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* General - Replace toLower with toLowerANSI where applicable * whoops Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update addons/repair/functions/fnc_setHitPointDamage.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/repair/dev/draw_showRepairInfo.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/tagging/XEH_preStart.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleCookoff.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/tagging/XEH_preStart.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * comparment -> compartment * Update fnc_showHud.sqf * Update fnc_registerObjects.sqf * Update addons/common/functions/fnc_cbaSettings_settingChanged.sqf --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
216 lines
8.6 KiB
Plaintext
216 lines
8.6 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Glowbal, commy2
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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: Damage done to each body part <ARRAY>
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* 2: Type of the damage done <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, [[0.5, "Body", 1]], "bullet"] call ace_medical_damage_fnc_woundsHandlerBase
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*
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* Public: No
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*/
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params ["_unit", "_allDamages", "_typeOfDamage"];
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TRACE_3("woundsHandlerBase",_unit,_allDamages,_typeOfDamage);
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if !(_typeOfDamage in GVAR(damageTypeDetails)) then {
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WARNING_1("damage type not found",_typeOfDamage);
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_typeOfDamage = "unknown";
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};
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GVAR(damageTypeDetails) get _typeOfDamage params ["_thresholds", "_selectionSpecific", "", "_damageWoundDetails"];
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// Administration for open wounds and ids
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private _openWounds = GET_OPEN_WOUNDS(_unit);
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private _createdWounds = false;
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private _updateDamageEffects = false;
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private _painLevel = 0;
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private _criticalDamage = false;
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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private _bodyPartVisParams = [_unit, false, false, false, false]; // params array for EFUNC(medical_engine,updateBodyPartVisuals);
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// process wounds separately for each body part hit
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{ // forEach _allDamages
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_x params ["_damage", "_bodyPart"];
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_bodyPart = toLowerANSI _bodyPart;
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// silently ignore structural damage
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if (_bodyPart == "#structural") then {continue};
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// Convert the selectionName to a number and ensure it is a valid selection.
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private _bodyPartNToAdd = ALL_BODY_PARTS find _bodyPart;
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if (_bodyPartNToAdd < 0) then {
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ERROR_1("invalid body part %1",_bodyPart);
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continue
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};
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// determine how many wounds to create
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private _nWounds = [_damage, _thresholds, true] call FUNC(interpolatePoints);
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if (_nWounds < 1) then {
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TRACE_2("Damage created zero wounds",_damage,_typeOfDamage);
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continue
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};
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private _dmgPerWound = _damage/_nWounds;
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// find the available injuries for this damage type and damage amount
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private _weightedWoundTypes = [];
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{
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private _weighting = _x select 1;
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private _woundWeight = [_dmgPerWound, _weighting] call FUNC(interpolatePoints);
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_weightedWoundTypes pushBack _x;
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_weightedWoundTypes pushBack _woundWeight;
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} forEach _damageWoundDetails;
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if (_weightedWoundTypes isEqualTo []) then {
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TRACE_2("No valid wounds",_damage,_typeOfDamage);
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continue
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};
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for "_i" from 1 to _nWounds do {
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// Select the injury we are going to add
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selectRandomWeighted _weightedWoundTypes params ["_woundTypeToAdd", "", "_dmgMultiplier", "_bleedMultiplier", "_sizeMultiplier", "_painMultiplier", "_fractureMultiplier"];
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if (isNil "_woundTypeToAdd") then {
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WARNING_4("No valid wound types",_damage,_dmgPerWound,_typeOfDamage,_bodyPart);
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continue
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};
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GVAR(woundDetails) get _woundTypeToAdd params ["","_injuryBleedingRate","_injuryPain","_causeLimping","_causeFracture"];
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private _woundClassIDToAdd = GVAR(woundClassNames) find _woundTypeToAdd;
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// Add a bit of random variance to wounds
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private _woundDamage = _dmgPerWound * _dmgMultiplier * random [0.9, 1, 1.1];
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_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _woundDamage];
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_bodyPartVisParams set [[1,2,3,3,4,4] select _bodyPartNToAdd, true]; // Mark the body part index needs updating
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// Anything above this value is guaranteed worst wound possible
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private _worstDamage = 2;
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#define LARGE_WOUND_THRESHOLD 0.5
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// Config specifies bleeding and pain for worst possible wound
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// Worse wound correlates to higher damage, damage is not capped at 1
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private _woundSize = linearConversion [0.1, _worstDamage, _woundDamage * _sizeMultiplier, LARGE_WOUND_THRESHOLD^3, 1, true];
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private _pain = _woundSize * _painMultiplier * _injuryPain;
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_painLevel = _painLevel + _pain;
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private _bleeding = _woundSize * _bleedMultiplier * _injuryBleedingRate;
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// large wounds are > LARGE_WOUND_THRESHOLD
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// medium is > LARGE_WOUND_THRESHOLD^2
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// minor is > LARGE_WOUND_THRESHOLD^3
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private _category = 0 max (2 - floor (ln _woundSize / ln LARGE_WOUND_THRESHOLD)) min 2;
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private _classComplex = 10 * _woundClassIDToAdd + _category;
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// Create a new injury. Format [0:classComplex, 1:amountOf, 2:bleedingRate, 3:woundDamage]
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private _injury = [_classComplex, 1, _bleeding, _woundDamage];
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if (_bodyPart isEqualTo "head" || {_bodyPart isEqualTo "body" && {_woundDamage > PENETRATION_THRESHOLD}}) then {
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_criticalDamage = true;
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};
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if ([_unit, _bodyPartNToAdd, _bodyPartDamage, _woundDamage] call FUNC(determineIfFatal)) then {
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if (!isPlayer _unit || {random 1 < EGVAR(medical,deathChance)}) then {
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TRACE_1("determineIfFatal returned true",_woundDamage);
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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};
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};
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#ifdef DEBUG_MODE_FULL
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systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, _woundDamage toFixed 2, _woundDamage > PENETRATION_THRESHOLD, _bleeding toFixed 3, _pain toFixed 3];
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#endif
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switch (true) do {
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case (
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_causeFracture
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&& {EGVAR(medical,fractures) > 0}
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&& {_bodyPartNToAdd > 1}
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&& {_woundDamage > FRACTURE_DAMAGE_THRESHOLD}
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&& {random 1 < (_fractureMultiplier * EGVAR(medical,fractureChance))}
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): {
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private _fractures = GET_FRACTURES(_unit);
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_fractures set [_bodyPartNToAdd, 1];
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_unit setVariable [VAR_FRACTURES, _fractures, true];
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[QEGVAR(medical,fracture), [_unit, _bodyPartNToAdd]] call CBA_fnc_localEvent;
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TRACE_1("Limb fracture",_bodyPartNToAdd);
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_updateDamageEffects = true;
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};
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case (
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_causeLimping
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&& {EGVAR(medical,limping) > 0}
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&& {_bodyPartNToAdd > 3}
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&& {_woundDamage > LIMPING_DAMAGE_THRESHOLD}
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): {
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_updateDamageEffects = true;
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};
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};
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// if possible merge into existing wounds
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private _createNewWound = true;
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private _existingWounds = _openWounds getOrDefault [_bodyPart, [], true];
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{
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_x params ["_classID", "_oldAmountOf", "_oldBleeding", "_oldDamage"];
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if (
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(_classComplex == _classID) &&
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{(_bodyPart isNotEqualTo "body") || {(_woundDamage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}} && // penetrating body damage is handled differently
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{(_bodyPartNToAdd > 3) || {!_causeLimping} || {(_woundDamage <= LIMPING_DAMAGE_THRESHOLD) isEqualTo (_oldDamage <= LIMPING_DAMAGE_THRESHOLD)}} // ensure limping damage is stacked correctly
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) exitWith {
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TRACE_2("merging with existing wound",_injury,_x);
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private _newAmountOf = _oldAmountOf + 1;
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_x set [1, _newAmountOf];
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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_x set [2, _newBleeding];
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private _newDamage = (_oldAmountOf * _oldDamage + _woundDamage) / _newAmountOf;
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_x set [3, _newDamage];
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_createNewWound = false;
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};
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} forEach _existingWounds;
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if (_createNewWound) then {
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TRACE_1("adding new wound",_injury);
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_existingWounds pushBack _injury;
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};
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_createdWounds = true;
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};
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// selection-specific damage only hits the first part
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if (_selectionSpecific > 0) then {
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break;
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};
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} forEach _allDamages;
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if (_updateDamageEffects) then {
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[_unit] call EFUNC(medical_engine,updateDamageEffects);
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};
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if (_createdWounds) then {
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_unit setVariable [VAR_OPEN_WOUNDS, _openWounds, true];
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_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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[_unit] call EFUNC(medical_status,updateWoundBloodLoss);
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_bodyPartVisParams call EFUNC(medical_engine,updateBodyPartVisuals);
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[QEGVAR(medical,injured), [_unit, _painLevel]] call CBA_fnc_localEvent;
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if (_criticalDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
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[_unit] call FUNC(handleIncapacitation);
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};
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TRACE_4("exit",_unit,_painLevel,GET_PAIN(_unit),GET_OPEN_WOUNDS(_unit));
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};
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[] //return, no further damage handling
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