protected void renderHealthbars(Rendering rendering, Base base) {
    if (health.dying()) return ;
    
    final BaseUI UI = (BaseUI) PlayLoop.currentUI() ;
    if (
      UI.selection.selected() != this &&
      UI.selection.hovered()  != this &&
      healthbar.level > 0.5f
    ) return ;
    
    healthbar.level =  (1 - health.injuryLevel()) ;
    healthbar.level *= (1 - health.stressPenalty()) ;
    healthbar.full = base().colour ;
    healthbar.size = 25 ;
    healthbar.matchTo(sprite()) ;
    healthbar.position.z -= radius() ;
    
    rendering.addClient(healthbar) ;
  }