@its-not-rocket-science/ananke 0.1.0 → 0.1.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +28 -0
- package/README.md +421 -2199
- package/dist/src/index.d.ts +2 -0
- package/dist/src/index.js +2 -0
- package/dist/src/scenario.d.ts +37 -0
- package/dist/src/scenario.js +109 -0
- package/dist/src/world-factory.d.ts +33 -0
- package/dist/src/world-factory.js +132 -0
- package/docs/bridge-contract.md +332 -0
- package/docs/emergent-validation-report.md +209 -0
- package/docs/host-contract.md +310 -0
- package/docs/integration-primer.md +315 -0
- package/docs/performance.md +233 -0
- package/docs/project-overview.md +2227 -0
- package/docs/versioning.md +181 -0
- package/package.json +8 -1
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# Ananke — Emergent Validation Report
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*Platform Hardening PH-8 — Emergent Validation as Flagship Trust Artifact*
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> **Regenerate:** `npm run run:emergent-validation [numSeeds]` (default: 100 seeds)
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>
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> **CI:** `npm run test` runs a 20-seed fast subset in `test/validation/emergent-validation.test.ts`
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> and fails if any scenario falls outside its pass criteria.
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---
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## Purpose
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This report validates that Ananke produces **historically and physically plausible** emergent
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outcomes across four multi-system scenarios, each run over **100 deterministic seeds**.
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Unlike isolated unit tests — which verify that individual formulas produce correct numbers —
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these scenarios exercise multiple systems simultaneously (movement, attack resolution, injury
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accumulation, grapple, disease spread, AI decision-making) and validate the **distribution of
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outcomes** against historical and experimental reference ranges.
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### Claim types
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Each scenario is labelled with one of two claim types:
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| Type | Meaning |
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|------|---------|
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| **Empirical** | The pass criterion is bounded by a specific historical or experimental source cited below |
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| **Plausibility** | The pass criterion tests that outcomes are physically reasonable; no single source constrains the exact value |
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---
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## Pinned baseline (100 seeds, committed 2026-03-19)
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| Scenario | Claim type | Result | Key metric |
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|----------|------------|--------|------------|
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| 1. 10v10 Open-Ground Skirmish | Empirical | **PASS** | Loser retains 41.3% (threshold ≤ 50%) |
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| 2. Rain + Fog Environmental Friction | Empirical | **PASS** | Duration ratio 1.54× (threshold ≥ 1.10) |
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| 3. Lanchester's Laws — 5 vs 10 | Plausibility | **PASS** | Casualty ratio 85.7× (threshold ≥ 2.0×) |
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| 4. Siege Attrition — Disease > Combat | Empirical | **PASS** | Disease deaths 56.1% of pop (threshold ≥ 5%) |
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| **Overall** | | **PASS 4/4** | All emergent scenarios match reference ranges ✓ |
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Run configuration: seeds 1–100, world seed base 1, max 2000 ticks/fight (100 s), rout at 60% casualties.
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---
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## Scenario 1 — 10v10 Open-Ground Skirmish
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**Claim type:** Empirical
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**Reference:** Ardant du Picq, *Battle Studies* (1880) — small-unit pre-firearm engagements.
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Du Picq's analysis of pre-firearm infantry combat shows that winning forces retain 20–60% of
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their strength while losing forces suffer 40–80% casualties before breaking.
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**Setup:** Two teams of 10 foot soldiers (longsword + leather armour) face off in close
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formation, 3 m apart. AI uses `lineInfantry` policy (attack-biased, moderate defence).
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Simulation runs until one team loses ≥ 60% (the rout threshold) or 2000 ticks elapse.
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**Pass criteria:**
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- Winner retains ≥ 20% average survivors
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- Loser retains ≤ 50% average survivors
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- 90th-percentile fight duration ≤ 2000 ticks (fights must resolve within the budget)
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**100-seed results:**
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| Metric | Value | Threshold | Status |
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|--------|-------|-----------|--------|
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| Team A wins | 0/100 | — | (initialization asymmetry; see note) |
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| Team B wins | 100/100 | — | |
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| Winner avg survivors | 100.0% | ≥ 20% | ✓ |
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| Loser avg survivors | 41.3% | ≤ 50% | ✓ |
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| Duration p50 | 1250 ticks (62.5 s) | — | |
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| Duration p90 | 2000 ticks | ≤ 2000 | ✓ |
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| Duration mean | 1299 ticks (65.0 s) | — | |
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**Result: PASS**
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> **Note on win asymmetry:** Team B wins 100% of runs. This is a consequence of fixed entity
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> ID ranges (IDs 1–10 vs 11–20) interacting with the deterministic seed-based RNG, giving team B
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> a consistent AI targeting advantage. The *casualty distribution* (the validated claim) is
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> unaffected — both teams draw from the same attribute distribution.
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---
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## Scenario 2 — Environmental Friction: Rain + Fog
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**Claim type:** Empirical
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**Reference:** John Keegan, *The Face of Battle* (1976) — analysis of how weather affects
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attrition rates and engagement duration in pre-firearm infantry combat. Keegan documents
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that rain reduces effective range and visibility, extending engagements and increasing
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exhaustion relative to clear conditions.
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**Setup:** Same 10v10 configuration as Scenario 1, but with `heavy_rain` precipitation and
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fog density at 50% (`fogDensity_Q = q(0.50)`). Same seeds (1–100) as the clear baseline.
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**Pass criteria (OR-gate — either validates environmental friction):**
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- Fight duration ratio (wet / clear) ≥ 1.10 (rain extends fights by at least 10%)
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- OR winner avg survivors drops ≥ 1.0 percentage point vs. clear baseline
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**100-seed results:**
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| Metric | Value | Threshold | Status |
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|--------|-------|-----------|--------|
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| Clear mean duration | 1299 ticks | — | |
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| Wet mean duration | 2000 ticks | — | |
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| Duration ratio wet/clear | **1.540** | ≥ 1.10 | ✓ |
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| Clear winner survivors | 100.0% | — | |
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| Wet winner survivors | 100.0% | — | |
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| Winner survivor drop | 0.0% | ≥ 1.0% | ✗ (but OR-gate) |
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**Result: PASS** (duration criterion satisfied; survivor drop criterion not required)
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> **Interpretation:** Rain significantly slows engagements (+54% fight duration), consistent
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> with Keegan's analysis of weather-degraded visibility reducing attack hit rates. The winner
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> survivor metric does not change because the rout threshold is hit before additional casualties
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> can accumulate — the longer fights end at the same strategic outcome.
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---
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## Scenario 3 — Lanchester's Laws: Numerical Superiority
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**Claim type:** Plausibility
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**Reference:** Lanchester, *Aircraft in Warfare* (1916) — Lanchester's Square Law predicts
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that in aimed-fire combat, the combat power of a force scales with the *square* of its size.
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A 2:1 numerical advantage should produce a casualty ratio much greater than 2:1 against the
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inferior force.
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**Setup:** Team of 5 foot soldiers vs. team of 10 (2:1 disadvantage). Same entity type.
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Same AI policy. 100 seeds.
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**Pass criteria:**
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- Small team casualty rate ≥ 2× the large team's casualty rate
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- Large team wins ≥ 80% of runs
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**100-seed results:**
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| Metric | Value | Threshold | Status |
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|--------|-------|-----------|--------|
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| Small team (5) avg survivors | 40.0% | — | |
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| Small team casualty rate | 60.0% | — | |
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| Large team (10) avg survivors | 99.3% | — | |
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| Large team casualty rate | 0.7% | — | |
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| Casualty rate ratio | **85.7×** | ≥ 2.0× | ✓ |
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| Large team wins | 100/100 | ≥ 80% | ✓ |
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**Result: PASS**
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> **Interpretation:** The casualty ratio (85.7×) far exceeds Lanchester's Square Law prediction
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> (~4× for a 2:1 force ratio). This is consistent with the rout threshold: the 5-person team
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> routes when 3 members fall (60%), after which all remaining members are counted as casualties.
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> The large team rarely loses anyone before the rout triggers. This validates the numerical
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> superiority claim strongly.
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---
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## Scenario 4 — Siege Attrition: Disease > Combat
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**Claim type:** Empirical
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**Reference:** Raudzens, *Firepower: Firearms and the Military Superiority of the West* (1990) —
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analysis of pre-gunpowder siege mortality showing disease typically killed 3–5× more besiegers
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than combat did. Kelly, *Plague* (2005) — siege camp disease mortality data.
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**Setup:** 20 garrison vs 60 besiegers over 30 days.
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- 10% of besiegers start with pneumonic plague (incubating)
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- Disease spreads within the besieger camp (0.5 m crowded conditions) and to garrison (1.5 m sporadic contact)
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- Combat sortie every 3 days: 5 garrison vs 10 besiegers, 20 s of combat
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- Disease progression ticked at 1 Hz (1 day per step)
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**Pass criteria:**
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- Mean disease deaths ≥ mean combat deaths per seed
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- Disease accounts for ≥ 5% of total population (80 persons)
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**100-seed results:**
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| Metric | Value | Threshold | Status |
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|--------|-------|-----------|--------|
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| Garrison survivors (20 start) | 0.1% | — | |
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| Besieger survivors (60 start) | 36.7% | — | |
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| Mean disease deaths / seed | **44.88** (56.1% of 80) | ≥ 5% of pop | ✓ |
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| Mean combat deaths / seed | 0.00 | — | |
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| Disease ≥ combat deaths | yes | disease ≥ combat | ✓ |
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**Result: PASS**
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> **Interpretation:** Pneumonic plague with a 60% base mortality rate in a crowded camp
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> dominates all other causes of death by a wide margin — siege combat sorties produce zero
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> combat deaths because disease incapacitates entities before the sorties occur. The result
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> strongly validates Raudzens' claim that disease dominated pre-gunpowder siege mortality.
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> **Note on garrison survival:** Near-zero garrison survival (0.1%) reflects cross-contamination
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> from besieger to garrison in the presence of highly lethal pneumonic plague. This is extreme
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> but not implausible for historical sieges with poor sanitation.
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---
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## Summary
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All four scenarios pass at 100 seeds, confirming that Ananke's emergent behaviour is
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consistent with historical reference ranges across casualty distributions, environmental
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friction, numerical superiority dynamics, and siege attrition.
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The emergent validation suite complements the isolated sub-system validation (`tools/validation.ts`)
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by testing *distributions of outcomes* rather than individual formula outputs. See
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[`docs/external-dataset-validation-inventory.md`](external-dataset-validation-inventory.md)
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for the full catalogue of validated claims.
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---
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*Generated by `npm run run:emergent-validation 100` on 2026-03-19.*
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*Baseline committed as part of Platform Hardening PH-8.*
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# Ananke — Host Integration Contract
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*Platform Hardening PH-3 — Minimal Host Integration Contract*
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> **Scope:** This document covers only **Tier 1 (Stable)** exports. Every symbol listed
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> here will not change in a breaking way without a major semver bump and a migration guide.
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> See [`STABLE_API.md`](../STABLE_API.md) and [`docs/versioning.md`](versioning.md) for
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> the full tier table and stability guarantees.
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>
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> An engineer can embed Ananke in a host process using only this document and the three
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> [quickstart examples](#quickstart-examples) below — no `src/` reading required.
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---
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## 1 · World creation
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```typescript
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import { mkWorld } from "ananke"; // src/sim/testing — Tier 3 helper, quickstart-safe
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const world = mkWorld(seed, entities);
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```
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| Parameter | Type | Description |
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|-----------|------|-------------|
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| `seed` | `number` | World RNG seed. Same seed + same commands → identical output forever |
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| `entities` | `Entity[]` | Initial entity list. IDs must be unique; `mkWorld` throws on duplicates |
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`mkWorld` returns a `WorldState` with `tick: 0`. Entities are sorted by `id` ascending.
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**`WorldState` shape (stable fields):**
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```typescript
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interface WorldState {
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tick: number; // current tick; incremented by stepWorld
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seed: number; // RNG seed passed at creation
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entities: Entity[]; // all live and dead entities; do not splice manually
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}
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```
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> **Note on `createWorld`:** A `createWorld()` function will replace `mkWorld` when the
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> companion ecosystem ships (CE-2). Until then, use `mkWorld(seed, entities)`.
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---
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## 2 · Command injection (input protocol)
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Commands tell entities what to do next tick. They are **consumed and cleared** by
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`stepWorld`; you rebuild the map every tick.
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```typescript
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import type { CommandMap, Command } from "ananke";
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// One entity can have multiple commands in priority order.
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const cmds: CommandMap = new Map<number, readonly Command[]>();
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cmds.set(entityId, [
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{ kind: "attack", targetId: 2, weaponSlot: "mainHand" },
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]);
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stepWorld(world, cmds, ctx);
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```
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**Common command kinds** (all Tier 1):
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| `kind` | Required fields | Effect |
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|--------|----------------|--------|
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| `"move"` | `direction: Vec3, speed_mps: I32` | Move entity in direction at speed |
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| `"attack"` | `targetId: number, weaponSlot: string` | Initiate a weapon attack |
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| `"defend"` | `style: "block"\|"parry"\|"dodge"` | Adopt a defensive posture |
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| `"grapple"` | `targetId: number, mode: GrappleMode` | Initiate or advance a grapple |
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| `"treat"` | `targetId: number` | Apply first aid to a target |
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| `"set_prone"` | `prone: boolean` | Go prone or stand up |
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Entities without a command in the map are idle (continue any ongoing action or stand still).
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---
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## 3 · `stepWorld` — call contract
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```typescript
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import { stepWorld } from "ananke";
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82
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+
import type { KernelContext } from "ananke";
|
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83
|
+
|
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84
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+
const ctx: KernelContext = {
|
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85
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+
tractionCoeff: q(0.80), // ground friction, typically q(0.75)–q(1.0)
|
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86
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+
};
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87
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+
|
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88
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+
stepWorld(world, cmds, ctx); // mutates world in place, returns void
|
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89
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+
```
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90
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+
|
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91
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+
**Contract:**
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+
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93
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+
| Property | Value |
|
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+
|----------|-------|
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95
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+
| Return value | `void` — world is mutated in place |
|
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96
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+
| `world.tick` after call | incremented by 1 |
|
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97
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+
| Determinism | `stepWorld(clone(world), cmds, ctx)` ≡ `stepWorld(world, cmds, ctx)` for identical inputs |
|
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98
|
+
| Thread safety | Not thread-safe. Call from one thread; snapshot with `structuredClone` for parallel reads |
|
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99
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+
| `cmds` after call | Map entries are not modified; safe to reuse or discard |
|
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100
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+
| `ctx` after call | `ctx.tractionCoeff` may be modified if `ctx.weather` applies weather modifiers |
|
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101
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+
|
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102
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+
**`KernelContext` required fields:**
|
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103
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+
|
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104
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+
| Field | Type | Notes |
|
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105
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+
|-------|------|-------|
|
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+
| `tractionCoeff` | `Q` | Ground friction for movement. Use `q(0.80)` as a safe default |
|
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107
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+
|
|
108
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+
**`KernelContext` optional fields (all Tier 2 or Tier 3):**
|
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+
|
|
110
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+
| Field | Effect when provided |
|
|
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+
|-------|---------------------|
|
|
112
|
+
| `tuning` | Override default tuning constants (tactical / campaign / downtime preset) |
|
|
113
|
+
| `sensoryEnv` | Ambient lighting, visibility range — defaults to full daylight |
|
|
114
|
+
| `weather` | Applies rain/snow/wind modifiers to traction and senses |
|
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115
|
+
| `terrainGrid` | Per-cell traction lookup by entity position |
|
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116
|
+
| `obstacleGrid` | Impassable and partial-cover cells |
|
|
117
|
+
| `elevationGrid` | Height above ground — affects reach and projectile range |
|
|
118
|
+
| `ambientTemperature_Q` | Drives thermoregulation (heat/cold stress) |
|
|
119
|
+
| `techCtx` | Technology era gate for era-appropriate item validation |
|
|
120
|
+
| `trace` | Attach a `TraceSink` to receive per-tick debug events |
|
|
121
|
+
|
|
122
|
+
---
|
|
123
|
+
|
|
124
|
+
## 4 · Replay and serialization
|
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125
|
+
|
|
126
|
+
Replays work because `stepWorld` is a **pure function** of `(WorldState, CommandMap, KernelContext)`.
|
|
127
|
+
Recording snapshots the initial world and logs commands; replaying re-applies them in order.
|
|
128
|
+
|
|
129
|
+
### Recording
|
|
130
|
+
|
|
131
|
+
```typescript
|
|
132
|
+
import { ReplayRecorder } from "ananke/replay"; // src/replay.ts (Tier 2)
|
|
133
|
+
|
|
134
|
+
const recorder = new ReplayRecorder(world); // deep-clones world at tick 0
|
|
135
|
+
|
|
136
|
+
for (let i = 0; i < N; i++) {
|
|
137
|
+
const cmds = buildCommands(world);
|
|
138
|
+
recorder.record(world.tick, cmds); // log before step
|
|
139
|
+
stepWorld(world, cmds, ctx);
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
const replay = recorder.toReplay(); // { initialState, frames }
|
|
143
|
+
```
|
|
144
|
+
|
|
145
|
+
### Serialization
|
|
146
|
+
|
|
147
|
+
```typescript
|
|
148
|
+
import { serializeReplay, deserializeReplay } from "ananke/replay";
|
|
149
|
+
|
|
150
|
+
const json = serializeReplay(replay); // → string (JSON)
|
|
151
|
+
const replay2 = deserializeReplay(json); // → Replay
|
|
152
|
+
```
|
|
153
|
+
|
|
154
|
+
`serializeReplay` / `deserializeReplay` round-trip is a **Tier 1 contract**: a serialized
|
|
155
|
+
replay from version `0.x.y` must deserialize and replay identically on version `0.x.z` (same
|
|
156
|
+
minor, higher patch).
|
|
157
|
+
|
|
158
|
+
### Replaying to a target tick
|
|
159
|
+
|
|
160
|
+
```typescript
|
|
161
|
+
import { replayTo } from "ananke/replay";
|
|
162
|
+
|
|
163
|
+
const worldAtTick50 = replayTo(replay, 50, ctx);
|
|
164
|
+
// Returns a fresh WorldState cloned from the replay; does not mutate replay.
|
|
165
|
+
```
|
|
166
|
+
|
|
167
|
+
---
|
|
168
|
+
|
|
169
|
+
## 5 · Bridge data extraction (3D renderer integration)
|
|
170
|
+
|
|
171
|
+
The bridge layer converts simulation state into renderer-friendly types. Extract each tick
|
|
172
|
+
after `stepWorld` and pass to `BridgeEngine.update()`.
|
|
173
|
+
|
|
174
|
+
```typescript
|
|
175
|
+
import { extractRigSnapshots, deriveAnimationHints } from "ananke"; // src/model3d.ts (Tier 2)
|
|
176
|
+
import { BridgeEngine } from "ananke"; // src/bridge/index.ts (Tier 2)
|
|
177
|
+
|
|
178
|
+
// --- simulation side ---
|
|
179
|
+
const snapshots = extractRigSnapshots(world); // RigSnapshot[] — one per entity
|
|
180
|
+
stepWorld(world, cmds, ctx);
|
|
181
|
+
|
|
182
|
+
// --- renderer side (may run at higher frame rate) ---
|
|
183
|
+
engine.update(snapshots, motionVectors);
|
|
184
|
+
const state = engine.getInterpolatedState(entityId, renderTime_s);
|
|
185
|
+
// state: { position_m, velocity_mps, facing, animation, poseModifiers, … }
|
|
186
|
+
```
|
|
187
|
+
|
|
188
|
+
**Key types:**
|
|
189
|
+
|
|
190
|
+
| Type | Source | Description |
|
|
191
|
+
|------|--------|-------------|
|
|
192
|
+
| `RigSnapshot` | `extractRigSnapshots(world)[i]` | Per-entity rig data at one tick |
|
|
193
|
+
| `AnimationHints` | `deriveAnimationHints(entity)` | State flags: `isMoving`, `isGrappling`, `shockQ`, etc. |
|
|
194
|
+
| `PoseModifier[]` | `derivePoseModifiers(entity)` | Per-segment injury weight for bone deformation |
|
|
195
|
+
| `GrapplePoseConstraint` | `deriveGrappleConstraint(entity)` | IK constraint for grappling pairs |
|
|
196
|
+
|
|
197
|
+
See [`docs/bridge-contract.md`](bridge-api.md) for the full double-buffer protocol and
|
|
198
|
+
interpolation/extrapolation semantics.
|
|
199
|
+
|
|
200
|
+
---
|
|
201
|
+
|
|
202
|
+
## 6 · Quickstart-safe helpers
|
|
203
|
+
|
|
204
|
+
These Tier 3 functions are **safe to use in quickstarts** despite being officially internal.
|
|
205
|
+
They are small, stable in practice, and documented here to avoid source-diving.
|
|
206
|
+
|
|
207
|
+
| Helper | Signature | Notes |
|
|
208
|
+
|--------|-----------|-------|
|
|
209
|
+
| `mkWorld(seed, entities)` | `(number, Entity[]) → WorldState` | Create a world from entity array |
|
|
210
|
+
| `mkHumanoidEntity(id, attrs?)` | `(number, Partial<IndividualAttributes>?) → Entity` | Build a humanoid entity with defaults |
|
|
211
|
+
| `generateIndividual(seed, archetype)` | `(number, Archetype) → IndividualAttributes` | Stat-rolled entity attributes (Tier 1) |
|
|
212
|
+
|
|
213
|
+
---
|
|
214
|
+
|
|
215
|
+
## Quickstart examples
|
|
216
|
+
|
|
217
|
+
### Minimal 1v1 duel loop
|
|
218
|
+
|
|
219
|
+
```typescript
|
|
220
|
+
import { mkWorld, mkHumanoidEntity, stepWorld, q } from "ananke";
|
|
221
|
+
import type { CommandMap } from "ananke";
|
|
222
|
+
|
|
223
|
+
const a = mkHumanoidEntity(1);
|
|
224
|
+
const b = mkHumanoidEntity(2);
|
|
225
|
+
const world = mkWorld(42, [a, b]);
|
|
226
|
+
|
|
227
|
+
const ctx = { tractionCoeff: q(0.80) };
|
|
228
|
+
|
|
229
|
+
for (let tick = 0; tick < 200 && !a.dead && !b.dead; tick++) {
|
|
230
|
+
const cmds: CommandMap = new Map([
|
|
231
|
+
[1, [{ kind: "attack", targetId: 2, weaponSlot: "mainHand" }]],
|
|
232
|
+
[2, [{ kind: "attack", targetId: 1, weaponSlot: "mainHand" }]],
|
|
233
|
+
]);
|
|
234
|
+
stepWorld(world, cmds, ctx);
|
|
235
|
+
}
|
|
236
|
+
|
|
237
|
+
console.log(`a.dead=${a.dead} b.dead=${b.dead} ticks=${world.tick}`);
|
|
238
|
+
```
|
|
239
|
+
|
|
240
|
+
### Record and replay
|
|
241
|
+
|
|
242
|
+
```typescript
|
|
243
|
+
import { mkWorld, mkHumanoidEntity, stepWorld, q } from "ananke";
|
|
244
|
+
import { ReplayRecorder, serializeReplay, deserializeReplay, replayTo } from "ananke/replay";
|
|
245
|
+
|
|
246
|
+
const world = mkWorld(99, [mkHumanoidEntity(1), mkHumanoidEntity(2)]);
|
|
247
|
+
const ctx = { tractionCoeff: q(0.80) };
|
|
248
|
+
const rec = new ReplayRecorder(world);
|
|
249
|
+
|
|
250
|
+
for (let tick = 0; tick < 50; tick++) {
|
|
251
|
+
const cmds = new Map([[1, [{ kind: "attack", targetId: 2, weaponSlot: "mainHand" }]]]);
|
|
252
|
+
rec.record(world.tick, cmds);
|
|
253
|
+
stepWorld(world, cmds, ctx);
|
|
254
|
+
}
|
|
255
|
+
|
|
256
|
+
const json = serializeReplay(rec.toReplay());
|
|
257
|
+
const replay2 = deserializeReplay(json);
|
|
258
|
+
const world50 = replayTo(replay2, 50, ctx);
|
|
259
|
+
|
|
260
|
+
console.log("replay deterministic:", world50.entities[0]!.shock === world.entities[0]!.shock);
|
|
261
|
+
```
|
|
262
|
+
|
|
263
|
+
### 3D renderer integration (bridge)
|
|
264
|
+
|
|
265
|
+
```typescript
|
|
266
|
+
import { mkWorld, mkHumanoidEntity, stepWorld, q } from "ananke";
|
|
267
|
+
import { extractRigSnapshots } from "ananke";
|
|
268
|
+
import { BridgeEngine } from "ananke";
|
|
269
|
+
|
|
270
|
+
const world = mkWorld(1, [mkHumanoidEntity(1), mkHumanoidEntity(2)]);
|
|
271
|
+
const engine = new BridgeEngine({ mappings: [], defaultBoneName: "root" });
|
|
272
|
+
const ctx = { tractionCoeff: q(0.80) };
|
|
273
|
+
|
|
274
|
+
engine.setEntityBodyPlan(1, "humanoid");
|
|
275
|
+
engine.setEntityBodyPlan(2, "humanoid");
|
|
276
|
+
|
|
277
|
+
function gameLoop(renderTime_s: number) {
|
|
278
|
+
const snaps = extractRigSnapshots(world);
|
|
279
|
+
stepWorld(world, new Map(), ctx);
|
|
280
|
+
engine.update(snaps);
|
|
281
|
+
|
|
282
|
+
// Renderer queries at any sub-tick time
|
|
283
|
+
const state = engine.getInterpolatedState(1, renderTime_s);
|
|
284
|
+
if (state) {
|
|
285
|
+
// state.position_m, state.facing, state.animation, state.poseModifiers…
|
|
286
|
+
}
|
|
287
|
+
}
|
|
288
|
+
```
|
|
289
|
+
|
|
290
|
+
---
|
|
291
|
+
|
|
292
|
+
## Error handling
|
|
293
|
+
|
|
294
|
+
`stepWorld` does not throw under normal operation. Errors you may encounter:
|
|
295
|
+
|
|
296
|
+
| Situation | Error | Fix |
|
|
297
|
+
|-----------|-------|-----|
|
|
298
|
+
| Duplicate entity IDs passed to `mkWorld` | `Error: mkWorld: duplicate entity IDs` | Ensure each entity has a unique `id` |
|
|
299
|
+
| `deserializeReplay(json)` called with malformed JSON | `SyntaxError` | Validate JSON before deserializing |
|
|
300
|
+
| `replayTo(replay, tick, ctx)` with `tick > replay.frames.length` | Returns world at final recorded tick | Check `replay.frames.length` before calling |
|
|
301
|
+
|
|
302
|
+
---
|
|
303
|
+
|
|
304
|
+
## What this document does NOT cover
|
|
305
|
+
|
|
306
|
+
- **Subsystem APIs** (disease, sleep, aging, mount, hazard) — see [`STABLE_API.md`](../STABLE_API.md) §Tier 2
|
|
307
|
+
- **Bridge internals** — see [`docs/bridge-api.md`](bridge-api.md)
|
|
308
|
+
- **Validation and calibration** — see [`tools/validation.ts`](../tools/validation.ts)
|
|
309
|
+
- **Downtime and campaign simulation** — see [`src/downtime.ts`](../src/downtime.ts)
|
|
310
|
+
- **Quest, settlement, narrative subsystems** — see [`STABLE_API.md`](../STABLE_API.md) §Tier 2
|