Health

Health is the measure of the health of a Bibite (obviously) and is measured in units of HP.

The maximum health of a Bibite is equal to it's number of Body Points.

As such, a bibite's maximum Health is directly proportional to its 2D Size (occupied surface)

Effects
Bibites receive penalties when missing health. This is done to make the simulation more realistic, incentivising Bibites to avoid damages, as well as encouraging active healing.

Movement Penalties
The movement force exerted by a bibite will be scaled proportionally to it's health ratio (health / max health). As such, a bibite missing 25% of it's health will move 25% slower.

Egg-Laying
Bibites must have a health ratio over 50% in order to be able to lay eggs.

Damages
Bibites can lose health when being damaged, which can be triggered from a few source :


 * Being Attacked
 * High-speed Collisions
 * Using an amount of energy greater than what its energy reserve contained

Healing
Bibites have the capacity to recover missing health through the activation of one of their Output Nodes. The healing output is a Sigmoid Node, so it has an activation value of 0.5 by default when not stimulated. As such even a bibite with no connection to the healing node will heal by half of its max rate.

The healing rate (per second) is given by $2 * HealingNodeActivation[0:1] $ which results in health regeneration scaling between 0 and 2 HP/s

The Healing system can (and will) be improved to allow more genetic customization and to scale with the bibite's size

In order to heal, Bibites must spend an amount of energy proportional to the amount of health recovered times the Health-Energy Constant. For now the conversion from energy to health is 100% efficient.

Note: Bibites also gain health when growing, but only equally to the amount of gained Body Points, so the health ratio does not change and this is thus not considered healing.