@its-not-rocket-science/ananke 0.1.54 → 0.1.56

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package/CHANGELOG.md CHANGED
@@ -6,6 +6,38 @@ Versioning follows [Semantic Versioning](https://semver.org/).
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  ---
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+ ## [0.1.56] — 2026-03-30
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+
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+ ### Added
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+
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+ - **PA-7 — Advanced Non-Visual Sensory Systems (complete):**
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+ - `src/sim/sensory-extended.ts`: added `thermalVisionRange_m?: number` to `ExtendedSenses` interface — fourth modality alongside echolocation, electroreception, and olfaction. Effective range scales with target thermal signature; degraded by precipitation; dead entities have no thermal signature.
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+ - `src/extended-senses.ts` (new): unified extended-senses module with `AtmosphericState` integration (PA-6).
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+ - Body-plan predicates: `hasEcholocation`, `hasElectroreception`, `hasThermalVision`, `hasOlfaction`, `dominantSense` (priority: electroreception > echolocation > thermal > olfaction > vision).
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+ - `thermalSignature(entity)` → Q: dead=q(0); living=base q(0.30) + q(0.10) per bleeding region + q(0.15) if shock≥q(0.40).
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+ - `canDetectByThermalVision(observer, subject, dist_m, precipIntensity?)`: effective range = baseRange × signature / SCALE.Q × (1 − precipIntensity × 0.60). Detection quality `DETECT_THERMAL = q(0.35)`.
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+ - `canDetectExtendedAtmospheric(observer, subject, env, atmospheric, sensorBoost?)`: drop-in replacement for Phase 52 `canDetectExtended` that uses `AtmosphericState.scentStrength_Q` from `queryAtmosphericModifiers` for olfaction, and `precipIntensity_Q` for thermal attenuation.
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+ - `stepExtendedSenses(observer, world, atmospheric, env)` → `ExtendedSensesResult { detections }`: per-tick batch detection accumulator; iterates all world entities, checks all four extended modalities, returns `SensoryDetection[]` with `entityId`, `modality`, `quality_Q`, `dist_Sm`. Multiple detections per target are possible.
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+ - Exports: `SenseModality`, `SensoryDetection`, `ExtendedSensesResult`, `THERMAL_BASE_SIGNATURE_Q`, `THERMAL_BLEED_BONUS_Q`, `THERMAL_SHOCK_BONUS_Q`, `THERMAL_SHOCK_THRESHOLD`, `THERMAL_PRECIP_PENALTY`, `DETECT_THERMAL`, `DETECT_OLFACTION_ATMO_MIN`, `DETECT_OLFACTION_ATMO_MAX`.
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+ - `"./extended-senses"` subpath export added to `package.json`.
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+ - 60 new tests (187 test files, 5,512 tests total). Build: clean.
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+
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+ ---
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+
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+ ## [0.1.55] — 2026-03-30
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+
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+ ### Added
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+
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+ - **PA-6 — Unified Atmosphere Model (complete):**
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+ - `src/atmosphere.ts` (new): single `AtmosphericState` struct derived from Phase 51 `WeatherState` and Phase 68 `BiomeContext`, with a unified per-pair query API.
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+ - `deriveAtmosphericState(weather?, biome?)` → `AtmosphericState`: maps WeatherState wind to 3D `AtmosphericWind` (adds `dz_m`, derives `turbulence_Q` from speed); derives `precipIntensity_Q` from precipitation type; computes `baseVisibility_Sm` from fog × precipitation; computes `acousticMask_Q` from wind noise; maps biome `soundPropagation_Q` (vacuum = 0, water = 4×, standard air = 1×); derives `tractionMod_Q` and `thermalOffset_Q` from `deriveWeatherModifiers`.
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+ - `queryAtmosphericModifiers(from, to, state)` → `AtmosphericModifiers`: single call yields all position-pair atmospheric effects — `crossWindSpeed_mps` (perpendicular wind for projectile drift), `hazardConeMul_Q` (gas/smoke cone range 0.5×–1.5× from headwind/tailwind), `acousticMaskMul_Q` (hearing range including upwind bonus and biome propagation), `visibilityRange_Sm` (headwind-boosted precipitation degradation), `tractionMod_Q`, `scentStrength_Q` (q(1.0) fully downwind of target, q(0) upwind — prerequisite for PA-7), `thermalOffset_Q`.
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+ - `"./atmosphere"` subpath export added to `package.json`.
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+ - Exports: `AtmosphericWind`, `AtmosphericState`, `AtmosphericModifiers`, `deriveAtmosphericState`, `queryAtmosphericModifiers`; constants `ATMO_BASE_VISIBILITY_Sm`, `ATMO_ACOUSTIC_FULL_MASK_MPS`, `ATMO_TURBULENCE_FULL_MPS`, `ATMO_HAZARD_TAILWIND_MUL_MAX`, `ATMO_HAZARD_HEADWIND_MUL_MIN`, `ATMO_HEARING_UPWIND_BONUS`.
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+ - 53 new tests (186 test files, 5,452 tests total). Build: clean.
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+
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+ ---
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+
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  ## [0.1.54] — 2026-03-28
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  ### Added
@@ -0,0 +1,222 @@
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+ import { type Q } from "./units.js";
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+ import { type WeatherState } from "./sim/weather.js";
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+ import type { BiomeContext } from "./sim/biome.js";
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+ /**
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+ * Wind speed [WindField mps units, 100 per m/s] that produces maximum acoustic
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+ * masking (q(1.0)). Calibrated at 40 m/s (gale / violent storm).
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+ */
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+ export declare const ATMO_ACOUSTIC_FULL_MASK_MPS = 4000;
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+ /**
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+ * Wind speed [WindField mps units] that produces maximum turbulence (q(1.0)).
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+ * Calibrated at 50 m/s (hurricane-force).
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+ */
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+ export declare const ATMO_TURBULENCE_FULL_MPS = 5000;
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+ /**
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+ * Clear-sky baseline visibility range [SCALE.m]. 1 000 m = 10 000 000 SCALE.m.
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+ */
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+ export declare const ATMO_BASE_VISIBILITY_Sm = 10000000;
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+ /**
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+ * Maximum hazard-cone range multiplier from a strong tailwind (1.5× base range).
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+ * Stored as a raw multiplier where SCALE.Q = 1.0.
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+ */
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+ export declare const ATMO_HAZARD_TAILWIND_MUL_MAX = 15000;
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+ /**
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+ * Minimum hazard-cone range multiplier from a strong headwind (0.5× base range).
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+ */
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+ export declare const ATMO_HAZARD_HEADWIND_MUL_MIN = 5000;
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+ /**
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+ * Acoustic hearing range bonus when the sound source is directly upwind
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+ * (sound carries toward the listener): +20% of SCALE.Q.
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+ */
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+ export declare const ATMO_HEARING_UPWIND_BONUS = 2000;
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+ /**
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+ * 3-D wind field with vertical component and turbulence.
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+ *
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+ * Extends `WeatherState.WindField` (2-D) — `deriveAtmosphericState` maps the
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+ * existing 2-D wind field and adds a zero vertical component when the source
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+ * has no vertical wind data.
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+ *
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+ * Speed units: 100 units = 1 m/s (same convention as WeatherState.WindField).
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+ */
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+ export interface AtmosphericWind {
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+ /** X component of wind direction — unit vector in SCALE.m space. */
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+ dx_m: number;
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+ /** Y component of wind direction — unit vector in SCALE.m space. */
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+ dy_m: number;
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+ /**
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+ * Vertical (Z) component — positive = rising (updraft).
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+ * Unit vector in SCALE.m space. `0` for standard horizontal wind.
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+ */
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+ dz_m: number;
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+ /** Wind speed [100 units = 1 m/s]. */
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+ speed_mps: number;
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+ /**
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+ * Turbulence intensity [Q 0..SCALE.Q].
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+ * q(0) = laminar flow; q(1.0) = severe gusts (hurricane-force).
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+ * Added to aim-error grouping radius for ranged attacks; derived from wind
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+ * speed by `deriveAtmosphericState`.
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+ */
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+ turbulence_Q: Q;
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+ }
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+ /**
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+ * Unified atmospheric state — combines wind, precipitation, visibility,
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+ * acoustic environment, and thermal offset into a single queryable struct.
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+ *
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+ * Build once per tick from `WeatherState` and `BiomeContext` via
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+ * `deriveAtmosphericState`, then query per entity-pair via
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+ * `queryAtmosphericModifiers`.
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+ */
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+ export interface AtmosphericState {
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+ /** 3-D wind field. */
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+ wind: AtmosphericWind;
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+ /**
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+ * Precipitation intensity [Q 0..SCALE.Q].
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+ * q(0) = none; q(1.0) = blizzard/torrential rain.
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+ * Affects traction, visibility, and acoustic masking.
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+ */
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+ precipIntensity_Q: Q;
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+ /**
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+ * Baseline visibility range [SCALE.m] — clear-sky minus fog and precipitation.
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+ * `queryAtmosphericModifiers` adjusts this for headwind-driven precipitation.
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+ */
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+ baseVisibility_Sm: number;
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+ /**
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+ * Surface traction multiplier [Q].
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+ * Multiply `KernelContext.tractionCoeff` by this value (already derived from
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+ * `deriveWeatherModifiers().tractionMul_Q`).
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+ */
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+ tractionMod_Q: Q;
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+ /**
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+ * Ambient acoustic masking from wind noise [Q 0..SCALE.Q].
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+ * q(0) = still air (no masking); q(1.0) = severe wind noise (hearing near zero).
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+ * Applied to base hearing range before directional adjustments in
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+ * `queryAtmosphericModifiers`.
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+ */
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+ acousticMask_Q: Q;
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+ /**
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+ * Sound propagation multiplier from biome [Q].
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+ * q(1.0) = normal air propagation (default).
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+ * q(0.0) = vacuum (no sound).
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+ * q(4.0) = water (~4× faster propagation).
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+ * Multiplies the post-masking hearing range in `queryAtmosphericModifiers`.
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+ */
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+ soundPropagation_Q: Q;
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+ /**
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+ * Thermal offset in Phase-29 Q encoding.
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+ * Add to `KernelContext.thermalAmbient_Q`.
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+ */
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+ thermalOffset_Q: number;
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+ }
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+ /**
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+ * Per-pair atmospheric modifiers returned by `queryAtmosphericModifiers`.
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+ *
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+ * All values are ready to apply:
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+ * - Multiply Q fields using `Math.round(value × mul / SCALE.Q)`.
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+ * - Add offset fields directly.
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+ *
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+ * @see queryAtmosphericModifiers
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+ */
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+ export interface AtmosphericModifiers {
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+ /**
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+ * Perpendicular wind component relative to the shot/query direction
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+ * [100 units = 1 m/s].
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+ *
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+ * Convert to projectile drift [SCALE.m]:
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+ * ```
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+ * drift_Sm = crossWindSpeed_mps × range_Sm / proj_speed_mps
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+ * ```
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+ * where `range_Sm` is in SCALE.m and `proj_speed_mps` is in the same
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+ * 100-per-m/s wind units. Zero when the query pair is coincident.
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+ */
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+ crossWindSpeed_mps: number;
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+ /**
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+ * Hazard-cone range multiplier for gas/smoke cones aimed from `from` to `to`
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+ * [raw factor, SCALE.Q = 1.0].
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+ *
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+ * Values > SCALE.Q are valid and intentional:
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+ * - Tailwind extends range up to `ATMO_HAZARD_TAILWIND_MUL_MAX` (1.5×).
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+ * - Headwind reduces range down to `ATMO_HAZARD_HEADWIND_MUL_MIN` (0.5×).
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+ * - Crosswind or calm → SCALE.Q (1.0×, no change).
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+ *
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+ * Apply: `adjustedRange_Sm = Math.round(baseRange_Sm × hazardConeMul_Q / SCALE.Q)`.
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+ */
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+ hazardConeMul_Q: number;
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+ /**
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+ * Effective hearing range multiplier [Q 0..SCALE.Q + ATMO_HEARING_UPWIND_BONUS].
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+ *
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+ * Combines wind noise masking and directional propagation:
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+ * - Values < SCALE.Q: hearing degraded (wind noise or vacuum).
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+ * - Values up to SCALE.Q + ATMO_HEARING_UPWIND_BONUS: enhanced (sound downwind of listener).
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+ *
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+ * Apply: `effectiveRange_Sm = Math.round(baseRange_Sm × acousticMaskMul_Q / SCALE.Q)`.
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+ */
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+ acousticMaskMul_Q: number;
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+ /**
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+ * Effective visibility range [SCALE.m] for the query direction.
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+ * Already adjusted for headwind-driven precipitation and fog.
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+ * Use as maximum ranged-detection distance for this query pair.
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+ */
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+ visibilityRange_Sm: number;
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+ /**
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+ * Surface traction modifier [Q] — same as `AtmosphericState.tractionMod_Q`.
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+ * Included here for convenience so callers can read all mods from one struct.
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+ */
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+ tractionMod_Q: Q;
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+ /**
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+ * Scent propagation strength from `to` toward `from` [Q 0..SCALE.Q].
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+ *
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+ * Physics: the observer at `from` smells the entity at `to` when the wind
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+ * blows from `to` toward `from` (i.e., `from` is downwind of `to`).
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+ *
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+ * - q(1.0) = `from` is directly downwind of `to` (maximum scent).
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+ * - q(0) = `from` is upwind of `to` (no scent reaches observer).
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+ * - Intermediate values for crosswind/partial alignment.
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+ *
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+ * Used by PA-7 olfactory detection.
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+ */
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+ scentStrength_Q: Q;
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+ /**
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+ * Thermal offset in Phase-29 Q encoding.
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+ * Same as `AtmosphericState.thermalOffset_Q`.
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+ */
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+ thermalOffset_Q: number;
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+ }
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+ /**
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+ * Build an `AtmosphericState` from Phase 51 `WeatherState` and Phase 68
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+ * `BiomeContext`.
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+ *
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+ * Both parameters are optional — absent values produce calm, clear-sky,
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+ * standard-air atmosphere with no modifiers.
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+ *
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+ * @example
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+ * ```ts
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+ * const atmo = deriveAtmosphericState(ctx.weather, ctx.biome);
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+ * // Use once per tick, query per entity-pair:
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+ * const mods = queryAtmosphericModifiers(attacker, target, atmo);
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+ * ```
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+ */
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+ export declare function deriveAtmosphericState(weather?: WeatherState, biome?: BiomeContext): AtmosphericState;
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+ /**
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+ * Query all atmospheric modifiers for a position pair.
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+ *
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+ * Computes wind-relative effects along the `from → to` vector:
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+ * - Crosswind component for projectile drift.
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+ * - Tailwind/headwind ratio for hazard-cone range.
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+ * - Directional acoustic effects.
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+ * - Headwind-boosted precipitation degrading visibility.
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+ * - Scent propagation strength (downwind = strong, upwind = none).
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+ *
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+ * Pure function — no mutation, safe to call multiple times per tick.
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+ *
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+ * @param from Observer / attacker position [SCALE.m].
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+ * @param to Target / source position [SCALE.m].
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+ * @param state Atmospheric state built by `deriveAtmosphericState`.
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+ * @returns All modifiers for this position pair.
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+ */
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+ export declare function queryAtmosphericModifiers(from: {
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+ x_Sm: number;
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+ y_Sm: number;
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+ }, to: {
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+ x_Sm: number;
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+ y_Sm: number;
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+ }, state: AtmosphericState): AtmosphericModifiers;
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+ // src/atmosphere.ts — PA-6: Unified Atmosphere Model
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+ //
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+ // Provides a single `AtmosphericState` struct that derives from WeatherState
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+ // (Phase 51) and BiomeContext (Phase 68) and exposes a unified query API.
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+ //
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+ // `queryAtmosphericModifiers(from, to, state)` returns all atmospheric effects
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+ // relevant to a position pair in one call — projectile drift, hazard cone
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+ // distortion, acoustic masking, visibility, traction, and scent propagation —
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+ // so hosts no longer need per-system wind configuration.
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+ //
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+ // Integration:
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+ // 1. Build once per tick: state = deriveAtmosphericState(weather, biome)
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+ // 2. Query per-pair: mods = queryAtmosphericModifiers(from, to, state)
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+ // 3. Apply mods to:
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+ // - resolveShoot: gRadius_m += crossWindSpeed_mps × range / proj_speed
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+ // - adjustConeRange: multiply result by hazardConeMul_Q / SCALE.Q
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+ // - sensoryEnv.hearingRange_m: multiply by acousticMaskMul_Q / SCALE.Q
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+ // - KernelContext.tractionCoeff: multiply by mods.tractionMod_Q / SCALE.Q
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+ // - PA-7 senses: use scentStrength_Q for olfactory detection
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+ import { SCALE, q, clampQ } from "./units.js";
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+ import { deriveWeatherModifiers, } from "./sim/weather.js";
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+ // ── Constants ─────────────────────────────────────────────────────────────────
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+ /**
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+ * Wind speed [WindField mps units, 100 per m/s] that produces maximum acoustic
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+ * masking (q(1.0)). Calibrated at 40 m/s (gale / violent storm).
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+ */
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+ export const ATMO_ACOUSTIC_FULL_MASK_MPS = 4_000;
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+ /**
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+ * Wind speed [WindField mps units] that produces maximum turbulence (q(1.0)).
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+ * Calibrated at 50 m/s (hurricane-force).
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+ */
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+ export const ATMO_TURBULENCE_FULL_MPS = 5_000;
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+ /**
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+ * Clear-sky baseline visibility range [SCALE.m]. 1 000 m = 10 000 000 SCALE.m.
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+ */
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+ export const ATMO_BASE_VISIBILITY_Sm = 10_000_000;
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+ /**
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+ * Maximum hazard-cone range multiplier from a strong tailwind (1.5× base range).
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+ * Stored as a raw multiplier where SCALE.Q = 1.0.
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+ */
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+ export const ATMO_HAZARD_TAILWIND_MUL_MAX = 15_000; // 1.5 × SCALE.Q
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+ /**
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+ * Minimum hazard-cone range multiplier from a strong headwind (0.5× base range).
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+ */
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+ export const ATMO_HAZARD_HEADWIND_MUL_MIN = 5_000; // 0.5 × SCALE.Q
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+ /**
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+ * Acoustic hearing range bonus when the sound source is directly upwind
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+ * (sound carries toward the listener): +20% of SCALE.Q.
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+ */
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+ export const ATMO_HEARING_UPWIND_BONUS = 2_000; // 0.2 × SCALE.Q
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+ // ── Zero-wind sentinel ────────────────────────────────────────────────────────
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+ const ZERO_WIND = {
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+ dx_m: SCALE.m, // direction irrelevant at zero speed; default East
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+ dy_m: 0,
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+ dz_m: 0,
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+ speed_mps: 0,
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+ turbulence_Q: q(0),
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+ };
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+ // ── deriveAtmosphericState ────────────────────────────────────────────────────
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+ /**
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+ * Build an `AtmosphericState` from Phase 51 `WeatherState` and Phase 68
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+ * `BiomeContext`.
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+ *
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+ * Both parameters are optional — absent values produce calm, clear-sky,
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+ * standard-air atmosphere with no modifiers.
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+ *
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+ * @example
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+ * ```ts
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+ * const atmo = deriveAtmosphericState(ctx.weather, ctx.biome);
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+ * // Use once per tick, query per entity-pair:
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+ * const mods = queryAtmosphericModifiers(attacker, target, atmo);
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+ * ```
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+ */
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+ export function deriveAtmosphericState(weather, biome) {
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+ // ── Wind ──────────────────────────────────────────────────────────────────
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+ const srcWind = weather?.wind;
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+ const turbulence_Q = srcWind
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+ ? clampQ(Math.round(srcWind.speed_mps * SCALE.Q / ATMO_TURBULENCE_FULL_MPS), q(0), SCALE.Q)
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+ : q(0);
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+ const wind = srcWind
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+ ? { dx_m: srcWind.dx_m, dy_m: srcWind.dy_m, dz_m: 0, speed_mps: srcWind.speed_mps, turbulence_Q }
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+ : ZERO_WIND;
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+ // ── Weather-derived modifiers ─────────────────────────────────────────────
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+ const wmod = weather ? deriveWeatherModifiers(weather) : null;
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+ const tractionMod_Q = (wmod?.tractionMul_Q ?? SCALE.Q);
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+ const thermalOffset_Q = wmod?.thermalOffset_Q ?? 0;
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+ // ── Precipitation intensity ───────────────────────────────────────────────
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+ // Map WeatherModifiers.precipVisionMul_Q inversely: q(1.0) = none, q(0.30) = blizzard
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+ const precipVisionMul = wmod?.precipVisionMul_Q ?? SCALE.Q;
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+ // precipIntensity = 1.0 - precipVisionMul (inverted, clamped to [0, 1])
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+ const precipIntensity_Q = clampQ((SCALE.Q - precipVisionMul), q(0), SCALE.Q);
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+ // ── Visibility ────────────────────────────────────────────────────────────
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+ // Fog: q(0) → full visibility; q(1.0) → 1% of baseline
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+ const fogDensity = weather?.fogDensity_Q ?? 0;
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+ const fogMul = Math.max(100, SCALE.Q - Math.round(fogDensity * 9_900 / SCALE.Q)); // 100..10000
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+ const precipMul = precipVisionMul; // already in [q(0.30), q(1.0)]
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+ // Combined: fog + precip (multiplicative)
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+ const combinedVisionMul = Math.round(fogMul * precipMul / SCALE.Q);
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+ const baseVisibility_Sm = Math.max(10 * SCALE.m, // minimum: 10 m visibility
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+ Math.round(ATMO_BASE_VISIBILITY_Sm * combinedVisionMul / SCALE.Q));
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+ // ── Acoustic masking (ambient wind noise) ─────────────────────────────────
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+ const acousticMask_Q = clampQ(Math.round(wind.speed_mps * SCALE.Q / ATMO_ACOUSTIC_FULL_MASK_MPS), q(0), SCALE.Q);
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+ // ── Sound propagation from biome ──────────────────────────────────────────
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+ const soundPropagation_Q = biome?.soundPropagation !== undefined
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+ ? biome.soundPropagation
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+ : SCALE.Q;
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+ return {
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+ wind,
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+ precipIntensity_Q,
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+ baseVisibility_Sm,
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+ tractionMod_Q,
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+ acousticMask_Q,
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+ soundPropagation_Q,
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+ thermalOffset_Q,
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+ };
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+ }
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+ // ── queryAtmosphericModifiers ─────────────────────────────────────────────────
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+ /**
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+ * Query all atmospheric modifiers for a position pair.
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+ *
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+ * Computes wind-relative effects along the `from → to` vector:
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+ * - Crosswind component for projectile drift.
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+ * - Tailwind/headwind ratio for hazard-cone range.
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+ * - Directional acoustic effects.
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+ * - Headwind-boosted precipitation degrading visibility.
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+ * - Scent propagation strength (downwind = strong, upwind = none).
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+ *
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+ * Pure function — no mutation, safe to call multiple times per tick.
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+ *
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+ * @param from Observer / attacker position [SCALE.m].
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+ * @param to Target / source position [SCALE.m].
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+ * @param state Atmospheric state built by `deriveAtmosphericState`.
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+ * @returns All modifiers for this position pair.
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+ */
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+ export function queryAtmosphericModifiers(from, to, state) {
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+ const shotDx = to.x_Sm - from.x_Sm;
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+ const shotDy = to.y_Sm - from.y_Sm;
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+ const distSq = shotDx * shotDx + shotDy * shotDy;
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+ const dist_Sm = distSq > 0 ? Math.trunc(Math.sqrt(distSq)) : 0;
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+ const { wind } = state;
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+ // ── Wind-direction geometry ────────────────────────────────────────────────
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+ // Dot and cross products of wind direction (unit vector × SCALE.m) with shot
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+ // direction (SCALE.m). Both raw values have units SCALE.m², scaled by dist.
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+ // We normalise by dividing by dist_Sm to recover SCALE.m-range cosine/sine.
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+ // dotNorm ∈ [-SCALE.m, SCALE.m]: positive = tailwind, negative = headwind.
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+ // crossNorm ∈ [0, SCALE.m]: magnitude of perpendicular component.
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+ let dotNorm = 0;
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+ let crossNorm = 0;
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+ if (dist_Sm > 0 && wind.speed_mps > 0) {
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+ const dotRaw = wind.dx_m * shotDx + wind.dy_m * shotDy;
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+ const crossRaw = wind.dx_m * shotDy - wind.dy_m * shotDx;
152
+ dotNorm = Math.trunc(dotRaw / dist_Sm); // SCALE.m units (cosine component)
153
+ crossNorm = Math.trunc(Math.abs(crossRaw) / dist_Sm); // SCALE.m units (sine component)
154
+ // Clamp to valid range (floating-point-free but integer rounding can exceed SCALE.m)
155
+ dotNorm = Math.max(-SCALE.m, Math.min(SCALE.m, dotNorm));
156
+ crossNorm = Math.min(SCALE.m, crossNorm);
157
+ }
158
+ // ── Crosswind speed (projectile drift) ───────────────────────────────────
159
+ // crossWindSpeed_mps = |sin θ| × wind.speed_mps
160
+ const crossWindSpeed_mps = Math.round(crossNorm * wind.speed_mps / SCALE.m);
161
+ // ── Hazard-cone multiplier ────────────────────────────────────────────────
162
+ // At full tailwind (dotNorm = +SCALE.m): 1.5× range.
163
+ // At full headwind (dotNorm = -SCALE.m): 0.5× range.
164
+ // Range: [ATMO_HAZARD_HEADWIND_MUL_MIN, ATMO_HAZARD_TAILWIND_MUL_MAX].
165
+ const HAZARD_HALF_RANGE = Math.round((ATMO_HAZARD_TAILWIND_MUL_MAX - ATMO_HAZARD_HEADWIND_MUL_MIN) / 2);
166
+ const hazardConeMul_Q = Math.max(ATMO_HAZARD_HEADWIND_MUL_MIN, Math.min(ATMO_HAZARD_TAILWIND_MUL_MAX, SCALE.Q + Math.round(dotNorm * HAZARD_HALF_RANGE / SCALE.m)));
167
+ // ── Acoustic masking multiplier ───────────────────────────────────────────
168
+ // Base: 1.0 − ambient wind noise masking.
169
+ // Directional bonus: source upwind of listener (negative dotNorm) → sound
170
+ // carries toward the listener → up to +ATMO_HEARING_UPWIND_BONUS.
171
+ const baseHearing = SCALE.Q - state.acousticMask_Q;
172
+ const upwindBonus = Math.max(0, Math.round(-dotNorm * ATMO_HEARING_UPWIND_BONUS / SCALE.m));
173
+ // Apply biome sound propagation (e.g. ×4 in water, ×0 in vacuum)
174
+ const rawAcousticMul = Math.round((baseHearing + upwindBonus) * state.soundPropagation_Q / SCALE.Q);
175
+ const acousticMaskMul_Q = Math.max(0, rawAcousticMul);
176
+ // ── Visibility (directional) ──────────────────────────────────────────────
177
+ // Headwind drives precipitation particles directly at the sensor, increasing
178
+ // effective precipitation density and reducing visibility further.
179
+ const headwindFrac = Math.max(0, -dotNorm); // 0..SCALE.m for headwind
180
+ // precipBoostPenalty: extra vision reduction from headwind-driven precipitation
181
+ const precipBoostPenalty = Math.round(headwindFrac * state.precipIntensity_Q / SCALE.m * q(0.30) / SCALE.Q);
182
+ const visionMul = Math.max(100, // ≥ 1% of base
183
+ SCALE.Q - Math.round(state.precipIntensity_Q * 3_000 / SCALE.Q) - precipBoostPenalty);
184
+ const visibilityRange_Sm = Math.max(10 * SCALE.m, Math.round(state.baseVisibility_Sm * visionMul / SCALE.Q));
185
+ // ── Scent strength ────────────────────────────────────────────────────────
186
+ // "from" smells "to" when wind blows from to→from (reversed shot direction
187
+ // aligns with wind direction).
188
+ // scentDotNorm = -dotNorm (positive = wind blows from `to` toward `from`).
189
+ const scentDotNorm = -dotNorm;
190
+ const scentStrength_Q = clampQ(Math.round(scentDotNorm * SCALE.Q / SCALE.m), q(0), SCALE.Q);
191
+ return {
192
+ crossWindSpeed_mps,
193
+ hazardConeMul_Q,
194
+ acousticMaskMul_Q,
195
+ visibilityRange_Sm,
196
+ tractionMod_Q: state.tractionMod_Q,
197
+ scentStrength_Q,
198
+ thermalOffset_Q: state.thermalOffset_Q,
199
+ };
200
+ }
@@ -0,0 +1,146 @@
1
+ import { type Q } from "./units.js";
2
+ import type { Entity } from "./sim/entity.js";
3
+ import type { WorldState } from "./sim/world.js";
4
+ import type { SensoryEnvironment } from "./sim/sensory.js";
5
+ import { type AtmosphericState } from "./atmosphere.js";
6
+ /** Sensory modality used for a detection. */
7
+ export type SenseModality = "vision" | "echolocation" | "electroreception" | "olfaction" | "thermal";
8
+ /**
9
+ * A single detected entity and the sense used to detect it.
10
+ *
11
+ * Multiple detections for the same `entityId` are possible (e.g. a close
12
+ * target may be detected by both olfaction and echolocation). Callers should
13
+ * take the maximum `quality_Q` per entity for targeting decisions.
14
+ */
15
+ export interface SensoryDetection {
16
+ /** Id of the detected entity. */
17
+ entityId: number;
18
+ /** Modality that produced this detection. */
19
+ modality: SenseModality;
20
+ /**
21
+ * Detection quality [Q 0..SCALE.Q].
22
+ * Higher = more precise positional information.
23
+ * q(0.80) = electroreception; q(0.70) = echolocation; q(0.40) = olfaction/thermal.
24
+ */
25
+ quality_Q: Q;
26
+ /** Distance from observer to detected entity [SCALE.m]. */
27
+ dist_Sm: number;
28
+ }
29
+ /** Result of a `stepExtendedSenses` call. */
30
+ export interface ExtendedSensesResult {
31
+ /** All detections produced this tick. May be empty. */
32
+ detections: SensoryDetection[];
33
+ }
34
+ /** Thermal signature of a living entity at rest [Q]. */
35
+ export declare const THERMAL_BASE_SIGNATURE_Q: Q;
36
+ /**
37
+ * Additional thermal signature per bleeding body region [Q].
38
+ * Warm blood on the surface raises infrared contrast.
39
+ */
40
+ export declare const THERMAL_BLEED_BONUS_Q: Q;
41
+ /**
42
+ * Additional thermal signature when entity shock exceeds `THERMAL_SHOCK_THRESHOLD`.
43
+ * Fever and inflammation elevate core temperature.
44
+ */
45
+ export declare const THERMAL_SHOCK_BONUS_Q: Q;
46
+ /** Shock level [Q] above which a fever/inflammatory bonus applies. */
47
+ export declare const THERMAL_SHOCK_THRESHOLD: Q;
48
+ /**
49
+ * Precipitation reduces effective thermal range.
50
+ * At precipIntensity_Q = SCALE.Q: range × (1 - THERMAL_PRECIP_PENALTY).
51
+ */
52
+ export declare const THERMAL_PRECIP_PENALTY: Q;
53
+ /** Detection quality returned for thermal detections. */
54
+ export declare const DETECT_THERMAL: Q;
55
+ /** Minimum olfaction detection quality when atmospheric scentStrength_Q is q(1.0). */
56
+ export declare const DETECT_OLFACTION_ATMO_MIN: Q;
57
+ /** Maximum olfaction detection quality. */
58
+ export declare const DETECT_OLFACTION_ATMO_MAX: Q;
59
+ /** Returns `true` if the entity has echolocation capability. */
60
+ export declare function hasEcholocation(entity: Entity): boolean;
61
+ /** Returns `true` if the entity has electroreception capability. */
62
+ export declare function hasElectroreception(entity: Entity): boolean;
63
+ /** Returns `true` if the entity has thermal (infrared) vision. */
64
+ export declare function hasThermalVision(entity: Entity): boolean;
65
+ /** Returns `true` if the entity has olfaction (scent) capability. */
66
+ export declare function hasOlfaction(entity: Entity): boolean;
67
+ /**
68
+ * Returns the entity's dominant non-visual sense.
69
+ *
70
+ * Priority: electroreception > echolocation > thermal > olfaction > vision.
71
+ *
72
+ * Use this to steer AI targeting logic:
73
+ * - `"echolocation"` → entity can hunt in total darkness.
74
+ * - `"electroreception"` → entity detects living creatures at close range
75
+ * regardless of light, noise, or scent.
76
+ * - `"thermal"` → entity detects warm-bodied prey by heat signature.
77
+ * - `"olfaction"` → entity tracks prey by scent trail (wind-dependent).
78
+ * - `"vision"` → standard visual detection (default).
79
+ */
80
+ export declare function dominantSense(entity: Entity): SenseModality;
81
+ /**
82
+ * Compute the thermal signature of an entity [Q 0..SCALE.Q].
83
+ *
84
+ * Dead entities return q(0) — no remaining metabolic heat.
85
+ * Living entities radiate at least `THERMAL_BASE_SIGNATURE_Q`.
86
+ * Active bleeding and fever raise the signature further.
87
+ */
88
+ export declare function thermalSignature(entity: Entity): Q;
89
+ /**
90
+ * Whether observer can detect subject via thermal (infrared) vision.
91
+ *
92
+ * - Requires `observer.extendedSenses.thermalVisionRange_m > 0`.
93
+ * - Dead entities have no thermal signature and are not detected.
94
+ * - Effective range: `thermalVisionRange_m × signature_Q / SCALE.Q`,
95
+ * further reduced by precipitation (`THERMAL_PRECIP_PENALTY`).
96
+ * - Unaffected by ambient light or noise.
97
+ *
98
+ * @param dist_m Distance from observer to subject [SCALE.m].
99
+ * @param precipIntensity Precipitation intensity [Q 0..SCALE.Q] from AtmosphericState.
100
+ */
101
+ export declare function canDetectByThermalVision(observer: Entity, subject: Entity, dist_m: number, precipIntensity?: Q): boolean;
102
+ /**
103
+ * Full detection check using all four extended modalities, with `AtmosphericState`
104
+ * integration for olfaction and thermal.
105
+ *
106
+ * Returns best detection quality [Q] across all active senses:
107
+ * - q(1.0): vision (Phase 4)
108
+ * - q(0.80): electroreception
109
+ * - q(0.70): echolocation
110
+ * - q(0.20–0.40): olfaction (atmospheric, wind/precip dependent)
111
+ * - q(0.35): thermal (heat-signature dependent)
112
+ * - q(0): undetected
113
+ *
114
+ * Use this as a drop-in replacement for `canDetectExtended` when an
115
+ * `AtmosphericState` is available.
116
+ */
117
+ export declare function canDetectExtendedAtmospheric(observer: Entity, subject: Entity, env: SensoryEnvironment, atmospheric: AtmosphericState, sensorBoost?: {
118
+ visionRangeMul: Q;
119
+ hearingRangeMul: Q;
120
+ }): Q;
121
+ /**
122
+ * Accumulate all extended-sense detections for one observer entity.
123
+ *
124
+ * Iterates all entities in `world`, skips the observer itself, and for each
125
+ * other entity checks all four extended modalities. Multiple detections per
126
+ * target are possible and are all returned (callers take the max quality).
127
+ *
128
+ * Visual and hearing detection is **not** included — use `canDetect` (Phase 4)
129
+ * or `canDetectExtendedAtmospheric` for full detection checks.
130
+ *
131
+ * @param observer The sensing entity.
132
+ * @param world Current world state (iterated for targets).
133
+ * @param atmospheric Atmospheric state from `deriveAtmosphericState` (PA-6).
134
+ * @param env Sensory environment for echolocation noise level.
135
+ * @returns All detections this tick (may be empty).
136
+ *
137
+ * @example
138
+ * ```ts
139
+ * const atmo = deriveAtmosphericState(ctx.weather, ctx.biome);
140
+ * const result = stepExtendedSenses(bat, world, atmo, ctx.sensoryEnv ?? DEFAULT_SENSORY_ENV);
141
+ * for (const det of result.detections) {
142
+ * // det.entityId, det.modality, det.quality_Q, det.dist_Sm
143
+ * }
144
+ * ```
145
+ */
146
+ export declare function stepExtendedSenses(observer: Entity, world: WorldState, atmospheric: AtmosphericState, env: SensoryEnvironment): ExtendedSensesResult;
@@ -0,0 +1,310 @@
1
+ // src/extended-senses.ts — PA-7: Advanced Non-Visual Sensory Systems
2
+ //
3
+ // Extends Phase 52 (sensory-extended.ts) with:
4
+ // - Thermal (infrared) detection — 4th modality alongside echolocation,
5
+ // electroreception, and olfaction.
6
+ // - stepExtendedSenses(entity, world, atmospheric, env) — batch per-tick
7
+ // detection accumulator returning structured results per modality.
8
+ // - AtmosphericState integration — olfaction uses scentStrength_Q from
9
+ // queryAtmosphericModifiers (PA-6) rather than re-computing wind alignment.
10
+ // - Body-plan predicates: hasEcholocation, hasElectroreception,
11
+ // hasThermalVision, hasOlfaction, dominantSense.
12
+ //
13
+ // Compatibility: fully additive — does not modify the Phase 52 API. Hosts
14
+ // can replace calls to canDetectExtended with canDetectExtendedAtmospheric
15
+ // for unified atmospheric integration, or continue using Phase 52 directly.
16
+ import { SCALE, q, clampQ, mulDiv } from "./units.js";
17
+ import { canDetect } from "./sim/sensory.js";
18
+ import { canDetectByEcholocation, canDetectByElectroreception, DETECT_ECHOLOCATION, DETECT_ELECTRORECEPTION, } from "./sim/sensory-extended.js";
19
+ import { queryAtmosphericModifiers, } from "./atmosphere.js";
20
+ // ── Constants ─────────────────────────────────────────────────────────────────
21
+ /** Thermal signature of a living entity at rest [Q]. */
22
+ export const THERMAL_BASE_SIGNATURE_Q = q(0.30);
23
+ /**
24
+ * Additional thermal signature per bleeding body region [Q].
25
+ * Warm blood on the surface raises infrared contrast.
26
+ */
27
+ export const THERMAL_BLEED_BONUS_Q = q(0.10);
28
+ /**
29
+ * Additional thermal signature when entity shock exceeds `THERMAL_SHOCK_THRESHOLD`.
30
+ * Fever and inflammation elevate core temperature.
31
+ */
32
+ export const THERMAL_SHOCK_BONUS_Q = q(0.15);
33
+ /** Shock level [Q] above which a fever/inflammatory bonus applies. */
34
+ export const THERMAL_SHOCK_THRESHOLD = q(0.40);
35
+ /**
36
+ * Precipitation reduces effective thermal range.
37
+ * At precipIntensity_Q = SCALE.Q: range × (1 - THERMAL_PRECIP_PENALTY).
38
+ */
39
+ export const THERMAL_PRECIP_PENALTY = q(0.60);
40
+ /** Detection quality returned for thermal detections. */
41
+ export const DETECT_THERMAL = q(0.35);
42
+ /** Minimum olfaction detection quality when atmospheric scentStrength_Q is q(1.0). */
43
+ export const DETECT_OLFACTION_ATMO_MIN = q(0.20);
44
+ /** Maximum olfaction detection quality. */
45
+ export const DETECT_OLFACTION_ATMO_MAX = q(0.40);
46
+ // ── Body-plan predicates ──────────────────────────────────────────────────────
47
+ /** Returns `true` if the entity has echolocation capability. */
48
+ export function hasEcholocation(entity) {
49
+ return (entity.extendedSenses?.echolocationRange_m ?? 0) > 0;
50
+ }
51
+ /** Returns `true` if the entity has electroreception capability. */
52
+ export function hasElectroreception(entity) {
53
+ return (entity.extendedSenses?.electroreceptionRange_m ?? 0) > 0;
54
+ }
55
+ /** Returns `true` if the entity has thermal (infrared) vision. */
56
+ export function hasThermalVision(entity) {
57
+ return (entity.extendedSenses?.thermalVisionRange_m ?? 0) > 0;
58
+ }
59
+ /** Returns `true` if the entity has olfaction (scent) capability. */
60
+ export function hasOlfaction(entity) {
61
+ return (entity.extendedSenses?.olfactionSensitivity_Q ?? 0) > 0;
62
+ }
63
+ /**
64
+ * Returns the entity's dominant non-visual sense.
65
+ *
66
+ * Priority: electroreception > echolocation > thermal > olfaction > vision.
67
+ *
68
+ * Use this to steer AI targeting logic:
69
+ * - `"echolocation"` → entity can hunt in total darkness.
70
+ * - `"electroreception"` → entity detects living creatures at close range
71
+ * regardless of light, noise, or scent.
72
+ * - `"thermal"` → entity detects warm-bodied prey by heat signature.
73
+ * - `"olfaction"` → entity tracks prey by scent trail (wind-dependent).
74
+ * - `"vision"` → standard visual detection (default).
75
+ */
76
+ export function dominantSense(entity) {
77
+ if (hasElectroreception(entity))
78
+ return "electroreception";
79
+ if (hasEcholocation(entity))
80
+ return "echolocation";
81
+ if (hasThermalVision(entity))
82
+ return "thermal";
83
+ if (hasOlfaction(entity))
84
+ return "olfaction";
85
+ return "vision";
86
+ }
87
+ // ── Thermal detection ─────────────────────────────────────────────────────────
88
+ /**
89
+ * Compute the thermal signature of an entity [Q 0..SCALE.Q].
90
+ *
91
+ * Dead entities return q(0) — no remaining metabolic heat.
92
+ * Living entities radiate at least `THERMAL_BASE_SIGNATURE_Q`.
93
+ * Active bleeding and fever raise the signature further.
94
+ */
95
+ export function thermalSignature(entity) {
96
+ if (entity.injury?.dead)
97
+ return q(0);
98
+ let sig = THERMAL_BASE_SIGNATURE_Q;
99
+ // Bleeding: each bleeding region raises infrared contrast (warm blood visible)
100
+ if (entity.injury !== undefined) {
101
+ for (const region of Object.values(entity.injury.byRegion)) {
102
+ if (region.bleedingRate > 0) {
103
+ sig += THERMAL_BLEED_BONUS_Q;
104
+ }
105
+ }
106
+ }
107
+ // Fever / high shock: inflammation raises skin temperature
108
+ if ((entity.injury?.shock ?? 0) >= THERMAL_SHOCK_THRESHOLD) {
109
+ sig += THERMAL_SHOCK_BONUS_Q;
110
+ }
111
+ return clampQ(Math.round(sig), q(0), SCALE.Q);
112
+ }
113
+ /**
114
+ * Whether observer can detect subject via thermal (infrared) vision.
115
+ *
116
+ * - Requires `observer.extendedSenses.thermalVisionRange_m > 0`.
117
+ * - Dead entities have no thermal signature and are not detected.
118
+ * - Effective range: `thermalVisionRange_m × signature_Q / SCALE.Q`,
119
+ * further reduced by precipitation (`THERMAL_PRECIP_PENALTY`).
120
+ * - Unaffected by ambient light or noise.
121
+ *
122
+ * @param dist_m Distance from observer to subject [SCALE.m].
123
+ * @param precipIntensity Precipitation intensity [Q 0..SCALE.Q] from AtmosphericState.
124
+ */
125
+ export function canDetectByThermalVision(observer, subject, dist_m, precipIntensity) {
126
+ const baseRange = observer.extendedSenses?.thermalVisionRange_m;
127
+ if (!baseRange || baseRange <= 0)
128
+ return false;
129
+ if (subject.injury?.dead)
130
+ return false;
131
+ const sig = thermalSignature(subject);
132
+ if (sig <= 0)
133
+ return false;
134
+ // Signature scales effective range (high-signature targets detectable at greater range)
135
+ const sigRange = mulDiv(baseRange, sig, SCALE.Q);
136
+ // Precipitation attenuates thermal radiation
137
+ const precipPenalty = precipIntensity !== undefined
138
+ ? mulDiv(THERMAL_PRECIP_PENALTY, precipIntensity, SCALE.Q)
139
+ : 0;
140
+ const precipMul = Math.max(0, SCALE.Q - precipPenalty);
141
+ const effectiveRange = mulDiv(sigRange, precipMul, SCALE.Q);
142
+ return dist_m <= effectiveRange;
143
+ }
144
+ // ── Atmospheric olfaction ─────────────────────────────────────────────────────
145
+ /**
146
+ * Compute olfaction detection quality using pre-computed atmospheric context.
147
+ *
148
+ * Replaces calling `deriveScentDetection` when an `AtmosphericState` is
149
+ * available — uses `scentStrength_Q` from `queryAtmosphericModifiers` instead
150
+ * of independently re-computing wind alignment.
151
+ *
152
+ * @returns Q quality ∈ [0, DETECT_OLFACTION_ATMO_MAX].
153
+ */
154
+ function _olfactionQualityAtmospheric(observer, subject, dist_m, scentStrength_Q, precipIntensity_Q) {
155
+ const sens = observer.extendedSenses?.olfactionSensitivity_Q;
156
+ if (!sens || sens <= 0)
157
+ return q(0);
158
+ if (dist_m <= 0)
159
+ return DETECT_OLFACTION_ATMO_MAX;
160
+ // Reference range: q(1.0) sensitivity detects at 50 m downwind (500 000 Sm)
161
+ const REF_RANGE_m = 50 * SCALE.m;
162
+ const distStrength = clampQ(Math.trunc(sens * REF_RANGE_m / dist_m), q(0), SCALE.Q);
163
+ // Wind alignment from atmospheric (scentStrength_Q from PA-6)
164
+ // Precipitation dispersal (q(0) intensity = no dispersal; q(1.0) = 60% reduction)
165
+ const precipDisperse = Math.max(q(0.20), SCALE.Q - Math.round(precipIntensity_Q * 8_000 / SCALE.Q));
166
+ const combined = Math.trunc(Math.trunc(distStrength * scentStrength_Q / SCALE.Q) * precipDisperse / SCALE.Q);
167
+ if (combined < DETECT_OLFACTION_ATMO_MIN)
168
+ return q(0);
169
+ return clampQ(combined, DETECT_OLFACTION_ATMO_MIN, DETECT_OLFACTION_ATMO_MAX);
170
+ }
171
+ // ── canDetectExtendedAtmospheric ──────────────────────────────────────────────
172
+ /**
173
+ * Full detection check using all four extended modalities, with `AtmosphericState`
174
+ * integration for olfaction and thermal.
175
+ *
176
+ * Returns best detection quality [Q] across all active senses:
177
+ * - q(1.0): vision (Phase 4)
178
+ * - q(0.80): electroreception
179
+ * - q(0.70): echolocation
180
+ * - q(0.20–0.40): olfaction (atmospheric, wind/precip dependent)
181
+ * - q(0.35): thermal (heat-signature dependent)
182
+ * - q(0): undetected
183
+ *
184
+ * Use this as a drop-in replacement for `canDetectExtended` when an
185
+ * `AtmosphericState` is available.
186
+ */
187
+ export function canDetectExtendedAtmospheric(observer, subject, env, atmospheric, sensorBoost) {
188
+ // Phase 4 vision + hearing (existing canDetect)
189
+ const primary = canDetect(observer, subject, env, sensorBoost);
190
+ if (primary > q(0))
191
+ return primary;
192
+ // Distance (integer sqrt over 3D position)
193
+ const dx = subject.position_m.x - observer.position_m.x;
194
+ const dy = subject.position_m.y - observer.position_m.y;
195
+ const dz = subject.position_m.z - observer.position_m.z;
196
+ const dist_m = Math.trunc(Math.sqrt(dx * dx + dy * dy + dz * dz));
197
+ // Electroreception
198
+ if (canDetectByElectroreception(observer, subject, dist_m)) {
199
+ return DETECT_ELECTRORECEPTION;
200
+ }
201
+ // Echolocation — use atmospheric noiseMul if available
202
+ // acousticMaskMul_Q → inverse of noiseMul: q(1.0) = normal noise, lower = quieter
203
+ // Existing canDetectByEcholocation takes noiseMul directly from env
204
+ if (canDetectByEcholocation(observer, subject, dist_m, env.noiseMul)) {
205
+ return DETECT_ECHOLOCATION;
206
+ }
207
+ // Thermal detection
208
+ if (canDetectByThermalVision(observer, subject, dist_m, atmospheric.precipIntensity_Q)) {
209
+ return DETECT_THERMAL;
210
+ }
211
+ // Olfaction (atmospheric integration)
212
+ const from2d = { x_Sm: observer.position_m.x, y_Sm: observer.position_m.y };
213
+ const to2d = { x_Sm: subject.position_m.x, y_Sm: subject.position_m.y };
214
+ const mods = queryAtmosphericModifiers(from2d, to2d, atmospheric);
215
+ const olfactionQ = _olfactionQualityAtmospheric(observer, subject, dist_m, mods.scentStrength_Q, atmospheric.precipIntensity_Q);
216
+ if (olfactionQ > q(0))
217
+ return olfactionQ;
218
+ return q(0);
219
+ }
220
+ // ── stepExtendedSenses ────────────────────────────────────────────────────────
221
+ /**
222
+ * Accumulate all extended-sense detections for one observer entity.
223
+ *
224
+ * Iterates all entities in `world`, skips the observer itself, and for each
225
+ * other entity checks all four extended modalities. Multiple detections per
226
+ * target are possible and are all returned (callers take the max quality).
227
+ *
228
+ * Visual and hearing detection is **not** included — use `canDetect` (Phase 4)
229
+ * or `canDetectExtendedAtmospheric` for full detection checks.
230
+ *
231
+ * @param observer The sensing entity.
232
+ * @param world Current world state (iterated for targets).
233
+ * @param atmospheric Atmospheric state from `deriveAtmosphericState` (PA-6).
234
+ * @param env Sensory environment for echolocation noise level.
235
+ * @returns All detections this tick (may be empty).
236
+ *
237
+ * @example
238
+ * ```ts
239
+ * const atmo = deriveAtmosphericState(ctx.weather, ctx.biome);
240
+ * const result = stepExtendedSenses(bat, world, atmo, ctx.sensoryEnv ?? DEFAULT_SENSORY_ENV);
241
+ * for (const det of result.detections) {
242
+ * // det.entityId, det.modality, det.quality_Q, det.dist_Sm
243
+ * }
244
+ * ```
245
+ */
246
+ export function stepExtendedSenses(observer, world, atmospheric, env) {
247
+ const detections = [];
248
+ const hasEcho = hasEcholocation(observer);
249
+ const hasElec = hasElectroreception(observer);
250
+ const hasThermal = hasThermalVision(observer);
251
+ const hasOlf = hasOlfaction(observer);
252
+ // Early-out if observer has no extended senses
253
+ if (!hasEcho && !hasElec && !hasThermal && !hasOlf) {
254
+ return { detections };
255
+ }
256
+ const obsX = observer.position_m.x;
257
+ const obsY = observer.position_m.y;
258
+ const obsZ = observer.position_m.z;
259
+ for (const subject of world.entities) {
260
+ if (subject.id === observer.id)
261
+ continue;
262
+ const dx = subject.position_m.x - obsX;
263
+ const dy = subject.position_m.y - obsY;
264
+ const dz = subject.position_m.z - obsZ;
265
+ const dist_m = Math.trunc(Math.sqrt(dx * dx + dy * dy + dz * dz));
266
+ // Electroreception
267
+ if (hasElec && canDetectByElectroreception(observer, subject, dist_m)) {
268
+ detections.push({
269
+ entityId: subject.id,
270
+ modality: "electroreception",
271
+ quality_Q: DETECT_ELECTRORECEPTION,
272
+ dist_Sm: dist_m,
273
+ });
274
+ }
275
+ // Echolocation
276
+ if (hasEcho && canDetectByEcholocation(observer, subject, dist_m, env.noiseMul)) {
277
+ detections.push({
278
+ entityId: subject.id,
279
+ modality: "echolocation",
280
+ quality_Q: DETECT_ECHOLOCATION,
281
+ dist_Sm: dist_m,
282
+ });
283
+ }
284
+ // Thermal
285
+ if (hasThermal && canDetectByThermalVision(observer, subject, dist_m, atmospheric.precipIntensity_Q)) {
286
+ detections.push({
287
+ entityId: subject.id,
288
+ modality: "thermal",
289
+ quality_Q: DETECT_THERMAL,
290
+ dist_Sm: dist_m,
291
+ });
292
+ }
293
+ // Olfaction (atmospheric integration)
294
+ if (hasOlf) {
295
+ const from2d = { x_Sm: obsX, y_Sm: obsY };
296
+ const to2d = { x_Sm: subject.position_m.x, y_Sm: subject.position_m.y };
297
+ const mods = queryAtmosphericModifiers(from2d, to2d, atmospheric);
298
+ const q_olf = _olfactionQualityAtmospheric(observer, subject, dist_m, mods.scentStrength_Q, atmospheric.precipIntensity_Q);
299
+ if (q_olf > q(0)) {
300
+ detections.push({
301
+ entityId: subject.id,
302
+ modality: "olfaction",
303
+ quality_Q: q_olf,
304
+ dist_Sm: dist_m,
305
+ });
306
+ }
307
+ }
308
+ }
309
+ return { detections };
310
+ }
@@ -27,6 +27,17 @@ export interface ExtendedSenses {
27
27
  * Precipitation disperses scent.
28
28
  */
29
29
  olfactionSensitivity_Q?: Q;
30
+ /**
31
+ * Thermal (infrared) detection range [SCALE.m].
32
+ * Non-zero = entity detects warm-bodied targets by heat signature.
33
+ * Effective range scales with target thermal signature strength.
34
+ * Degraded by precipitation (water absorbs thermal radiation).
35
+ * Dead entities have no thermal signature — not detectable.
36
+ *
37
+ * Added by PA-7. Typical values: pit-viper ≈ 5 m (50 000 Sm);
38
+ * evolved predator ≈ 30 m (300 000 Sm).
39
+ */
40
+ thermalVisionRange_m?: number;
30
41
  }
31
42
  /** Detected via echolocation — returned by canDetectExtended. */
32
43
  export declare const DETECT_ECHOLOCATION: Q;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@its-not-rocket-science/ananke",
3
- "version": "0.1.54",
3
+ "version": "0.1.56",
4
4
  "type": "module",
5
5
  "description": "Deterministic lockstep-friendly SI-units RPG/physics core (fixed-point TS)",
6
6
  "license": "MIT",
@@ -185,6 +185,14 @@
185
185
  "./terrain-bridge": {
186
186
  "import": "./dist/src/terrain-bridge.js",
187
187
  "types": "./dist/src/terrain-bridge.d.ts"
188
+ },
189
+ "./atmosphere": {
190
+ "import": "./dist/src/atmosphere.js",
191
+ "types": "./dist/src/atmosphere.d.ts"
192
+ },
193
+ "./extended-senses": {
194
+ "import": "./dist/src/extended-senses.js",
195
+ "types": "./dist/src/extended-senses.d.ts"
188
196
  }
189
197
  },
190
198
  "workspaces": [