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

View file

@ -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;