ACE3/addons/medical/functions/fnc_treatmentAdvanced_bandageLocal.sqf
2015-03-03 23:26:54 +01:00

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/*
* Author: Glowbal
* Handles the bandage of a patient.
*
* Arguments:
* 0: The patient <OBJECT>
* 1: Treatment classname <STRING>
*
*
* Return Value:
* Succesful treatment started <BOOL>
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_target", "_bandage", "_part", "_openWounds", "_config", "_effectiveness","_mostEffectiveInjury", "_mostEffectiveSpot", "_woundEffectivenss", "_mostEffectiveInjury", "_impact"];
_target = _this select 0;
_bandage = _this select 1;
// Ensure it is a valid bodypart
_part = [_selectionName] call FUNC(selectionNameToNumber);
if (_part < 0) exitwith {};
// Get the open wounds for this unit
_openWounds = _target getvariable [QGVAR(openWounds), []];
if (count _openWounds == 0) exitwith {}; // nothing to do here!
// Get the default effectiveness for the used bandage
_config = (ConfigFile >> "ACE_Medical_Advanced" >> "Treatment" >> "Bandaging");
_effectiveness = getNumber (_config >> "effectiveness");
if (isClass (_config >> _bandage)) then {
_config = (_config >> _bandage);
if (isNumber (_config >> "effectiveness")) then { _effectiveness = getNumber (_config >> "effectiveness");};
};
// Figure out which injury for this bodypart is the best choice to bandage
_mostEffectiveSpot = 0;
_effectivenessFound = 0;
_mostEffectiveInjury = _openWounds select 0;
{
// Only parse injuries that are for the selected bodypart.
if (_x select 2 == _part) then {
_woundEffectivenss = _effectiveness;
_classID = (_x select 1);
// Select the classname from the wound classname storage
_className = GVAR(woundClassNames) select _classID;
// Check if this wound type has attributes specified for the used bandage
if (isClass (_config >> _className)) then {
// Collect the effectiveness from the used bandage for this wound type
_woundTreatmentConfig = (_config >> _className);
if (isNumber (_woundTreatmentConfig >> "effectiveness")) then {
_woundEffectivenss = getNumber (_woundTreatmentConfig >> "effectiveness");
};
};
// Check if this is the currently most effective found.
if (_woundEffectivenss * ((_x select 4) * (_x select 3)) > _effectivenessFound * ((_mostEffectiveInjury select 4) * (_mostEffectiveInjury select 3))) then {
_effectivenessFound = _woundEffectivenss;
_mostEffectiveSpot = _foreachIndex;
_mostEffectiveInjury = _x;
};
};
}foreach _openWounds;
if (_effectivenessFound == 0) exitwith {}; // Seems everything is patched up on this body part already..
// TODO refactor this part
// Find the impact this bandage has and reduce the amount this injury is present
_impact = if ((_mostEffectiveInjury select 3) >= _effectivenessFound) then {_effectivenessFound} else { (_mostEffectiveInjury select 3) };
_mostEffectiveInjury set [ 3, ((_mostEffectiveInjury select 3) - _effectivenessFound) max 0];
_openWounds set [_mostEffectiveSpot, _mostEffectiveInjury];
_target setvariable [QGVAR(openWounds), _openWounds];
["medical_propagateWound", [_unit, _mostEffectiveInjury]] call EFUNC(common,globalEvent);
// Handle the reopening of bandaged wounds
if (_impact > 0) then {
// TODO handle reopening of bandaged wounds
// [_target, _impact, _part,_highestSpot, _removeItem] call FUNC(handleBandageOpening);
};
// If all wounds have been bandaged, we will reset all damage to 0, so the unit is not showing any blood on the model anymore.
if (count _openWounds == 0) then {
_target setDamage 0;
// TODO also set hitpoints to 0
};
true;