reopeningChance = 0.9;
};
class velocityWound: Abrasion {
effectiveness = 2.2;
reopeningChance = 1;
reopeningMinDelay = 80;
reopeningMaxDelay = 200;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2.2;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1.75;
};
class velocityWoundLarge: velocityWound {
effectiveness = 1.5;
};
class punctureWound: Abrasion {
effectiveness = 2.5;
reopeningChance = 1;
reopeningMinDelay = 100;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2.5;
};
class punctureWoundMedium: punctureWound {
effectiveness = 2;
};
class punctureWoundLarge: punctureWound {
effectiveness = 1.5;
};
};
class QuikClot: fieldDressing {
class Abrasion {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMinDelay = 800;
reopeningMaxDelay = 1500;
};
class AbrasionMinor: Abrasion {
effectiveness = 2;
};
class AbrasionMedium: Abrasion {
effectiveness = 1;
reopeningChance = 0.4;
};
class AbrasionLarge: Abrasion {
effectiveness = 0.7;
reopeningChance = 5;
};
class Avulsions: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.2;
reopeningMinDelay = 1000;
reopeningMaxDelay = 1600;
};
class AvulsionsMinor: Avulsions {
effectiveness = 0.7;
};
class AvulsionsMedium: Avulsions {
effectiveness = 0.65;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.5;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.5;
reopeningMinDelay = 600;
reopeningMaxDelay = 1000;
};
class CrushWoundMinor: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.3;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.5;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.4;
};
class Cut: Abrasion {
effectiveness = 2;
reopeningChance = 0.2;
reopeningMinDelay = 700;
reopeningMaxDelay = 1000;
};
class CutMinor: Cut {
effectiveness = 2;
reopeningChance = 0.3;
};
class CutMedium: Cut {
effectiveness = 1;
};
class CutLarge: Cut {
effectiveness = 0.6;
};
class Laceration: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.4;
reopeningMinDelay = 500;
reopeningMaxDelay = 2000;
};
class LacerationMinor: Laceration {
effectiveness = 0.7;
reopeningChance = 0.4;
};
class LacerationMedium: Laceration {
effectiveness = 0.7;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
};
class velocityWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 800;
reopeningMaxDelay = 2000;
};
class velocityWoundMinor: velocityWound {
effectiveness = 1;
};
class velocityWoundMedium: velocityWound {
effectiveness = 0.75;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.5;
};
class punctureWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 1000;
reopeningMaxDelay = 3000;
};
class punctureWoundMinor: punctureWound {
effectiveness = 1;
};
class punctureWoundMedium: punctureWound {
effectiveness = 0.7;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.4;
};
};
};
class Medication {
// How much does the pain get reduced?
painReduce = 0;
// How much will the heart rate be increased when the HR is low (below 55)? {minIncrease, maxIncrease, seconds}
hrIncreaseLow[] = {0, 0, 0};
hrIncreaseNormal[] = {0, 0, 0};
hrIncreaseHigh[] = {0, 0, 0};
// Callback once the heart rate values have been added.
hrCallback = "";
// How long until this medication has disappeared
timeInSystem = 120;
// How many of this type of medication can be in the system before the patient overdoses?
maxDose = 4;
// Function to execute upon overdose. Arguments passed to call back are 0: unit <OBJECT>, 1: medicationClassName <STRING>
onOverDose = "";
// The viscosity of a fluid is a measure of its resistance to gradual deformation by shear stress or tensile stress. For liquids, it corresponds to the informal concept of "thickness". This value will increase/decrease the viscoty of the blood with the percentage given. Where 100 = max. Using the minus will decrease viscosity
viscosityChange = 0;
// specific details for the ACE_Morphine treatment action
class Morphine {
painReduce = 15;
hrIncreaseLow[] = {-10, -20, 35};
hrIncreaseNormal[] = {-10, -30, 35};
hrIncreaseHigh[] = {-10, -35, 50};
timeInSystem = 900;
maxDose = 4;
inCompatableMedication[] = {};
viscosityChange = -10;
};
class Epinephrine {
painReduce = 0;
hrIncreaseLow[] = {10, 20, 15};
hrIncreaseNormal[] = {10, 50, 10};
hrIncreaseHigh[] = {10, 40, 5};
timeInSystem = 120;
maxDose = 10;
inCompatableMedication[] = {};
};
class Adenosine {
painReduce = 0;
hrIncreaseLow[] = {-7, -10, 15};
hrIncreaseNormal[] = {-15, -30, 20};
hrIncreaseHigh[] = {-15, -35, 10};
timeInSystem = 120;
maxDose = 6;
inCompatableMedication[] = {};
};
class Atropine {
painReduce = 0;
hrIncreaseLow[] = {-2, -5, 15};
hrIncreaseNormal[] = {-10, -15, 20};
hrIncreaseHigh[] = {-5, -20, 10};
timeInSystem = 120;
maxDose = 6;
inCompatableMedication[] = {};
};
class PainKillers {
painReduce = 0.7;
timeInSystem = 120;
maxDose = 10;
inCompatableMedication[] = {};
viscosityChange = 5;
};
};
class IV {
// volume is in millileters
volume = 1000;
ratio[] = {};
type = "Blood";
class BloodIV {
volume = 1000;
ratio[] = {"Plasma", 1};
};
class BloodIV_500: BloodIV {
volume = 500;
};
class BloodIV_250: BloodIV {
volume = 250;
};
class PlasmaIV: BloodIV {
volume = 1000;
ratio[] = {"Blood", 1};
type = "Plasma";
};
class PlasmaIV_500: PlasmaIV {
volume = 500;
};
class PlasmaIV_250: PlasmaIV {
volume = 250;
};
class SalineIV: BloodIV {
volume = 1000;
type = "Saline";
ratio[] = {};
};
class SalineIV_500: SalineIV {
volume = 500;
};
class SalineIV_250: SalineIV {
volume = 250;
};
};
};