Forecast all-down recovery and preserve self-rescue; record Workshop 0.0.133
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@@ -20,15 +20,32 @@ 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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When all prisoners are down, authority evaluates a five-minute recovery forecast
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once per second. Blood and resilience must both cross their native wake thresholds.
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The copied-value model includes pending regeneration delays, bleeding (including
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tourniquets), native hit-zone multipliers, and finite saline/epinephrine rates and
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remaining durations. Passive resilience recovery is not double-counted during
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epinephrine treatment; uncertain post-treatment recovery retains the fallback. Wound
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healing alone does not count. The estimator never applies treatment or advances
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real effect timers.
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If nobody can wake within 300 seconds, the existing 30-second defeat grace starts.
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Each fresh forecast can cancel it. A connected unconscious player with a usable
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injector also keeps the round alive when self-epinephrine is enabled; this uses the
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same inventory and native eligibility check as the Space action. Enabling the
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setting without carrying an eligible injector does not block defeat. Conscious
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reserved reconnecting prisoners and an evacuation carrying survivors retain their
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existing protections. Empty servers do not start this countdown.
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Unsupported effects, active treatment interactions, and incomplete predictions
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fall back to the old observed-treatment/natural-recovery safeguards. In particular,
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changing blood-state bands can change native passive resilience rates: unless even
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an optimistic blood-only forecast cannot recover in five minutes, that case is
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reported as uncertain rather than assigned an invented wake time. There is no
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five-minute hard timeout for uncertain cases. Messages distinguish self-injection,
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expected timely recovery, uncertainty, and the 30-second defeat grace. Medical
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logs record forecast seconds (-1 means beyond the horizon; -2 means uncertain).
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Existing all-dead/missing-body and exhausted-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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