@its-not-rocket-science/ananke 0.1.3 → 0.1.4

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 CHANGED
@@ -1,177 +1,191 @@
1
- # Changelog
2
-
3
- All notable changes to Ananke are documented here.
4
- Format follows [Keep a Changelog](https://keepachangelog.com/en/1.1.0/).
5
- Versioning follows [Semantic Versioning](https://semver.org/).
6
-
7
- ---
8
-
9
- ## [Unreleased]
10
-
11
- ---
12
-
13
- ## [0.1.3] — 2026-03-20
14
-
15
- ### Changed
16
-
17
- - `src/index.ts` (CE-4) now exports only the Tier 1 stable surface defined in `STABLE_API.md`.
18
- Tier 2 (experimental) and Tier 3 (internal) exports have been removed from the root barrel
19
- and are accessible via direct module paths (e.g. `dist/src/sim/aging.js`).
20
- - `createWorld`, `loadScenario`, `validateScenario`, `ARCHETYPE_MAP`, `ITEM_MAP` promoted to
21
- Tier 1 (were incorrectly placed under Tier 3 in 0.1.2).
22
- - `describeCharacter`, `formatCharacterSheet`, `formatOneLine` added to root barrel (were
23
- listed as Tier 1 in `STABLE_API.md` but missing from the 0.1.2 export).
24
-
25
- ---
26
-
27
- ## [0.1.2] — 2026-03-19
28
-
29
- ### Added
30
-
31
- - `createWorld(seed, entities)` Tier-1 convenience factory; builds a `WorldState` from
32
- `EntitySpec[]` (archetype, weapon, armour string IDs) without manual entity construction
33
- - `loadScenario(json)` / `validateScenario(json)` JSON-driven world creation for
34
- non-TypeScript consumers (Godot GDScript, Unity C#, scenario files)
35
- - `ARCHETYPE_MAP` `ReadonlyMap` of all 21 built-in archetypes (7 base + 14 species)
36
- - `ITEM_MAP` `ReadonlyMap` of all historical and starter weapons/armour
37
-
38
- ---
39
-
40
- ## [0.1.1] — 2026-03-19
41
-
42
- ### Documentation
43
-
44
- - Replace root `README.md` with a focused programmer's guide (installation, three
45
- quick-start examples, core concepts, command reference, determinism rules, replay,
46
- bridge, API tier table, TypeScript types, performance guidance)
47
- - Preserve full original README as `docs/project-overview.md`
48
- - Publish `docs/` reference suite in npm tarball: host-contract, integration-primer,
49
- bridge-contract, performance, versioning, emergent-validation-report, project-overview
50
- - Mark Platform Hardening PH-1 through PH-8 complete in ROADMAP
51
- - Mark CE-1 (npm publish) complete; package published as `@its-not-rocket-science/ananke`
52
-
53
- ---
54
-
55
- ## [0.1.0] — 2026-03-18
56
-
57
- Initial published release. All simulation layers (2–6) complete.
58
- 3 023 tests passing. Coverage: statements 93.9%, branches 85.0%, functions 92.3%.
59
-
60
- ### Simulation kernel (Layer 2) Phases 1–60
61
-
62
- - **Phase 1** Physical melee combat: kinetic strike/block/parry resolution, per-region
63
- injury accumulation, shock/fluid-loss/consciousness tracking, movement physics, encumbrance,
64
- crowd density, spatial partitioning, formation frontage cap, occlusion
65
- - **Phase 2** — Grappling (leverage-based, deterministic), stamina/exhaustion model, weapon
66
- dynamics (bind, reach dominance, swing momentum carry)
67
- - **Phase 3** — Ranged and projectile combat: dispersion-based accuracy, penetration at range,
68
- suppression, cover/occlusion, explosive AoE, hydrostatic shock and cavitation, flash blindness
69
- - **Phase 4** Perception and cognition: sensory model, decision latency, surprise mechanics,
70
- deterministic AI (line infantry / skirmisher presets)
71
- - **Phase 5** Morale and psychological state: fear accumulation, routing, panic variety,
72
- leader/banner auras, rally mechanic
73
- - **Phase 6** — Terrain: surface friction, obstacle/cover grids, elevation, slope direction,
74
- dynamic hazard cells, AI cover-seeking, elevation melee advantage
75
- - **Phase 7** — Skill system: per-entity `SkillMap`, technique modifiers on physical outcomes
76
- - **Phase 8** — Body plan system: universal region-based anatomy (humanoid, quadruped, theropod,
77
- sauropod, avian, vermiform, centaur, octopoid); add species with a data file, no kernel changes
78
- - **Phase 9** — Medical simulation: fractures, infection, permanent damage, clotting, fatal
79
- fluid loss, `TreatCommand` with tiered equipment and skill-scaled treatment rates
80
- - **Phase 10** Indirect fire and artillery
81
- - **Phase 11** — Technology spectrum: `TechContext`, `TechEra`, `TechCapability`,
82
- `validateLoadout`; powered exoskeleton, energy weapons, reflective armour, sensor items
83
- - **Phase 12** — Capability sources and effects: Clarke's Third Law unification of magic and
84
- advanced technology; directional cone AoE for breath weapons / flamethrowers / gas
85
- - **Phase 21** — Character generation: `generateIndividual(seed, archetype, bias?)` with
86
- per-archetype variance distributions; `NarrativeBias` for story-shaped generation (Phase 62)
87
- - **Phase 22** — Campaign layer: world clock, location registry, `travelCost` routing,
88
- campaign-level inventory, Map-aware JSON serialisation
89
- - **Phase 24** — Faction and reputation: standing, witness system, AI suppression
90
- - **Phase 25** — Economy: item valuation, wear degradation, loot resolution, trade evaluation
91
- - **Phase 31** Knockback and stagger: impulse-momentum physics stagger / prone transitions
92
- - **Phase 32D** — Morale system constants
93
- - **Phase 33** Downtime and recovery: 1 Hz campaign-time bridge with tiered care levels
94
- - **Phase 34** — Replay and analytics: `ReplayRecorder`, `replayTo`, `serializeReplay` /
95
- `deserializeReplay`, `CollectingTrace`, metrics
96
- - **Phase 35** Arena simulation framework: scenario DSL, batch trial runner, expectation system
97
- - **Phase 36** — Dialogue and negotiation: intimidation / persuasion / deception / surrender /
98
- trade resolution using physical and psychological attributes
99
- - **Phase 37** — Skill system extension: linguistic, musical, spatial intelligences
100
- - **Phase 38** Character description layer: `describeCharacter`, `formatCharacterSheet`,
101
- `formatOneLine`, tier ratings grounded in real-world benchmarks
102
- - **Phase 39** — Narrative layer: trace-to-prose event conversion, configurable verbosity
103
- - **Phase 45** — Faction system expansion
104
- - **Phase 47** — Personality traits
105
- - **Phase 48** — Formation and squad mechanics
106
- - **Phase 50** — Legend and chronicle: `LegendRegistry`, fame tracking, `ChronicleEntry`
107
- - **Phase 51** — Group psychology
108
- - **Phase 53** — Systemic toxicology: ingested/cumulative toxins, pharmacokinetics,
109
- substance interactions, addiction and withdrawal
110
- - **Phase 54** — Wound aging and long-term sequelae: PTSD-like `TraumaState`, phantom pain,
111
- chronic fatigue, sepsis risk
112
- - **Phase 55** Collective non-combat activities: siege engineering, ritual/ceremony, trade
113
- caravan logistics
114
- - **Phase 56** — Disease and epidemic simulation: transmission routes, incubation, mortality,
115
- immunity, polity-scale spread
116
- - **Phase 57** — Aging and lifespan: `AgeState`, age multipliers on all attribute groups,
117
- `applyAgingToAttributes`
118
- - **Phase 58** — Sleep and circadian rhythm: sleep phases, debt accumulation,
119
- `applySleepToAttributes`, `circadianAlertness`
120
- - **Phase 59** — Mounted combat: five mount profiles, charge energy, rider height/stability,
121
- forced dismount, mount fear propagation
122
- - **Phase 60** — Environmental hazard zones: fire/radiation/toxic gas/acid/extreme cold,
123
- linear falloff exposure, `stepHazardZone`
124
- - **Phase 2ext / 3ext / 8B / 8C / 10B / 10C / 11C / 12B** — Phase extensions for thermoregulation,
125
- weather, terrain enhancements, and technology calibration
126
-
127
- ### Individual scale (Layer 3) — Phases 57–58, 62
128
-
129
- - Aging, sleep/circadian, narrative bias for character generation
130
-
131
- ### Group scale (Layer 4) — Phase 65
132
-
133
- - **Phase 65** — Emotional contagion at polity scale: `EmotionalWave`, four built-in profiles
134
- (military rout, plague panic, victory rally, charismatic address), `applyEmotionalContagion`,
135
- `stepEmotionalWaves`, `netEmotionalPressure`
136
-
137
- ### Society scale (Layer 5) — Phase 66
138
-
139
- - **Phase 66** Generative mythology: six archetypal patterns detected from legend/chronicle log
140
- (hero, monster, great_plague, divine_wrath, golden_age, trickster); `compressMythsFromHistory`,
141
- `stepMythologyYear`, `aggregateFactionMythEffect`
142
-
143
- ### World scale (Layer 6) Phases 61, 67
144
-
145
- - **Phase 61** Polity and world-state system: `Polity`, `PolityRegistry`, `stepPolityDay`,
146
- trade, war, diplomacy, tech advancement, epidemic spread at polity scale
147
- - **Phase 67** — Technology diffusion: tech eras spread via trade routes; `computeDiffusionPressure`,
148
- `stepTechDiffusion`, `totalInboundPressure`
149
-
150
- ### Interface layer (Layer 1) — ROADMAP items 7–11, Phases 62–63
151
-
152
- - **Phase 62** — Narrative Bias: `NarrativeBias` parameter for `generateIndividual`
153
- - **Phase 63** — Narrative Stress Test: probability of story beats across seed distributions;
154
- Deus Ex score (0.00 = plausible, 1.00 = plot armour)
155
- - **Phase 64** — "What If?" alternate history engine: polity-scale scenario runner across N seeds
156
- - Visual editors: Body Plan Editor, Validation Scenario Builder, Species Forge
157
- (`docs/editors/`)
158
- - Public Validation Dashboard: 43/43 scenarios passing (`docs/dashboard/`)
159
- - Performance & Scalability Benchmarks: `tools/benchmark.ts`, `docs/performance.md`
160
- - Emergent Behaviour Validation Suite: four historical scenarios, all pass (`tools/emergent-validation.ts`)
161
- - Blade Runner artificial life test: 198 NPCs, 365 simulated days, 4/4 claims pass
162
- - Dataset Contribution Pipeline: `docs/dataset-contribution.md`
163
-
164
- ### Infrastructure
165
-
166
- - 3 023 Vitest tests; coverage 90% statements/lines, ≥ 80% branches, ≥ 85% functions
167
- - CI: Node 20 + 22 matrix, typecheck, build, coverage, validation dashboard auto-update
168
- - Fixed-point arithmetic throughout; zero `Math.random()` in `src/`
169
- - `docs/integration-primer.md`architecture, data-flow diagrams, type glossary, gotchas
170
- - `docs/bridge-api.md` 3D integration API reference
171
- - `docs/ecosystem.md` — Unity/Godot adapter sketches
172
- - `docs/performance.md` benchmark methodology and tuning guide
173
-
174
- ---
175
-
176
- [Unreleased]: https://github.com/your-org/ananke/compare/v0.1.0...HEAD
177
- [0.1.0]: https://github.com/your-org/ananke/releases/tag/v0.1.0
1
+ # Changelog
2
+
3
+ All notable changes to Ananke are documented here.
4
+ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.1.0/).
5
+ Versioning follows [Semantic Versioning](https://semver.org/).
6
+
7
+ ---
8
+
9
+ ## [Unreleased]
10
+
11
+ ---
12
+
13
+ ## [0.1.4] — 2026-03-20
14
+
15
+ ### Added
16
+
17
+ - Subpath export `@its-not-rocket-science/ananke/species` exposes `SpeciesDefinition`,
18
+ `ALL_SPECIES`, and all 14 built-in species constants for companion packages such as
19
+ `ananke-fantasy-species`.
20
+ - Subpath export `@its-not-rocket-science/ananke/polity` — exposes `createPolity`,
21
+ `createPolityRegistry`, `stepPolityDay`, `declareWar`, `makePeace`, `areAtWar`,
22
+ `Polity`, `PolityRegistry`, `PolityPair` for world-simulation consumers such as
23
+ `ananke-world-ui`.
24
+
25
+ ---
26
+
27
+ ## [0.1.3] — 2026-03-20
28
+
29
+ ### Changed
30
+
31
+ - `src/index.ts` (CE-4) now exports only the Tier 1 stable surface defined in `STABLE_API.md`.
32
+ Tier 2 (experimental) and Tier 3 (internal) exports have been removed from the root barrel
33
+ and are accessible via direct module paths (e.g. `dist/src/sim/aging.js`).
34
+ - `createWorld`, `loadScenario`, `validateScenario`, `ARCHETYPE_MAP`, `ITEM_MAP` promoted to
35
+ Tier 1 (were incorrectly placed under Tier 3 in 0.1.2).
36
+ - `describeCharacter`, `formatCharacterSheet`, `formatOneLine` added to root barrel (were
37
+ listed as Tier 1 in `STABLE_API.md` but missing from the 0.1.2 export).
38
+
39
+ ---
40
+
41
+ ## [0.1.2] — 2026-03-19
42
+
43
+ ### Added
44
+
45
+ - `createWorld(seed, entities)` Tier-1 convenience factory; builds a `WorldState` from
46
+ `EntitySpec[]` (archetype, weapon, armour string IDs) without manual entity construction
47
+ - `loadScenario(json)` / `validateScenario(json)` JSON-driven world creation for
48
+ non-TypeScript consumers (Godot GDScript, Unity C#, scenario files)
49
+ - `ARCHETYPE_MAP` `ReadonlyMap` of all 21 built-in archetypes (7 base + 14 species)
50
+ - `ITEM_MAP` `ReadonlyMap` of all historical and starter weapons/armour
51
+
52
+ ---
53
+
54
+ ## [0.1.1] — 2026-03-19
55
+
56
+ ### Documentation
57
+
58
+ - Replace root `README.md` with a focused programmer's guide (installation, three
59
+ quick-start examples, core concepts, command reference, determinism rules, replay,
60
+ bridge, API tier table, TypeScript types, performance guidance)
61
+ - Preserve full original README as `docs/project-overview.md`
62
+ - Publish `docs/` reference suite in npm tarball: host-contract, integration-primer,
63
+ bridge-contract, performance, versioning, emergent-validation-report, project-overview
64
+ - Mark Platform Hardening PH-1 through PH-8 complete in ROADMAP
65
+ - Mark CE-1 (npm publish) complete; package published as `@its-not-rocket-science/ananke`
66
+
67
+ ---
68
+
69
+ ## [0.1.0]2026-03-18
70
+
71
+ Initial published release. All simulation layers (2–6) complete.
72
+ 3 023 tests passing. Coverage: statements 93.9%, branches 85.0%, functions 92.3%.
73
+
74
+ ### Simulation kernel (Layer 2) Phases 1–60
75
+
76
+ - **Phase 1** — Physical melee combat: kinetic strike/block/parry resolution, per-region
77
+ injury accumulation, shock/fluid-loss/consciousness tracking, movement physics, encumbrance,
78
+ crowd density, spatial partitioning, formation frontage cap, occlusion
79
+ - **Phase 2** Grappling (leverage-based, deterministic), stamina/exhaustion model, weapon
80
+ dynamics (bind, reach dominance, swing momentum carry)
81
+ - **Phase 3** — Ranged and projectile combat: dispersion-based accuracy, penetration at range,
82
+ suppression, cover/occlusion, explosive AoE, hydrostatic shock and cavitation, flash blindness
83
+ - **Phase 4** — Perception and cognition: sensory model, decision latency, surprise mechanics,
84
+ deterministic AI (line infantry / skirmisher presets)
85
+ - **Phase 5** — Morale and psychological state: fear accumulation, routing, panic variety,
86
+ leader/banner auras, rally mechanic
87
+ - **Phase 6** — Terrain: surface friction, obstacle/cover grids, elevation, slope direction,
88
+ dynamic hazard cells, AI cover-seeking, elevation melee advantage
89
+ - **Phase 7** — Skill system: per-entity `SkillMap`, technique modifiers on physical outcomes
90
+ - **Phase 8** — Body plan system: universal region-based anatomy (humanoid, quadruped, theropod,
91
+ sauropod, avian, vermiform, centaur, octopoid); add species with a data file, no kernel changes
92
+ - **Phase 9** — Medical simulation: fractures, infection, permanent damage, clotting, fatal
93
+ fluid loss, `TreatCommand` with tiered equipment and skill-scaled treatment rates
94
+ - **Phase 10** — Indirect fire and artillery
95
+ - **Phase 11** — Technology spectrum: `TechContext`, `TechEra`, `TechCapability`,
96
+ `validateLoadout`; powered exoskeleton, energy weapons, reflective armour, sensor items
97
+ - **Phase 12** — Capability sources and effects: Clarke's Third Law unification of magic and
98
+ advanced technology; directional cone AoE for breath weapons / flamethrowers / gas
99
+ - **Phase 21** — Character generation: `generateIndividual(seed, archetype, bias?)` with
100
+ per-archetype variance distributions; `NarrativeBias` for story-shaped generation (Phase 62)
101
+ - **Phase 22** Campaign layer: world clock, location registry, `travelCost` routing,
102
+ campaign-level inventory, Map-aware JSON serialisation
103
+ - **Phase 24** — Faction and reputation: standing, witness system, AI suppression
104
+ - **Phase 25** — Economy: item valuation, wear degradation, loot resolution, trade evaluation
105
+ - **Phase 31** — Knockback and stagger: impulse-momentum physics → stagger / prone transitions
106
+ - **Phase 32D** — Morale system constants
107
+ - **Phase 33** — Downtime and recovery: 1 Hz campaign-time bridge with tiered care levels
108
+ - **Phase 34** — Replay and analytics: `ReplayRecorder`, `replayTo`, `serializeReplay` /
109
+ `deserializeReplay`, `CollectingTrace`, metrics
110
+ - **Phase 35** — Arena simulation framework: scenario DSL, batch trial runner, expectation system
111
+ - **Phase 36** — Dialogue and negotiation: intimidation / persuasion / deception / surrender /
112
+ trade resolution using physical and psychological attributes
113
+ - **Phase 37** — Skill system extension: linguistic, musical, spatial intelligences
114
+ - **Phase 38** — Character description layer: `describeCharacter`, `formatCharacterSheet`,
115
+ `formatOneLine`, tier ratings grounded in real-world benchmarks
116
+ - **Phase 39** — Narrative layer: trace-to-prose event conversion, configurable verbosity
117
+ - **Phase 45** — Faction system expansion
118
+ - **Phase 47** — Personality traits
119
+ - **Phase 48** — Formation and squad mechanics
120
+ - **Phase 50** — Legend and chronicle: `LegendRegistry`, fame tracking, `ChronicleEntry`
121
+ - **Phase 51** Group psychology
122
+ - **Phase 53** — Systemic toxicology: ingested/cumulative toxins, pharmacokinetics,
123
+ substance interactions, addiction and withdrawal
124
+ - **Phase 54** Wound aging and long-term sequelae: PTSD-like `TraumaState`, phantom pain,
125
+ chronic fatigue, sepsis risk
126
+ - **Phase 55** — Collective non-combat activities: siege engineering, ritual/ceremony, trade
127
+ caravan logistics
128
+ - **Phase 56** — Disease and epidemic simulation: transmission routes, incubation, mortality,
129
+ immunity, polity-scale spread
130
+ - **Phase 57** — Aging and lifespan: `AgeState`, age multipliers on all attribute groups,
131
+ `applyAgingToAttributes`
132
+ - **Phase 58** — Sleep and circadian rhythm: sleep phases, debt accumulation,
133
+ `applySleepToAttributes`, `circadianAlertness`
134
+ - **Phase 59** — Mounted combat: five mount profiles, charge energy, rider height/stability,
135
+ forced dismount, mount fear propagation
136
+ - **Phase 60** — Environmental hazard zones: fire/radiation/toxic gas/acid/extreme cold,
137
+ linear falloff exposure, `stepHazardZone`
138
+ - **Phase 2ext / 3ext / 8B / 8C / 10B / 10C / 11C / 12B** — Phase extensions for thermoregulation,
139
+ weather, terrain enhancements, and technology calibration
140
+
141
+ ### Individual scale (Layer 3) — Phases 57–58, 62
142
+
143
+ - Aging, sleep/circadian, narrative bias for character generation
144
+
145
+ ### Group scale (Layer 4) Phase 65
146
+
147
+ - **Phase 65** — Emotional contagion at polity scale: `EmotionalWave`, four built-in profiles
148
+ (military rout, plague panic, victory rally, charismatic address), `applyEmotionalContagion`,
149
+ `stepEmotionalWaves`, `netEmotionalPressure`
150
+
151
+ ### Society scale (Layer 5) — Phase 66
152
+
153
+ - **Phase 66** — Generative mythology: six archetypal patterns detected from legend/chronicle log
154
+ (hero, monster, great_plague, divine_wrath, golden_age, trickster); `compressMythsFromHistory`,
155
+ `stepMythologyYear`, `aggregateFactionMythEffect`
156
+
157
+ ### World scale (Layer 6) — Phases 61, 67
158
+
159
+ - **Phase 61** Polity and world-state system: `Polity`, `PolityRegistry`, `stepPolityDay`,
160
+ trade, war, diplomacy, tech advancement, epidemic spread at polity scale
161
+ - **Phase 67** Technology diffusion: tech eras spread via trade routes; `computeDiffusionPressure`,
162
+ `stepTechDiffusion`, `totalInboundPressure`
163
+
164
+ ### Interface layer (Layer 1) — ROADMAP items 7–11, Phases 62–63
165
+
166
+ - **Phase 62** Narrative Bias: `NarrativeBias` parameter for `generateIndividual`
167
+ - **Phase 63** Narrative Stress Test: probability of story beats across seed distributions;
168
+ Deus Ex score (0.00 = plausible, 1.00 = plot armour)
169
+ - **Phase 64** "What If?" alternate history engine: polity-scale scenario runner across N seeds
170
+ - Visual editors: Body Plan Editor, Validation Scenario Builder, Species Forge
171
+ (`docs/editors/`)
172
+ - Public Validation Dashboard: 43/43 scenarios passing (`docs/dashboard/`)
173
+ - Performance & Scalability Benchmarks: `tools/benchmark.ts`, `docs/performance.md`
174
+ - Emergent Behaviour Validation Suite: four historical scenarios, all pass (`tools/emergent-validation.ts`)
175
+ - Blade Runner artificial life test: 198 NPCs, 365 simulated days, 4/4 claims pass
176
+ - Dataset Contribution Pipeline: `docs/dataset-contribution.md`
177
+
178
+ ### Infrastructure
179
+
180
+ - 3 023 Vitest tests; coverage ≥ 90% statements/lines, ≥ 80% branches, ≥ 85% functions
181
+ - CI: Node 20 + 22 matrix, typecheck, build, coverage, validation dashboard auto-update
182
+ - Fixed-point arithmetic throughout; zero `Math.random()` in `src/`
183
+ - `docs/integration-primer.md` — architecture, data-flow diagrams, type glossary, gotchas
184
+ - `docs/bridge-api.md` — 3D integration API reference
185
+ - `docs/ecosystem.md` — Unity/Godot adapter sketches
186
+ - `docs/performance.md` — benchmark methodology and tuning guide
187
+
188
+ ---
189
+
190
+ [Unreleased]: https://github.com/its-not-rocket-science/ananke/compare/v0.1.0...HEAD
191
+ [0.1.0]: https://github.com/its-not-rocket-science/ananke/releases/tag/v0.1.0
@@ -57,7 +57,7 @@ experiment results), you may also pin to a specific commit hash.
57
57
  ```json
58
58
  {
59
59
  "dependencies": {
60
- "ananke": "github:your-org/ananke#<commit-sha>"
60
+ "ananke": "github:its-not-rocket-science/ananke#<commit-sha>"
61
61
  }
62
62
  }
63
63
  ```
@@ -67,7 +67,7 @@ Replace `<commit-sha>` with the full 40-character hash you have validated.
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67
  ### Git submodule
68
68
 
69
69
  ```bash
70
- git submodule add https://github.com/your-org/ananke.git vendor/ananke
70
+ git submodule add https://github.com/its-not-rocket-science/ananke.git vendor/ananke
71
71
  cd vendor/ananke && git checkout <commit-sha>
72
72
  git add vendor/ananke && git commit -m "pin ananke to <commit-sha>"
73
73
  ```
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@its-not-rocket-science/ananke",
3
- "version": "0.1.3",
3
+ "version": "0.1.4",
4
4
  "type": "module",
5
5
  "description": "Deterministic lockstep-friendly SI-units RPG/physics core (fixed-point TS)",
6
6
  "license": "MIT",
@@ -10,6 +10,14 @@
10
10
  ".": {
11
11
  "import": "./dist/src/index.js",
12
12
  "types": "./dist/src/index.d.ts"
13
+ },
14
+ "./species": {
15
+ "import": "./dist/src/species.js",
16
+ "types": "./dist/src/species.d.ts"
17
+ },
18
+ "./polity": {
19
+ "import": "./dist/src/polity.js",
20
+ "types": "./dist/src/polity.d.ts"
13
21
  }
14
22
  },
15
23
  "files": [