已更新 get_map_pawns 支持显示死亡 pawn(通过扫描地图上的 Corpse 并输出 InnerPawn):

代码:Source/WulaFallenEmpire/EventSystem/AI/Tools/Tool_GetMapPawns.cs
默认 includeDead=true,会把尸体里的 pawn 也列出来,并在 tags 里标 dead
新增过滤项 dead(也支持中文别名 死亡/尸体)
文档同步:Source/WulaFallenEmpire/EventSystem/AI/UI/Dialog_AIConversation.cs
已重新编译输出:1.6/1.6/Assemblies/WulaFallenEmpire.dll
用法示例:

只看死亡:<get_map_pawns><filter>dead</filter></get_map_pawns>
排除死亡:<get_map_pawns><includeDead>false</includeDead></get_map_pawns>
This commit is contained in:
2025-12-14 13:19:18 +08:00
parent f4f5b58995
commit 002f407482
3 changed files with 91 additions and 27 deletions

View File

@@ -10,8 +10,16 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
public class Tool_GetMapPawns : AITool
{
public override string Name => "get_map_pawns";
public override string Description => "Scans the current map and lists pawns. Supports filtering by relation (friendly/hostile/neutral), type (colonist/animal/mechanoid/humanlike), and status (prisoner/slave/guest/downed).";
public override string UsageSchema => "<get_map_pawns><filter>string (optional, comma-separated: friendly, hostile, neutral, colonist, animal, mech, humanlike, prisoner, slave, guest, wild, downed)</filter><maxResults>int (optional, default 50)</maxResults></get_map_pawns>";
public override string Description => "Scans the current map and lists pawns (including corpses). Supports filtering by relation (friendly/hostile/neutral), type (colonist/animal/mech/humanlike), and status (prisoner/slave/guest/wild/downed/dead).";
public override string UsageSchema =>
"<get_map_pawns><filter>string (optional, comma-separated: friendly, hostile, neutral, colonist, animal, mech, humanlike, prisoner, slave, guest, wild, downed, dead)</filter><includeDead>true/false (optional, default true)</includeDead><maxResults>int (optional, default 50)</maxResults></get_map_pawns>";
private struct MapPawnEntry
{
public Pawn Pawn;
public bool IsDead;
public IntVec3 Position;
}
public override string Execute(string args)
{
@@ -21,36 +29,85 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
string filterRaw = null;
if (parsed.TryGetValue("filter", out string f)) filterRaw = f;
int maxResults = 50;
if (parsed.TryGetValue("maxResults", out string maxStr) && int.TryParse(maxStr, out int mr))
{
maxResults = Math.Max(1, Math.Min(200, mr));
}
bool includeDead = true;
if (parsed.TryGetValue("includeDead", out string includeDeadStr) && bool.TryParse(includeDeadStr, out bool parsedIncludeDead))
{
includeDead = parsedIncludeDead;
}
Map map = Find.CurrentMap;
if (map == null) return "Error: No active map.";
var filters = ParseFilters(filterRaw);
if (filters.Contains("dead")) includeDead = true;
List<Pawn> pawns = map.mapPawns?.AllPawnsSpawned?.Where(p => p != null).ToList() ?? new List<Pawn>();
pawns = pawns.Where(p => MatchesFilters(p, filters)).ToList();
var entries = new List<MapPawnEntry>();
if (pawns.Count == 0) return "No pawns matched.";
var livePawns = map.mapPawns?.AllPawnsSpawned?.Where(p => p != null).ToList() ?? new List<Pawn>();
foreach (var pawn in livePawns)
{
entries.Add(new MapPawnEntry
{
Pawn = pawn,
IsDead = pawn.Dead,
Position = pawn.Position
});
}
pawns = pawns
.OrderByDescending(p => IsHostileToPlayer(p))
.ThenByDescending(p => p.RaceProps?.Humanlike ?? false)
.ThenBy(p => p.def?.label ?? "")
.ThenBy(p => p.Name?.ToStringShort ?? "")
if (includeDead && map.listerThings != null)
{
var corpses = map.listerThings.ThingsInGroup(ThingRequestGroup.Corpse);
if (corpses != null)
{
foreach (var thing in corpses)
{
if (thing is not Corpse corpse) continue;
Pawn inner = corpse.InnerPawn;
if (inner == null) continue;
entries.Add(new MapPawnEntry
{
Pawn = inner,
IsDead = true,
Position = corpse.Position
});
}
}
}
entries = entries
.Where(e => e.Pawn != null)
.GroupBy(e => e.Pawn.thingIDNumber)
.Select(g => g.First())
.Where(e => includeDead || !e.IsDead)
.Where(e => MatchesFilters(e, filters))
.ToList();
if (entries.Count == 0) return "No pawns matched.";
int matched = entries.Count;
var selected = entries
.OrderByDescending(e => IsHostileToPlayer(e.Pawn))
.ThenBy(e => e.IsDead) // living first
.ThenByDescending(e => e.Pawn.RaceProps?.Humanlike ?? false)
.ThenBy(e => e.Pawn.def?.label ?? "")
.ThenBy(e => e.Pawn.Name?.ToStringShort ?? "")
.Take(maxResults)
.ToList();
StringBuilder sb = new StringBuilder();
sb.AppendLine($"Found {pawns.Count} pawns on map (showing up to {maxResults}):");
sb.AppendLine($"Found {matched} matching pawns on map (showing {selected.Count}):");
foreach (var pawn in pawns)
foreach (var entry in selected)
{
AppendPawnLine(sb, pawn);
AppendPawnLine(sb, entry);
}
return sb.ToString().TrimEnd();
@@ -66,7 +123,7 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
var set = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
if (string.IsNullOrWhiteSpace(filterRaw)) return set;
var parts = filterRaw.Split(new[] { ',', '', ';', '、', '|' }, StringSplitOptions.RemoveEmptyEntries);
var parts = filterRaw.Split(new[] { ',', '\uFF0C', ';', '\u3001', '|' }, StringSplitOptions.RemoveEmptyEntries);
foreach (var part in parts)
{
string token = part.Trim().ToLowerInvariant();
@@ -85,16 +142,18 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
else if (token == "访客" || token == "客人") token = "guest";
else if (token == "野生") token = "wild";
else if (token == "倒地" || token == "昏迷") token = "downed";
else if (token == "死亡" || token == "尸体") token = "dead";
set.Add(token);
}
return set;
}
private static bool MatchesFilters(Pawn pawn, HashSet<string> filters)
private static bool MatchesFilters(MapPawnEntry entry, HashSet<string> filters)
{
if (filters == null || filters.Count == 0) return true;
Pawn pawn = entry.Pawn;
bool anyMatched = false;
foreach (var f in filters)
{
@@ -112,6 +171,7 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
"guest" => pawn.guest != null && pawn.Faction != null && pawn.Faction != Faction.OfPlayer,
"wild" => pawn.Faction == null && (pawn.RaceProps?.Animal ?? false),
"downed" => pawn.Downed,
"dead" => entry.IsDead || pawn.Dead,
_ => false
};
@@ -137,19 +197,20 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
private static bool IsNeutralToPlayer(Pawn pawn)
{
if (pawn == null || Faction.OfPlayer == null) return false;
if (pawn.Faction == null) return true; // wild/animals etc.
if (pawn.Faction == null) return true;
if (pawn.Faction == Faction.OfPlayer) return false;
return !pawn.HostileTo(Faction.OfPlayer);
}
private static void AppendPawnLine(StringBuilder sb, Pawn pawn)
private static void AppendPawnLine(StringBuilder sb, MapPawnEntry entry)
{
Pawn pawn = entry.Pawn;
string name = pawn.Name?.ToStringShort ?? pawn.LabelShortCap;
string kind = pawn.def?.label ?? "unknown";
string faction = pawn.Faction?.Name ?? (pawn.RaceProps?.Animal == true ? "Wild" : "None");
string relation = IsHostileToPlayer(pawn) ? "Hostile" : (pawn.Faction == Faction.OfPlayer ? "Player" : "Non-hostile");
string tags = BuildTags(pawn);
string pos = pawn.Position.IsValid ? pawn.Position.ToString() : "?";
string tags = BuildTags(pawn, entry.IsDead);
string pos = entry.Position.IsValid ? entry.Position.ToString() : (pawn.Position.IsValid ? pawn.Position.ToString() : "?");
sb.Append($"- {name} ({kind})");
sb.Append($" faction={faction} relation={relation} pos={pos}");
@@ -157,7 +218,7 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
sb.AppendLine();
}
private static string BuildTags(Pawn pawn)
private static string BuildTags(Pawn pawn, bool isDead)
{
var tags = new List<string>();
if (pawn.IsFreeColonist) tags.Add("colonist");
@@ -165,6 +226,7 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
if (pawn.IsSlaveOfColony) tags.Add("slave");
if (pawn.guest != null && pawn.Faction != null && pawn.Faction != Faction.OfPlayer) tags.Add("guest");
if (pawn.Downed) tags.Add("downed");
if (isDead || pawn.Dead) tags.Add("dead");
if (pawn.InMentalState) tags.Add("mental");
if (pawn.Drafted) tags.Add("drafted");
if (pawn.RaceProps?.Humanlike ?? false) tags.Add("humanlike");
@@ -174,3 +236,4 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
}
}
}

View File

@@ -183,15 +183,16 @@ Usage:
Description: Scans the current map and lists pawns. Supports filtering by relation/type/status.
Use this tool when:
- You need to know what pawns are present on the map (raiders, visitors, animals, mechs, colonists).
- The player claims there are threats or asks about who/what is nearby.
Parameters:
- filter: (OPTIONAL) Comma-separated filters: friendly, hostile, neutral, colonist, animal, mech, humanlike, prisoner, slave, guest, wild, downed.
- maxResults: (OPTIONAL) Max lines to return (default 50).
Usage:
<get_map_pawns>
- The player claims there are threats or asks about who/what is nearby.
Parameters:
- filter: (OPTIONAL) Comma-separated filters: friendly, hostile, neutral, colonist, animal, mech, humanlike, prisoner, slave, guest, wild, downed, dead.
- includeDead: (OPTIONAL) true/false, include corpse pawns (default true).
- maxResults: (OPTIONAL) Max lines to return (default 50).
Usage:
<get_map_pawns>
<filter>hostile, humanlike</filter>
<maxResults>50</maxResults>
</get_map_pawns>
</get_map_pawns>
## call_bombardment
Description: Calls orbital bombardment support at a specified map coordinate using an AbilityDef's bombardment configuration (e.g., WULA_Firepower_Cannon_Salvo).