Map effective impact (post-armor) to a numeric injury level, against a
per-creature threshold table.
The level is the count of thresholds the impact reaches. With the default
(human) table [1, 5, 10, 15, 20] this reproduces the canonical bands
(1–4 → M1, 5–9 → S2, 10–14 → S3, 15–19 → G4, 20+ → G5).
Impact stays an absolute quantity; a bigger/tougher creature carries a table
scaled up by its body bodyScale, so the same absolute impact reads
differently by size — a 2-impact blow is S2 on a cat but is ignored by a
cow (whose scaled M1 threshold is ≈ 2.9, so it takes ≥ 3 to leave even a
minor wound). An impact below the smallest (scaled) threshold is trivial
relative to that body and produces no injury. See BASE_INJURY_THRESHOLDS.
Map effective impact (post-armor) to a numeric injury level, against a per-creature threshold table.
The level is the count of
thresholdsthe impact reaches. With the default (human) table[1, 5, 10, 15, 20]this reproduces the canonical bands (1–4 → M1, 5–9 → S2, 10–14 → S3, 15–19 → G4, 20+ → G5).Impact stays an absolute quantity; a bigger/tougher creature carries a table scaled up by its body
bodyScale, so the same absolute impact reads differently by size — a 2-impact blow isS2on a cat but is ignored by a cow (whose scaledM1threshold is ≈ 2.9, so it takes ≥ 3 to leave even a minor wound). An impact below the smallest (scaled) threshold is trivial relative to that body and produces no injury. See BASE_INJURY_THRESHOLDS.