@its-not-rocket-science/ananke 0.1.10 → 0.1.11
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 +12 -0
- package/STABLE_API.md +25 -1
- package/dist/src/index.d.ts +5 -0
- package/dist/src/index.js +7 -2
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -98,6 +98,18 @@ Adding new **optional** fields to these interfaces is never a breaking change.
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---
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## [0.1.11] — 2026-03-24
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### Added
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- **Export Presets, Weapons, Channels, Traits, Kinds from Package Root** (`src/parallel.ts`)
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- Five modules were documented as Tier 1 stable but missing from src/index.ts.
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mkKnight/mkBoxer/etc., weapon arrays, DamageChannel, TraitId, CommandKinds
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and related symbols are now importable directly from the package root.
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Fix STABLE_API.md: WEAPONS was a phantom name; correct to ALL_HISTORICAL_MELEE etc.
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---
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## [0.1.10] — 2026-03-24
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### Added
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package/STABLE_API.md
CHANGED
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@@ -74,7 +74,31 @@ version bump and a migration guide in `CHANGELOG.md`.
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|--------|-------------|
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| `mkKnight`, `mkBoxer`, `mkWrestler`, `mkOctopus`, `mkScubaDiver` | Named entity factories |
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| `AMATEUR_BOXER`, `PRO_BOXER`, `GRECO_WRESTLER`, `KNIGHT_INFANTRY`, `LARGE_PACIFIC_OCTOPUS` | Validated archetypes |
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| `
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| `ALL_HISTORICAL_MELEE`, `ALL_HISTORICAL_RANGED` | Complete historical weapon arrays |
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| `PREHISTORIC_MELEE` … `CONTEMPORARY_RANGED` | Per-era weapon arrays (six eras × melee/ranged) |
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### Damage channels and traits (`src/channels.ts`, `src/traits.ts`)
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| Export | Description |
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|--------|-------------|
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| `DamageChannel` | Enum of damage channel types (kinetic, thermal, etc.) |
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| `ChannelMask` | Bitmask type for combining channels |
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| `channelMask(...channels)` | Build a combined channel mask |
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| `hasChannel(mask, ch)` | Test whether a mask includes a channel |
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| `TraitId` | Union type of all valid trait identifiers |
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| `TRAITS` | Record mapping each `TraitId` to its `TraitEffect` |
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| `buildTraitProfile(traits)` | Aggregate trait multipliers from an entity's trait list |
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| `applyTraitsToAttributes(attrs, traits)` | Apply trait effects to an attribute block |
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### Command vocabulary (`src/sim/kinds.ts`)
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| Export | Description |
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|--------|-------------|
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| `CommandKinds` | Object of command kind string constants (`Move`, `Attack`, `Defend`, …) |
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| `MoveModes` | Walk / sprint / crawl constants |
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| `DefenceModes` | Parry / dodge / block constants |
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| `EngageModes` | Engage / disengage constants |
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| `HitArea` | Union of valid hit area identifiers |
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### Replay and serialization (`src/replay.ts`)
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package/dist/src/index.d.ts
CHANGED
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@@ -3,12 +3,17 @@ export * from "./types.js";
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export * from "./archetypes.js";
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export * from "./generate.js";
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export * from "./equipment.js";
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export * from "./weapons.js";
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export * from "./presets.js";
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export * from "./channels.js";
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export * from "./traits.js";
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export * from "./describe.js";
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export * from "./sim/vec3.js";
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export * from "./sim/condition.js";
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export * from "./sim/injury.js";
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export * from "./sim/entity.js";
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export * from "./sim/commands.js";
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export * from "./sim/kinds.js";
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export * from "./sim/kernel.js";
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export * from "./sim/body.js";
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export * from "./sim/world.js";
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package/dist/src/index.js
CHANGED
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@@ -11,13 +11,18 @@ export * from "./units.js"; // q(), SCALE, qMul, qDiv, clampQ, mulDiv, to, from,
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export * from "./types.js"; // IndividualAttributes, core scalar types
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export * from "./archetypes.js"; // Archetype, BodyPlan, built-in species presets
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export * from "./generate.js"; // generateIndividual()
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export * from "./equipment.js"; //
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export * from "./equipment.js"; // Weapon, Armour, Gear, WeaponDamageProfile, EquipmentCatalogue
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export * from "./weapons.js"; // ALL_HISTORICAL_MELEE, ALL_HISTORICAL_RANGED, PREHISTORIC_MELEE … CONTEMPORARY_RANGED
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export * from "./presets.js"; // mkKnight(), mkBoxer(), mkWrestler(), mkOctopus(), mkScubaDiver()
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export * from "./channels.js"; // DamageChannel, ChannelMask, channelMask()
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export * from "./traits.js"; // TraitId, TRAITS, buildTraitProfile(), applyTraitsToAttributes()
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export * from "./describe.js"; // describeCharacter(), formatCharacterSheet(), formatOneLine()
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export * from "./sim/vec3.js"; // Vec3, lerpVec3, addVec3
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export * from "./sim/condition.js"; // ConditionSnapshot, condition constants
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export * from "./sim/injury.js"; // InjuryRegion, BodyRegion, injury constants
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export * from "./sim/entity.js"; // Entity (stable fields: id, pos, mass_kg, attributes…)
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export * from "./sim/commands.js"; // CommandMap,
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export * from "./sim/commands.js"; // CommandMap, Command, noMove()
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export * from "./sim/kinds.js"; // CommandKinds, MoveModes, DefenceModes, EngageModes, HitArea
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export * from "./sim/kernel.js"; // stepWorld(), applyImpactToInjury(), applyExplosion()
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export * from "./sim/body.js"; // BodyPlan, BodySegment, humanoid / quadruped plans
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export * from "./sim/world.js"; // WorldState, KernelContext
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