ACE3/addons/medical_damage/functions/fnc_woundsHandlerSQF.sqf
Brett eeba8a8dbf
Medical - Add Alternative Survival Chance (#8192)
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: Kyle Mckay <5459452+kymckay@users.noreply.github.com>
2021-04-15 11:54:00 +02:00

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#include "script_component.hpp"
/*
* Author: Glowbal, commy2
* Handling of the open wounds & injuries upon the handleDamage eventhandler.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Body Part <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Type of the damage done <STRING>
* 4: Weighted array of damaged selections <ARRAY>
*
* Return Value:
* None
*
* Example:
* [player, "Body", 0.5, "bullet", [1, 1]] call ace_medical_damage_fnc_woundsHandlerSQF
*
* Public: No
*/
params ["_unit", "_bodyPart", "_damage", "_typeOfDamage", "_damageSelectionArray"];
TRACE_5("woundsHandlerSQF",_unit,_bodyPart,_damage,_typeOfDamage,_damageSelectionArray);
// Convert the selectionName to a number and ensure it is a valid selection.
private _bodyPartN = ALL_BODY_PARTS find toLower _bodyPart;
if (_bodyPartN < 0) exitWith { ERROR_1("invalid body part %1",_bodyPart); };
if ((_typeOfDamage isEqualTo "") || {isNil {GVAR(allDamageTypesData) getVariable _typeOfDamage}}) then {
WARNING_1("damage type [%1] not found",_typeOfDamage);
_typeOfDamage = "unknown";
};
// Get the damage type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes]
// WoundTypes are the available wounds for this damage type. Format [[classID, selections, bleedingRate, pain], ..]
private _damageTypeInfo = [GVAR(allDamageTypesData) getVariable _typeOfDamage] param [0, [[], false, []]];
_damageTypeInfo params ["_thresholds", "_isSelectionSpecific", "_woundTypes"];
// find the available injuries for this damage type and damage amount
private _highestPossibleSpot = -1;
private _highestPossibleDamage = -1;
private _allPossibleInjuries = [];
{
_x params ["", "_selections", "", "", "_damageExtrema"];
_damageExtrema 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 {
// Check if the injury can be applied to the given selection name
// if ("All" in _selections || {_bodyPart in _selections}) then { // @todo, this is case sensitive! [we have no injuries that use this, disabled for now]
// 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 _woundTypes;
// No possible wounds available for this damage type or damage amount.
if (_highestPossibleSpot < 0) exitWith { TRACE_2("no wounds possible",_damage,_highestPossibleSpot); };
// Administration for open wounds and ids
private _openWounds = GET_OPEN_WOUNDS(_unit);
private _updateDamageEffects = false;
private _painLevel = 0;
private _critialDamage = false;
private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
private _bodyPartVisParams = [_unit, false, false, false, false]; // params array for EFUNC(medical_engine,updateBodyPartVisuals);
{
_x params ["_thresholdMinDam", "_thresholdWoundCount"];
if (_damage > _thresholdMinDam) exitWith {
private _woundDamage = _damage / (_thresholdWoundCount max 1); // If the damage creates multiple wounds
for "_i" from 1 to _thresholdWoundCount do {
// Find the injury we are going to add. Format [ classID, allowedSelections, bleedingRate, injuryPain]
private _oldInjury = if (random 1 < 0.15) then {
_woundTypes select _highestPossibleSpot
} else {
selectRandom _allPossibleInjuries
};
_oldInjury params ["_woundClassIDToAdd", "", "_injuryBleedingRate", "_injuryPain", "", "", "", "_causeLimping", "_causeFracture"];
private _bodyPartNToAdd = if (_isSelectionSpecific) then {_bodyPartN} else {selectRandomWeighted _damageSelectionArray};
_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _woundDamage];
_bodyPartVisParams set [[1,2,3,3,4,4] select _bodyPartNToAdd, true]; // Mark the body part index needs updating
// Damage to limbs/head is scaled higher than torso by engine
// Anything above this value is guaranteed worst wound possible
private _worstDamage = [2, 1, 4, 4, 4, 4] select _bodyPartNToAdd;
// More wounds means more likely to get nasty wound
private _countModifier = 1 + random(_i - 1);
// Config specifies bleeding and pain for worst possible wound
// Worse wound correlates to higher damage, damage is not capped at 1
private _bleedModifier = linearConversion [0.1, _worstDamage, _woundDamage * _countModifier, 0.25, 1, true];
private _painModifier = (_bleedModifier * random [0.7, 1, 1.3]) min 1; // Pain isn't directly scaled to bleeding
private _bleeding = _injuryBleedingRate * _bleedModifier;
private _pain = _injuryPain * _painModifier;
_painLevel = _painLevel + _pain;
// wound category (minor [0.25-0.5], medium [0.5-0.75], large [0.75+])
private _category = floor linearConversion [0.25, 0.75, _bleedModifier, 0, 2, true];
private _classComplex = 10 * _woundClassIDToAdd + _category;
// Create a new injury. Format [0:classComplex, 1:bodypart, 2:amountOf, 3:bleedingRate, 4:woundDamage]
private _injury = [_classComplex, _bodyPartNToAdd, 1, _bleeding, _woundDamage];
if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_woundDamage > PENETRATION_THRESHOLD}}) then {
_critialDamage = true;
};
if ([_unit, _bodyPartNToAdd, _bodyPartDamage, _woundDamage] call FUNC(determineIfFatal)) then {
if (!isPlayer _unit || {random 1 < EGVAR(medical,deathChance)}) then {
TRACE_1("determineIfFatal returned true",_woundDamage);
[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
};
};
#ifdef DEBUG_MODE_FULL
systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, _woundDamage toFixed 2, _woundDamage > PENETRATION_THRESHOLD, _bleeding toFixed 3, _pain toFixed 3];
#endif
switch (true) do {
case (
_causeFracture
&& {EGVAR(medical,fractures) > 0}
&& {_bodyPartNToAdd > 1}
&& {_woundDamage > FRACTURE_DAMAGE_THRESHOLD}
&& {random 1 < EGVAR(medical,fractureChance)}
): {
private _fractures = GET_FRACTURES(_unit);
_fractures set [_bodyPartNToAdd, 1];
_unit setVariable [VAR_FRACTURES, _fractures, true];
[QEGVAR(medical,fracture), [_unit, _bodyPartNToAdd]] call CBA_fnc_localEvent;
TRACE_1("Limb fracture",_bodyPartNToAdd);
_updateDamageEffects = true;
};
case (
_causeLimping
&& {EGVAR(medical,limping) > 0}
&& {_bodyPartNToAdd > 3}
&& {_woundDamage > LIMPING_DAMAGE_THRESHOLD}
): {
_updateDamageEffects = true;
};
};
// if possible merge into existing wounds
private _createNewWound = true;
{
_x params ["_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage"];
if (
(_classComplex == _classID) &&
{_bodyPartNToAdd == _bodyPartN} &&
{(_bodyPartNToAdd != 1) || {(_woundDamage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}} && // penetrating body damage is handled differently
{(_bodyPartNToAdd > 3) || {!_causeLimping} || {(_woundDamage <= LIMPING_DAMAGE_THRESHOLD) isEqualTo (_oldDamage <= LIMPING_DAMAGE_THRESHOLD)}} // ensure limping damage is stacked correctly
) exitWith {
TRACE_2("merging with existing wound",_injury,_x);
private _newAmountOf = _oldAmountOf + 1;
_x set [2, _newAmountOf];
private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
_x set [3, _newBleeding];
private _newDamage = (_oldAmountOf * _oldDamage + _woundDamage) / _newAmountOf;
_x set [4, _newDamage];
_createNewWound = false;
};
} forEach _openWounds;
if (_createNewWound) then {
TRACE_1("adding new wound",_injury);
_openWounds pushBack _injury;
};
};
};
} forEach _thresholds;
if (_updateDamageEffects) then {
[_unit] call EFUNC(medical_engine,updateDamageEffects);
};
_unit setVariable [VAR_OPEN_WOUNDS, _openWounds, true];
_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
[_unit] call EFUNC(medical_status,updateWoundBloodLoss);
_bodyPartVisParams call EFUNC(medical_engine,updateBodyPartVisuals);
[QEGVAR(medical,injured), [_unit, _painLevel]] call CBA_fnc_localEvent;
if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
[_unit] call FUNC(handleIncapacitation);
};
TRACE_4("exit",_unit,_painLevel,GET_PAIN(_unit),GET_OPEN_WOUNDS(_unit));