Signatures: every light signature names its channel and item through Entity.SetSignature

VisibilitySources holds Signature (channel, strength, item); the eight direct writes
go through the one writer; Visibility stays the sum; SignatureOn(channel) splits it.
VisibilityData gains Key(3) Channel. No number changes. Not yet built or tested at this
commit (verification follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-11 09:13:24 +02:00
commit 1d14edea3a
13 changed files with 431 additions and 16 deletions

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@ -170,7 +170,7 @@ public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerC
CauseWearDamage(dt);
AddHeat(Evaluate(_data.Heat) * dt);
Entity.VisibilitySources[this] = Evaluate(_data.Visibility);
Entity.SetSignature(this, SignatureChannel.LaunchFlash, Evaluate(_data.Visibility), Item);
// Cut 4 (docs/fire-control-cut.md): a beam is a sequence of rolls, not a continuous truth -- one
// FireControl.Fire per BeamResolveInterval, for that interval's worth of Damage, through the same

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@ -277,7 +277,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
}
CauseWearDamage(1);
AddHeat(Heat);
Entity.VisibilitySources[this] = Visibility;
Entity.SetSignature(this, SignatureChannel.LaunchFlash, Visibility, Item);
}
return true;
}

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@ -118,7 +118,7 @@ public class Radiator : Behavior, IAlwaysUpdatedBehavior, IInitializableBehavior
Emissivity = Evaluate(_data.Emissivity);
var rad = pow(RadiatorTemperature, ItemManager.GameplaySettings.HeatRadiationExponent) * ItemManager.GameplaySettings.HeatRadiationMultiplier * Emissivity;
RadiatorTemperature -= rad * delta;
Entity.VisibilitySources[this] = rad;
Entity.SetSignature(this, SignatureChannel.Thermal, rad, Item);
}
public void Initialize()

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@ -43,7 +43,7 @@ public class Reflector : Behavior
public override bool Execute(float dt)
{
Entity.VisibilitySources[this] = Evaluate(_data.CrossSection) * Entity.Zone.GetLight(Entity.Position.xz);
Entity.SetSignature(this, SignatureChannel.Reflection, Evaluate(_data.CrossSection) * Entity.Zone.GetLight(Entity.Position.xz), Item);
return true;
}

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@ -114,7 +114,7 @@ public class Sensor : Behavior, IEventBehavior, IPowerConsumer
// nothing would ever fill this capacitor; bypass it rather than starving such an instance forever.
if(_pingCooldown < 0 && (Item == null || _capacitor.TrySpend(_capacitor.Capacity)))
{
Entity.VisibilitySources[this] = Evaluate(_data.PingVisibility);
Entity.SetSignature(this, SignatureChannel.Emission, Evaluate(_data.PingVisibility), Item); // interim: emissions-heard replaces this with a range-gated emission
_pinging = true;
_pingCooldown = 1;
_pingLerp = 0;

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@ -119,8 +119,8 @@ public class Thruster : Behavior, IPowerConsumer
Entity.TurnRate += turnRate;
AddHeat(_input * Evaluate(_data.Heat) * dt);
var vis = _input * Evaluate(_data.Visibility);
if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])
Entity.VisibilitySources[this] = vis;
if (!Entity.VisibilitySources.TryGetValue(this, out var burn) || vis > burn.Strength)
Entity.SetSignature(this, SignatureChannel.DrivePlume, vis, Item);
return true;
}
return false;

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@ -15,6 +15,9 @@ public class VisibilityData : BehaviorData
[Inspectable, JsonProperty("visibilityDecay"), Key(2)]
public PerformanceStat VisibilityDecay = new PerformanceStat();
[Inspectable, JsonProperty("channel"), Key(3)]
public SignatureChannel Channel = SignatureChannel.Thermal;
public override Behavior CreateInstance(EquippedItem item)
{
@ -41,7 +44,7 @@ public class Visibility : Behavior
public override bool Execute(float dt)
{
Entity.VisibilitySources[this] = Evaluate(_data.Visibility);
Entity.SetSignature(this, _data.Channel, Evaluate(_data.Visibility), Item);
return true;
}
}

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@ -85,7 +85,12 @@ public abstract class Entity
// public Dictionary<Guid, float> Personality = new Dictionary<Guid, float>();
public readonly Dictionary<string, float> Messages = new Dictionary<string, float>();
public readonly Dictionary<object, float> VisibilitySources = new Dictionary<object, float>();
public readonly Dictionary<object, Signature> VisibilitySources = new Dictionary<object, Signature>();
// The one writer of VisibilitySources (the decay loop in Update is the one decayer). Every light signature
// names its channel and the item that produced it (null for the hull).
public void SetSignature(object source, SignatureChannel channel, float strength, EquippedItem item) =>
VisibilitySources[source] = new Signature(channel, strength, item);
public readonly ReactiveDictionary<Entity, float> EntityInfoGathered = new ReactiveDictionary<Entity, float>();
public (List<Weapon> weapons, List<EquippedItem> items)[] WeaponGroups;
@ -158,7 +163,9 @@ public abstract class Entity
public ItemManager ItemManager { get; }
public int AssignedPopulation => PopulationAssignments.Sum(pa => pa.AssignedPopulation);
public float Mass { get; private set; }
public float Visibility => VisibilitySources.Values.Sum();
public float Visibility => VisibilitySources.Values.Sum(s => s.Strength);
public float SignatureOn(SignatureChannel channel) =>
VisibilitySources.Values.Where(s => s.Channel == channel).Sum(s => s.Strength);
public Subject<Entity> IncomingHit = new Subject<Entity>();
public Subject<(int2 pos, float damage)> ArmorDamage = new Subject<(int2, float)>();
@ -1423,9 +1430,9 @@ public abstract class Entity
foreach (var v in VisibilitySources.Keys.ToArray())
{
VisibilitySources[v] = decay(VisibilitySources[v], ItemManager.GameplaySettings.VisibilityDecay, delta);
VisibilitySources[v] = VisibilitySources[v].WithStrength(decay(VisibilitySources[v].Strength, ItemManager.GameplaySettings.VisibilityDecay, delta));
if (VisibilitySources[v] < 0.1f) VisibilitySources.Remove(v);
if (VisibilitySources[v].Strength < 0.1f) VisibilitySources.Remove(v);
}
UpdateTemperature(delta);
@ -1616,7 +1623,7 @@ public abstract class Entity
MaxTemp = NewTemperature[v.x, v.y];
}
VisibilitySources[this] = radiation;
SetSignature(this, SignatureChannel.Thermal, radiation, null);
var swap = Temperature;
Temperature = NewTemperature;
NewTemperature = swap;

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@ -0,0 +1,30 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
// Light signatures split by channel (ruling visibility-per-capability-reveal): an observer learns what a ship
// is by which channel carries the light. Append-only: values are serialized in VisibilityData.
public enum SignatureChannel
{
Thermal,
Reflection,
DrivePlume,
LaunchFlash,
Emission
}
public readonly struct Signature
{
public readonly SignatureChannel Channel;
public readonly float Strength;
public readonly EquippedItem Item;
public Signature(SignatureChannel channel, float strength, EquippedItem item)
{
Channel = channel;
Strength = strength;
Item = item;
}
public Signature WithStrength(float strength) => new Signature(Channel, strength, Item);
}

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