@its-not-rocket-science/ananke
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    Interface KernelContext

    interface KernelContext {
        ambientGrid?: Map<string, number>;
        ambientTemperature_Q?: number;
        biome?: BiomeContext;
        cellSize_m?: number;
        density?: DensityField;
        elevationGrid?: ElevationGrid;
        hazardGrid?: HazardGrid;
        obstacleGrid?: ObstacleGrid;
        sensoryEnv?: SensoryEnvironment;
        slopeGrid?: SlopeGrid;
        strictDeterminism?: boolean;
        techCtx?: TechContext;
        terrainGrid?: TerrainGrid;
        terrainTagGrid?: Map<string, string[]>;
        thermalAmbient_Q?: number;
        trace?: TraceSink;
        tractionCoeff: number;
        tuning?: SimulationTuning;
        weather?: WeatherState;
    }
    Index

    Properties

    ambientGrid?: Map<string, number>

    Phase 12: ambient energy grid. Maps terrain cell keys to ambient energy fraction (Q, 0..1). Used by CapabilitySource regenModel "ambient" — regen rate scales with cell value. Ley lines, geothermal vents, solar collectors, stellar wind.

    ambientTemperature_Q?: number

    Phase 10: ambient temperature (Q 0..1). Comfort range: [q(0.35), q(0.65)]. Above q(0.65) → heat stress (shock + surface damage); below q(0.35) → cold stress (shock + fatigue). Entity attributes heatTolerance and coldTolerance scale the dose.

    biome?: BiomeContext

    Phase 68: biome physics overrides. When present, adjusts gravity (jump height, traction), thermal resistance, sound propagation, and velocity drag for all entities this tick. When absent, standard Earth-surface physics apply.

    cellSize_m?: number
    density?: DensityField
    elevationGrid?: ElevationGrid

    Phase 6: height above ground level per cell (SCALE.m units). Affects melee reach and projectile range.

    hazardGrid?: HazardGrid

    Phase 6: dynamic hazard cells (fire, radiation, poison_gas). Damage applied per tick.

    obstacleGrid?: ObstacleGrid

    Phase 6: impassable and partial-cover cells. q(1.0) = fully impassable; q(0.5) = 50% cover.

    sensoryEnv?: SensoryEnvironment

    Phase 4: ambient sensory conditions. Defaults to DEFAULT_SENSORY_ENV (full daylight, clear).

    slopeGrid?: SlopeGrid

    Phase 6: per-cell slope direction and grade. Modifies effective sprint speed.

    strictDeterminism?: boolean

    When true, enforce strict deterministic world invariants at pipeline checkpoints.

    techCtx?: TechContext

    Phase 11: technology context. When provided, gates which items are available. Does not directly affect simulation physics — use validateLoadout() before stepWorld to verify that the entity's loadout is era-appropriate.

    terrainGrid?: TerrainGrid

    Phase 6: per-cell terrain grid. When provided, traction is looked up by entity position.

    terrainTagGrid?: Map<string, string[]>

    Phase 12B: terrain tag grid. Maps cell keys to arrays of string tags; used by CapabilitySource "event" regenModel { on: "terrain"; tag: string } triggers — fires once per cell-boundary crossing.

    thermalAmbient_Q?: number

    Phase 29: ambient temperature in the Phase 29 Q encoding. q(0.5) = 37°C (comfortable); cToQ(0) ≈ -1852 (0°C); cToQ(30) ≈ 3704 (30°C). When absent, stepCoreTemp is not called and core temperature is not updated.

    trace?: TraceSink
    tractionCoeff: number
    tuning?: SimulationTuning
    weather?: WeatherState

    Phase 51: current weather conditions. When present, deriveWeatherModifiers() applies per-tick modifiers to tractionCoeff, sensoryEnv, thermalAmbient_Q, and ranged aim error. When absent, weather has no effect (backward-compatible).