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Medical - Add more conditions on when the PAK can be used (#7682) #7684

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anden3
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@anden3 anden3 commented May 5, 2020

When merged this pull request will:

  • Add an option to set minimum blood and heart rate levels for being able to use a PAK.
  • Add an option to not allow PAKs when the patient is in pain.
  • Add an option to set how patched up the patient needs to be before using a PAK:
    • Patient has open wounds but is not bleeding (via tourniquets).
    • Patient has bandaged wounds.
    • Patient has stitched wounds.

@jonpas jonpas added the kind/enhancement Release Notes: **IMPROVED:** label May 5, 2020
@jonpas jonpas added this to the 3.13.3 milestone May 5, 2020
@jonpas jonpas added kind/feature Release Notes: **ADDED:** and removed kind/enhancement Release Notes: **IMPROVED:** labels May 5, 2020
anden3 and others added 3 commits May 5, 2020 20:56
@PabstMirror
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Is this still WIP or ready?

@PabstMirror PabstMirror modified the milestones: 3.13.3, Ongoing Jun 13, 2020
@anden3
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anden3 commented Jun 13, 2020

Haven't gotten around to testing it in a multiplayer environment yet unfortunately.

@LuizBarros99
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When merged this pull request will:

  • Add an option to set minimum blood and heart rate levels for being able to use a PAK.

  • Add an option to not allow PAKs when the patient is in pain.

  • Add an option to set how patched up the patient needs to be before using a PAK:

    • Patient has open wounds but is not bleeding (via tourniquets).
    • Patient has bandaged wounds.
    • Patient has stitched wounds.

Please add a setting to not allow PAKs when the patient has untreated fractures.



// Require stitched wounds.
if (EGVAR(medical_treatment,requiredWoundStatePAK) == 2 && { !(count GET_OPEN_WOUNDS(_unit) == count GET_STITCHED_WOUNDS(_unit)) }) exitWith {false};
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For similar reasons as the "require at least bandaged wounds" check, I think this can also fail. I think you just want to check that there are no bandaged wounds with amount > 0. reference

if (GET_BLOOD_VOLUME(_unit) < _requiredBloodVolume) exitWith {false};

if (EGVAR(medical_treatment,allowPainPAK) == 0 && { IS_IN_PAIN(_unit) }) exitWith {false};
if (EGVAR(medical_treatment,allowFracturesPAK) == 0 && { !(GET_FRACTURES(_unit) isEqualTo []) }) exitWith {false};
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Use isNotEqualTo.

if (EGVAR(medical_treatment,allowFracturesPAK) == 0 && { !(GET_FRACTURES(_unit) isEqualTo []) }) exitWith {false};

// Require at least bandaged wounds.
if (EGVAR(medical_treatment,requiredWoundStatePAK) == 1) then {
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I think you also want to check this when stitched wounds are required.

@dgibso29
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Thanks for the review. I will get to this when able.

@dgibso29
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I don't expect to be able to make time for this any time soon due to work. All help is appreciated in making the minor changes required for this PR to be approved & merged. Thanks.

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dgibso29 commented Jan 5, 2022

Latest review changes addressed in anden3#5 and awaiting merge.

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dgibso29 commented Jan 5, 2022

One question: I've updated the default requiredWoundStatePAK to reflect current behaviour: Bandaged wounds required.

However, I've long felt that PAKs bypassing stitching effectively makes stitching redundant, and player behaviour in my community has reinforced that.

@mharis001 -- Do you feel that stitched wounds should be required for PAK application by default?

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I think the default should reflect the behaviour prior to these settings being added.

@rautamiekka
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rautamiekka commented Jan 5, 2022

However, I've long felt that PAKs bypassing stitching effectively makes stitching redundant, and player behaviour in my community has reinforced that.

@mharis001 -- Do you feel that stitched wounds should be required for PAK application by default?

My 2c:

Let the community choose if they wanna go such ultra-realistic by introducing a setting, just like the options which only allow stitching in a medical vehicle, cuz I think having to stitch+PAK is ridiculously tedious in the long run.

And create rules in the community and make the settings accordingly !

For ex in our group, it varies between medics how they use both: some will postpone both until it's quiet (which is a mistake a lotta the time) but 99% the time will just PAK when it's quiet, I use PAK every time the action or man shortage ain't too bad compared to how long PAKking takes, and I use stitching only if either PAK takes way too long due to bruises or something, or the patient is unconscious and in a dangerously bad condition. Hell, a lotta the time we don't have stitching available.

^ Besides, you could require the use of medical facilities for stitching like we use the FSG Medic Bag from Workshop, which forces the medic (and mission maker) to think further.

Hopefully finishing this PR once and for all...
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dgibso29 commented Jan 19, 2022

@mharis001 Changes merged in from fork. Please review when able.

Build failure appears related to the changes in the build process since this PR was opened? My changes should not be causing them.

@PabstMirror PabstMirror modified the milestones: 3.15.1, Ongoing May 24, 2022
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@PabstMirror Any update on this? I've addressed all requested changes, but, due to the build pipeline changes, I cannot proceed without guidance from the curation team. This is further complicated by not being the author of the PR. Any and all help in finally getting this PR merged is greatly appreciated.

Thank you.

@dgibso29
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@PabstMirror Any update on this? I've addressed all requested changes, but, due to the build pipeline changes, I cannot proceed without guidance from the curation team. This is further complicated by not being the author of the PR. Any and all help in finally getting this PR merged is greatly appreciated.

Thank you.

Apologies for bothering again, but, see above. I cannot proceed without assistance. @mharis001 as well.

dgibso29 added a commit to dgibso29/ACE3 that referenced this pull request Jul 12, 2022
Co-Authored-By: André Vennberg <andre.vennberg@gmail.com>
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I have rebuilt this PR's work into a clean and working state in #8964.

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anden3 commented Jul 19, 2022

Closed due to being succeeded by #8964.

@anden3 anden3 closed this Jul 19, 2022
@johnb432 johnb432 removed this from the Ongoing milestone Sep 7, 2024
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