Optionalactive@subsystem(capability) Active concentration aura — cleared when willpower reserve
depletes or shock interrupts. Consumed by src/sim/capability.ts.
Optionalactive@subsystem(disease) Active systemic disease states (incubating or symptomatic).
Consumed by src/sim/disease.ts.
Optionalactive@subsystem(toxicology) Active ingested toxins (alcohol, sedatives, alkaloids, heavy
metals, radiation). Consumed by src/sim/systemic-toxicology.ts.
Optionalactive@subsystem(toxicology) Active venom/toxin injections — ticked at 1 Hz.
Consumed by src/sim/toxicology.ts.
Optionalage@subsystem(aging) Elapsed life-seconds for aging calculations.
Consumed by src/sim/aging.ts.
Optionalai@subsystem(ai) AI decision state (target selection, last-seen position, threat map).
Consumed by src/sim/ai/system.ts; absent for player-controlled or scripted entities.
Optionalanatomy@subsystem(anatomy) Anatomy helper registry — cached on first access by
ensureAnatomyRuntime. Do not set manually.
Optionalarmour@subsystem(armour) Mutable resist state for ablative armour items.
Key = item id; value = remaining resist in joules.
Initialised automatically by stepWorld for entities with ablative items.
Optionalbody@subsystem(anatomy) Body plan defining injury segments, mass distribution, and
data-driven impairment tables. Consumed by src/sim/injury.ts, src/model3d.ts,
and the anatomy compiler.
Optionalcapability@subsystem(capability) Attached capability sources (mana pools, fusion cells, divine
reserves). Consumed by src/sim/capability.ts.
Optionalcompiled@subsystem(anatomy) Compiled anatomy model — cached on first access by
ensureAnatomyRuntime. Do not set manually.
Optionalcumulative@subsystem(toxicology) Cumulative lifetime dose records for heavy metals and radiation.
Consumed by src/sim/systemic-toxicology.ts.
Optionalextended@subsystem(sensory) Extended sensory modalities (echolocation, electroreception,
olfaction). Consumed by src/sim/sensory-extended.ts.
Optionalfaction@subsystem(faction) Faction membership identifier.
Consumed by src/faction.ts and AI targeting.
Optionalfood@subsystem(nutrition) Consumable food items and counts.
Consumed by the nutrition accumulator in src/sim/kernel.ts when present.
Optionalimmunity@subsystem(disease) Post-recovery immunity records preventing re-infection.
Consumed by src/sim/disease.ts.
Optionallimb@subsystem(anatomy) Per-limb state for multi-limb entities (octopoids, arachnids).
Consumed by src/sim/limb.ts.
Optionalmolting@subsystem(anatomy) Molting state for arthropod-type entities.
Active molt: segments in softeningSegments take reduced kinetic structural damage.
When ticksRemaining reaches 0, regeneratesViaMolting segments receive partial repair.
Consumed by src/sim/injury.ts.
Segment IDs currently softening — take reduced kinetic structural damage (×q(0.70)).
Optionalmount@subsystem(mount) Rider/mount pair state for cavalry and mounted combat.
Consumed by src/sim/mount.ts.
Optionalparty@subsystem(party) Adventuring party membership identifier.
Consumed by src/party.ts for morale and formation bonuses.
Optionalpending@subsystem(capability) In-flight capability activation — cleared on completion or
concentration break. Consumed by src/sim/capability.ts.
Optionalpersonality@subsystem(ai) Individual AI personality traits (aggression, caution, loyalty).
Consumed by src/sim/ai/personality.ts.
Optionalphysiology@subsystem(thermoregulation) Species-level physiological overrides.
Consumed by src/sim/thermoregulation.ts for heat/cold stress modelling.
Optionalreputations@subsystem(faction) Entity-level faction-standing overrides.
Map<factionId, Q> — takes priority over faction-default standings when set.
Consumed by src/faction.ts.
Optionalskills@subsystem(skills) Per-skill proficiency map.
Consumed by skill-contest resolution in src/sim/combat.ts and src/sim/ai/.
Optionalsleep@subsystem(sleep) Sleep-phase state, debt accumulator, and continuous wake time.
Consumed by src/sim/sleep.ts.
Optionalsubstances@subsystem(pharmacology) Active pharmacological substances currently in the bloodstream.
Consumed by src/sim/substance.ts.
Optionaltrauma@subsystem(wound-aging) PTSD-like trauma state accumulated from severe shock events.
Reduces effective fear threshold via deriveFearThresholdMul.
Consumed by src/sim/wound-aging.ts.
Optionalvaccinations@subsystem(disease/seir) Phase 73: vaccination records granting partial-efficacy protection.
Consumed by computeTransmissionRisk in src/sim/disease.ts.
Optionalwillpower@subsystem(willpower) Cognitive stamina reserve — depleted by sustained concentration,
replenished by rest. Consumed by src/competence/willpower.ts.
Optionalwithdrawal@subsystem(toxicology) Active withdrawal states from addictive toxin removal.
Consumed by src/sim/systemic-toxicology.ts.
Core entity shape.
Fields are annotated with one of three stability tiers:
@core— Required bystepWorldon every tick. Always present; never optional. Removing or renaming any@corefield is a Tier 1 breaking change.@subsystem(name)— Optional state consumed only by a specific sub-module (src/sim/sleep.ts,src/sim/aging.ts, etc.). Omitting a subsystem field disables that module's behaviour for this entity; the kernel continues to run correctly without it. Adding new optional subsystem fields is never a breaking change.@extension— Not consumed by Ananke at all. Reserved for host-application data that travels alongside entities (e.g. renderer-side metadata, network session IDs). Currently no built-in fields carry this tag; hosts may add their own?fields freely.