Animal thermoregulation (insulation) + wound infection
Two health threads finished, both via the existing hediff engine in AnimalHealthSystem (now also takes Climate + the new hediff defs): - Thermoregulation revives the dead GeneInsulation. A comfort band is derived per animal: fur (insulation) widens cold tolerance but worsens heat tolerance, larger body resists cold. Outside it, Hypothermia/Heatstroke severity builds (Poisoned-pattern: Intensify zeroes immunity so it can't recover while still exposed), capacities drop, severity 1 = death; back in comfort it heals. Seasonal/climate mortality and a real cold↔heat adaptation tradeoff. - Wound infection marries the injury and disease systems: while bleeding, a chance (∝ wound severity) to contract Infection, a progressing disease fought by immunity × blood filtration — weak kidneys/liver or many wounds = worse. New hediffs Hypothermia/Heatstroke/Infection (+ru/en). Build + --check-content clean. Not GUI-verified. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -32,6 +32,29 @@
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"defName": "Poisoned", "label": "hediff.poisoned",
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"initialSeverity": 0.0, "immunityPerDay": 0.65, "lethalSeverity": 1.0, "pain": 0.2,
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"capMods": { "Moving": 0.85, "Consciousness": 0.9, "Digestion": 0.7 }
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},
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// Терморегуляция (как Poisoned-паттерн): сами не прогрессируют — тяжесть копится, пока зверю
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// холодно/жарко (см. AnimalHealthSystem, зависит от GeneInsulation + размера тела), а в комфорте
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// immunityPerDay их рассасывает. Тяжесть 1 = смерть от переохлаждения/перегрева.
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{
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"defName": "Hypothermia", "label": "hediff.hypothermia",
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"initialSeverity": 0.0, "immunityPerDay": 0.5, "lethalSeverity": 1.0, "pain": 0.15,
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"capMods": { "Moving": 0.7, "Consciousness": 0.8 }
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},
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{
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"defName": "Heatstroke", "label": "hediff.heatstroke",
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"initialSeverity": 0.0, "immunityPerDay": 0.5, "lethalSeverity": 1.0, "pain": 0.15,
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"capMods": { "Moving": 0.75, "Consciousness": 0.8 }
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},
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// Заражение раны (предатор/шипы → кровотечение → инфекция): прогрессирует, иммунитет (× фильтрация
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// крови) душит. Слабая фильтрация/много ран → выше риск и хуже исход.
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{
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"defName": "Infection", "label": "hediff.infection",
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"initialSeverity": 0.08, "severityPerDay": 0.2, "immunityPerDay": 0.28,
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"lethalSeverity": 1.0, "pain": 0.25,
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"capMods": { "Moving": 0.8, "Consciousness": 0.85, "BloodFiltration": 0.8 }
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}
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]
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}
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