55 lines
3.5 KiB
Markdown
55 lines
3.5 KiB
Markdown
# Player injuries and team failure
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Admitted players keep the same living, treatable body. Otherwise lethal damage
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is capped just above hit-zone destruction and causes unconsciousness. Continued
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bleeding still drains blood down to the protected minimum; protection never adds
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health or blood. AI retain native lethal damage and recovery rules.
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Passive blood, wound and resilience recovery use one quarter of their native
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rates. Bleeding prevents passive blood and consciousness recovery. Bandaging
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stops the bleeding and lets blood improve gradually. With sufficient blood,
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resilience recovers slowly and the player can eventually wake without an injector.
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This is not an instant or periodic full heal. Saline restores blood through its
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finite native infusion; epinephrine improves resilience over 30 seconds without
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replacing blood or treating wounds. Medicine is not slowed by the passive-rate
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setting. Duplicate epinephrine dosing is refused while its effect is active.
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The round fails with **“Everybody died.”** after 30 uninterrupted seconds when
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all remaining prisoners are unconscious, no conscious reserved prisoner can
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reconnect to help, and nobody has treatment, observed recovery, or viable native
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passive recovery. A bandaged casualty with a blood/resilience regeneration effect
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also counts during the engine's initial regeneration delay. Full hit zones,
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zero-rate effects, insufficient blood for resilience, and bleeding do not falsely
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count as self-recovery. Waking, viable recovery, or treatment resets the timer.
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An empty server does not start it. Existing all-dead/missing-body and exhausted
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admission handling remains active.
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The `recovery` fixture exercises the real team-failure timer and treatment on an
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admitted prisoner. `medical-combat` checks an actual hunter medic's inventory,
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bleeding, consumed bandages, slow blood recovery without saline, natural waking,
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finite saline/epinephrine and protected fatal blood loss. Fixtures inject initial
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injuries and enter at native item-effect completion; they do not certify manual
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interactions or remote multiplayer play. ACE medical overrides require separate
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compatibility testing. The 25 September lethal-death result is historical and
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has been superseded by the restored revivable-player policy.
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## Local validation, 26 September 2026
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Repository checks passed. The updated `medical-combat` engine fixture completed
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32 assertions, including the actual SF UAZ medic's backpack and six injectors,
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native bleeding, bandaging, blood recovery without saline, natural waking after
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blood replacement, finite epinephrine, and a living unconscious body after fatal
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blood damage. No script compilation or medical assertion failed in the final run.
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The strict runner reported a transient process-cleanup classification failure;
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a subsequent independent check confirmed the private prefix idle and unchanged
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source hashes. Original reports and the unsuccessful diagnostic run are retained
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under `.local/analysis/revivable-medical-2026-09-26/`. Loaded external/base assets
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still emit their existing warnings; this does not certify remote multiplayer.
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The subsequent `recovery` engine run verified natural recovery and active
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medical treatment each keeping the full mission alive beyond 30 seconds,
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waking the same admitted prisoner, resetting the failure timer, and automatic
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team defeat after 30 seconds of unrecoverable unconsciousness. Source remained
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unchanged and cleanup was confirmed. The strict asset-error scan still reports
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existing inherited resource errors; all recovery assertions passed.
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