ACE3/addons/medical/ACE_Medical_Treatments.hpp
jonpas d934c25b78 Merge branch 'master' into macroSTR
Conflicts:
	addons/interact_menu/ACE_Settings.hpp
2015-05-30 19:54:32 +02:00

889 lines
36 KiB
C++

class ACE_Medical_Actions {
class Basic {
class Bandage {
displayName = CSTRING(Bandage);
displayNameProgress = CSTRING(Bandaging);
treatmentLocations[] = {"All"};
requiredMedic = 0;
treatmentTime = 5;
treatmentTimeSelfCoef = 1;
items[] = {{"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_quikclot"}};
condition = "";
itemConsumed = 1;
callbackSuccess = QUOTE(DFUNC(treatmentBasic_bandage));
callbackFailure = "";
callbackProgress = "";
animationPatient = "";
animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"};
animationCaller = "AinvPknlMstpSlayWrflDnon_medicOther";
animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
litter[] = { {"All", "", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}} };
};
class Morphine: Bandage {
displayName = CSTRING(Inject_Morphine);
displayNameProgress = CSTRING(Injecting_Morphine);
treatmentTime = 2;
items[] = {"ACE_morphine"};
callbackSuccess = QUOTE(DFUNC(treatmentBasic_morphine));
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
litter[] = { {"All", "", {"ACE_MedicalLitter_morphine"}} };
};
class Epinephrine: Bandage {
displayName = CSTRING(Inject_Epinephrine);
displayNameProgress = CSTRING(Injecting_Epinephrine);
requiredMedic = 1;
treatmentTime = 3;
items[] = {"ACE_epinephrine"};
callbackSuccess = QUOTE(DFUNC(treatmentBasic_epipen));
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
litter[] = { {"All", "", {"ACE_MedicalLitter_epinephrine"}} };
};
class BloodIV: Bandage {
displayName = CSTRING(Transfuse_Blood);
displayNameProgress = CSTRING(Transfusing_Blood);
requiredMedic = 1;
treatmentTime = 20;
items[] = {"ACE_bloodIV"};
callbackSuccess = QUOTE(DFUNC(treatmentBasic_bloodbag));
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
litter[] = {};
};
class BloodIV_500: BloodIV {
items[] = {"ACE_bloodIV_500"};
};
class BloodIV_250: BloodIV {
items[] = {"ACE_bloodIV_250"};
};
class BodyBag: Bandage {
displayName = CSTRING(PlaceInBodyBag);
displayNameProgress = CSTRING(PlacingInBodyBag);
treatmentLocations[] = {"All"};
requiredMedic = 0;
treatmentTime = 2;
items[] = {"ACE_bodyBag"};
condition = "!alive (_this select 1);";
callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag));
callbackFailure = "";
callbackProgress = "";
animationPatient = "";
animationPatientUnconscious = "";
itemConsumed = 1;
litter[] = {};
};
class Diagnose: Bandage {
displayName = CSTRING(Actions_Diagnose);
displayNameProgress = CSTRING(Actions_Diagnosing);
treatmentLocations[] = {"All"};
requiredMedic = 0;
treatmentTime = 1;
items[] = {};
callbackSuccess = QUOTE(DFUNC(actionDiagnose));
callbackFailure = "";
callbackProgress = "";
animationPatient = "";
animationCaller = ""; // TODO
itemConsumed = 0;
litter[] = {};
};
};
class Advanced {
class FieldDressing {
displayName = CSTRING(Bandage);
displayNameProgress = CSTRING(Bandaging);
// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
treatmentLocations[] = {"All"};
// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
requiredMedic = 0;
// The time it takes for a treatment action to complete. Time is in seconds.
treatmentTime = 5;
// Item required for the action. Leave empty for no item required.
items[] = {"ACE_fieldDressing"};
condition = "";
// Callbacks
callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_bandage));
callbackFailure = "";
callbackProgress = "";
itemConsumed = 1;
animationPatient = "";
animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"};
animationCaller = "AinvPknlMstpSlayWrflDnon_medicOther";
animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
litter[] = { {"All", "", {{"ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}} };
};
class PackingBandage: fieldDressing {
items[] = {"ACE_packingBandage"};
};
class ElasticBandage: fieldDressing {
items[] = {"ACE_elasticBandage"};
};
class QuikClot: fieldDressing {
items[] = {"ACE_quikclot"};
};
class Tourniquet: fieldDressing {
displayName = CSTRING(Apply_Tourniquet);
displayNameProgress = CSTRING(Applying_Tourniquet);
items[] = {"ACE_tourniquet"};
treatmentTime = 6;
callbackSuccess = QUOTE(DFUNC(treatmentTourniquet));
condition = QUOTE(!([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo)));
litter[] = {};
};
class Morphine: fieldDressing {
displayName = CSTRING(Inject_Morphine);
displayNameProgress = CSTRING(Injecting_Morphine);
items[] = {"ACE_morphine"};
treatmentTime = 3;
callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_medication));
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
litter[] = { {"All", "", {"ACE_MedicalLitter_morphine"}} };
};
class Atropine: Morphine {
displayName = CSTRING(Inject_Atropine);
displayNameProgress = CSTRING(Injecting_Atropine);
items[] = {"ACE_atropine"};
litter[] = { {"All", "", {"ACE_MedicalLitter_atropine"}} };
};
class Epinephrine: Morphine {
displayName = CSTRING(Inject_Epinephrine);
displayNameProgress = CSTRING(Injecting_Epinephrine);
items[] = {"ACE_epinephrine"};
litter[] = { {"All", "", {"ACE_MedicalLitter_epinephrine"}} };
};
class BloodIV: fieldDressing {
displayName = CSTRING(Transfuse_Blood);
displayNameProgress = CSTRING(Transfusing_Blood);
items[] = {"ACE_bloodIV"};
requiredMedic = 1;
treatmentTime = 7;
callbackSuccess = QUOTE(DFUNC(treatmentIV));
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
litter[] = {};
};
class BloodIV_500: BloodIV {
items[] = {"ACE_bloodIV_500"};
};
class BloodIV_250: BloodIV {
items[] = {"ACE_bloodIV_250"};
};
class PlasmaIV: BloodIV {
displayName = CSTRING(Transfuse_Plasma);
displayNameProgress = CSTRING(Transfusing_Plasma);
items[] = {"ACE_plasmaIV"};
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
};
class PlasmaIV_500: PlasmaIV {
items[] = {"ACE_plasmaIV_500"};
};
class PlasmaIV_250: PlasmaIV {
items[] = {"ACE_plasmaIV_250"};
};
class SalineIV: BloodIV {
displayName = CSTRING(Transfuse_Saline);
displayNameProgress = CSTRING(Transfusing_Saline);
items[] = {"ACE_salineIV"};
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
};
class SalineIV_500: SalineIV {
items[] = {"ACE_salineIV_500"};
};
class SalineIV_250: SalineIV {
items[] = {"ACE_salineIV_250"};
};
class SurgicalKit: fieldDressing {
displayName = "";
displayNameProgress = CSTRING(TreatmentAction);
items[] = {"ACE_surgicalKit"};
treatmentLocations[] = {QGVAR(useLocation_SurgicalKit)};
requiredMedic = QGVAR(medicSetting_SurgicalKit);
treatmentTime = "(count ((_this select 1) getVariable ['ACE_Medical_bandagedWounds', []]) * 5)";
callbackSuccess = "";
callbackProgress = QUOTE(DFUNC(treatmentAdvanced_surgicalKit_onProgress));
itemConsumed = QGVAR(consumeItem_SurgicalKit);
animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
litter[] = { {"All", "", {"ACE_MedicalLitter_gloves"} }};
};
class PersonalAidKit: fieldDressing {
displayName = "";
displayNameProgress = CSTRING(TreatmentAction);
items[] = {"ACE_personalAidKit"};
treatmentLocations[] = {QGVAR(useLocation_PAK)};
requiredMedic = QGVAR(medicSetting_PAK);
treatmentTime = 10;
callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_fullHeal));
itemConsumed = QGVAR(consumeItem_PAK);
animationPatient = "";
animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
animationCaller = "AinvPknlMstpSlayWnonDnon_medicOther";
animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
animationCallerSelf = "";
animationCallerSelfProne = "";
litter[] = { {"All", "", {"ACE_MedicalLitter_gloves"}}, {"All", "", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}} }, {"All", "", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}} };
};
class CheckPulse: fieldDressing {
displayName = "";
displayNameProgress = CSTRING(Check_Pulse_Content);
treatmentLocations[] = {"All"};
requiredMedic = 0;
treatmentTime = 2;
items[] = {};
callbackSuccess = QUOTE(DFUNC(actionCheckPulse));
callbackFailure = "";
callbackProgress = "";
animationPatient = "";
animationCaller = ""; // TODO
itemConsumed = 0;
litter[] = {};
};
class CheckBloodPressure: CheckPulse {
callbackSuccess = QUOTE(DFUNC(actionCheckBloodPressure));
displayNameProgress = CSTRING(Check_Bloodpressure_Content);
};
class CheckResponse: CheckPulse {
callbackSuccess = QUOTE(DFUNC(actionCheckResponse));
displayNameProgress = CSTRING(Check_Response_Content);
};
class RemoveTourniquet: CheckPulse {
treatmentTime = 2.5;
callbackSuccess = QUOTE(DFUNC(actionRemoveTourniquet));
condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo));
displayNameProgress = CSTRING(RemovingTourniquet);
};
class CPR: fieldDressing {
displayName = CSTRING(Actions_CPR);
displayNameProgress = CSTRING(Actions_PerformingCPR);
treatmentLocations[] = {"All"};
requiredMedic = 0;
treatmentTime = 15;
items[] = {};
condition = "((_this select 1) getvariable ['ACE_medical_inCardiacArrest', false])";
callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
callbackFailure = "";
callbackProgress = "(((_this select 0) select 1) getvariable ['ACE_medical_inCardiacArrest', false])";
animationPatient = "";
animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
animationCaller = "AinvPknlMstpSlayWnonDnon_medic";
animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
animationCallerSelf = "";
animationCallerSelfProne = "";
itemConsumed = 0;
litter[] = {};
};
class BodyBag: fieldDressing {
displayName = CSTRING(PlaceInBodyBag);
displayNameProgress = CSTRING(PlacingInBodyBag);
treatmentLocations[] = {"All"};
requiredMedic = 0;
treatmentTime = 2;
items[] = {"ACE_bodyBag"};
condition = "!alive (_this select 1);";
callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag));
callbackFailure = "";
callbackProgress = "";
animationPatient = "";
animationPatientUnconscious = "";
itemConsumed = 1;
litter[] = {};
};
};
};
class ACE_Medical_Advanced {
// Defines all the possible injury types for advanced medical
class Injuries {
// All the possible wounds
class wounds {
// Source: Scarle
// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
class Abrasion {
name = CSTRING(Wounds_Abrasion);
selections[] = {"All"};
bleedingRate = 0.0001;
pain = 0.01;
causes[] = {"falling", "ropeburn", "vehiclecrash", "unknown"};
minDamage = 0.01;
class Minor {
name = CSTRING(Wounds_Abrasion_Minor);
minDamage = 0.01;
maxDamage = 0.2;
bleedingRate = 0.0001;
};
class Medium {
name = CSTRING(Wounds_Abrasion_Medium);
minDamage = 0.2;
maxDamage = 0.3;
bleedingRate = 0.00015;
};
class Large {
name = CSTRING(Wounds_Abrasion_Large);
minDamage = 0.3;
bleedingRate = 0.0002;
};
};
// Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
class Avulsions {
name = CSTRING(Wounds_Avulsion);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.3;
causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
minDamage = 0.2;
class Minor {
name = CSTRING(Wounds_Avulsion_Minor);
minDamage = 0.2;
maxDamage = 0.3;
bleedingRate = 0.01;
};
class Medium {
name = CSTRING(Wounds_Avulsion_Medium);
minDamage = 0.3;
maxDamage = 0.6;
bleedingRate = 0.02;
};
class Large {
name = CSTRING(Wounds_Avulsion_Large);
minDamage = 0.5;
bleedingRate = 0.05;
};
};
// Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions.
class Contusion {
name = CSTRING(Wounds_Contusion);
selections[] = {"All"};
bleedingRate = 0.0;
pain = 0.05;
causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "falling"};
minDamage = 0.01;
maxDamage = 0.1;
class Minor {
name = CSTRING(Wounds_Contusion_Minor);
minDamage = 0.01;
maxDamage = 0.1;
};
class Medium {
name = CSTRING(Wounds_Contusion_Medium);
minDamage = 0.1;
maxDamage = 0.15;
};
class Large {
name = CSTRING(Wounds_Contusion_Large);
minDamage = 0.15;
maxDamage = 0.2;
};
};
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
class CrushWound {
name = CSTRING(Wounds_Crush);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.1;
causes[] = {"falling", "vehiclecrash", "punch", "unknown"};
minDamage = 0.1;
class Minor {
name = CSTRING(Wounds_Crush_Minor);
minDamage = 0.1;
maxDamage = 0.45;
bleedingRate = 0.005;
};
class Medium {
name = CSTRING(Wounds_Crush_Medium);
minDamage = 0.4;
maxDamage = 0.7;
bleedingRate = 0.007;
};
class Large {
name = CSTRING(Wounds_Crush_Large);
minDamage = 0.6;
bleedingRate = 0.0095;
};
};
// Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
class Cut {
name = CSTRING(Wounds_Cut);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.075;
causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab", "unknown"};
minDamage = 0.1;
class Minor {
name = CSTRING(Wounds_Cut_Minor);
minDamage = 0.1;
maxDamage = 0.3;
bleedingRate = 0.005;
};
class Medium {
name = CSTRING(Wounds_Cut_Medium);
minDamage = 0.3;
maxDamage = 0.65;
bleedingRate = 0.02;
};
class Large {
name = CSTRING(Wounds_Cut_Large);
minDamage = 0.65;
bleedingRate = 0.05;
};
};
// Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
class Laceration {
name = CSTRING(Wounds_Laceration);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.075;
causes[] = {"vehiclecrash", "punch"};
minDamage = 0.01;
class Minor {
name = CSTRING(Wounds_Laceration_Minor);
minDamage = 0.1;
maxDamage = 0.5;
bleedingRate = 0.005;
};
class Medium {
name = CSTRING(Wounds_Laceration_Medium);
minDamage = 0.5;
maxDamage = 0.7;
bleedingRate = 0.01;
};
class Large {
name = CSTRING(Wounds_Laceration_Large);
minDamage = 0.7;
bleedingRate = 0.03;
};
};
// Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel.
class velocityWound {
name = CSTRING(Wounds_VelocityWound);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.2;
causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
minDamage = 0.15;
class Minor {
name = CSTRING(Wounds_VelocityWound_Minor);
minDamage = 0.15;
maxDamage = 0.3;
bleedingRate = 0.025;
};
class Medium {
name = CSTRING(Wounds_VelocityWound_Medium);
minDamage = 0.3;
bleedingRate = 0.05;
};
class Large {
name = CSTRING(Wounds_VelocityWound_Large);
minDamage = 0.75;
bleedingRate = 0.1;
};
};
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
class punctureWound {
name = CSTRING(Wounds_PunctureWound);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.075;
causes[] = {"stab", "grenade"};
minDamage = 0.01;
class Minor {
name = CSTRING(Wounds_PunctureWound_Minor);
minDamage = 0.01;
maxDamage = 0.5;
bleedingRate = 0.01;
};
class Medium {
name = CSTRING(Wounds_PunctureWound_Medium);
minDamage = 0.5;
maxDamage = 0.75;
bleedingRate = 0.03;
};
class Large {
name = CSTRING(Wounds_PunctureWound_Large);
minDamage = 0.65;
bleedingRate = 0.08;
};
};
};
class fractures {
class Femur {
name = CSTRING(Wounds_Femur);
selections[] = {"Head", "Torso"};
pain = 0.2;
causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};
minDamage = 0.5;
};
};
class damageTypes {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
lethalDamage = 0.01;
class bullet {
// above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it.
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
};
class grenade {
thresholds[] = {{0.1, 3}, {0, 1}};
selectionSpecific = 0;
};
class explosive {
thresholds[] = {{1, 6}, {0.1, 4}, {0, 1}};
selectionSpecific = 0;
};
class shell {
thresholds[] = {{1, 7}, {0.1, 5}, {0, 1}};
selectionSpecific = 0;
};
class vehiclecrash {
thresholds[] = {{0.25, 5}};
selectionSpecific = 0;
};
class backblast {
thresholds[] = {{0, 2},{0.55, 5}, {1, 6}};
selectionSpecific = 0;
lethalDamage = 1;
};
class stab {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
};
class punch {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
};
class falling {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
};
class ropeburn {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
};
class unknown {
thresholds[] = {{0.1, 1}};
};
};
};
class Treatment {
class Bandaging {
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 = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Avulsions: Abrasion {
effectiveness = 0.3;
reopeningChance = 0.5;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWound: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.2;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Cut: Abrasion {
effectiveness = 0.4;
reopeningChance = 0.5;
reopeningMinDelay = 220;
reopeningMaxDelay = 260;
};
class Laceration: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class velocityWound: Abrasion {
effectiveness = 0.3;
reopeningChance = 0.8;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWound: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.8;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
};
class PackingBandage: fieldDressing {
class Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Avulsions: Abrasion {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWound: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.2;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Cut: Abrasion {
effectiveness = 0.2;
reopeningChance = 0.6;
reopeningMinDelay = 30;
reopeningMaxDelay = 260;
};
class Laceration: Abrasion {
effectiveness = 0.3;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class velocityWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWound: Abrasion {
effectiveness = 0.3;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
};
class ElasticBandage: fieldDressing {
class Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Avulsions: Abrasion {
effectiveness = 0.3;
reopeningChance = 0.4;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Cut: Abrasion {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMinDelay = 10;
reopeningMaxDelay = 400;
};
class Laceration: Abrasion {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class velocityWound: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWound: Abrasion {
effectiveness = 0.85;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
};
class QuikClot: fieldDressing {
class Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Avulsions: Abrasion {
effectiveness = 0.2;
reopeningChance = 0.1;
reopeningMinDelay = 300;
reopeningMaxDelay = 350;
};
class Contusion: Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWound: Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Cut: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.2;
reopeningMinDelay = 100;
reopeningMaxDelay = 400;
};
class Laceration: Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class velocityWound: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.1;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
};
class punctureWound: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.1;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
};
};
};
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, -30, 35};
hrIncreaseNormal[] = {-10, -50, 40};
hrIncreaseHigh[] = {-10, -40, 50};
timeInSystem = 900;
maxDose = 4;
inCompatableMedication[] = {};
viscosityChange = 10;
};
class Epinephrine {
painReduce = 0;
hrIncreaseLow[] = {10, 20, 30};
hrIncreaseNormal[] = {10, 50, 20};
hrIncreaseHigh[] = {10, 40, 10};
timeInSystem = 120;
maxDose = 10;
inCompatableMedication[] = {};
};
class Atropine {
painReduce = 0;
hrIncreaseLow[] = {-5, -7, 15};
hrIncreaseNormal[] = {-10, -30, 20};
hrIncreaseHigh[] = {-10, -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;
};
};
};
};