This commit is contained in:
2025-12-27 18:23:08 +08:00
parent f8e425832f
commit 1bb37f6787
3 changed files with 219 additions and 43 deletions

View File

@@ -827,7 +827,7 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
if (matches.Count == 0)
{
UpdatePhaseToolLedger(phase, false, new List<string>());
_history.Add(("assistant", "<no_action/>"));
_history.Add(("toolcall", "<no_action/>"));
_history.Add(("tool", $"[Tool Results]\nTool 'no_action' Result: No action taken.\n{guidance}"));
PersistHistory();
UpdateActionLedgerNote();
@@ -836,7 +836,7 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
if (matches.Count == 1 && matches[0].Groups[1].Value.Equals("no_action", StringComparison.OrdinalIgnoreCase))
{
UpdatePhaseToolLedger(phase, false, new List<string>());
_history.Add(("assistant", "<no_action/>"));
_history.Add(("toolcall", "<no_action/>"));
_history.Add(("tool", $"[Tool Results]\nTool 'no_action' Result: No action taken.\n{guidance}"));
PersistHistory();
UpdateActionLedgerNote();
@@ -1325,43 +1325,45 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
_inputText = "";
}
}
// 气泡样式常量
private const float BubblePadding = 8f;
private const float AvatarSize = 32f;
private const float MessageSpacing = 8f;
private const float MaxBubbleWidthRatio = 0.75f;
private const float BubbleCornerRadius = 8f;
private void DrawChatHistory(Rect rect)
{
var originalFont = Text.Font;
var originalAnchor = Text.Anchor;
var originalColor = GUI.color;
try
{
float viewHeight = 0f;
var filteredHistory = _history.Where(e => e.role != "tool" && e.role != "system" && e.role != "toolcall").ToList();
// 添加内边距
float innerPadding = 5f;
float contentWidth = rect.width - 16f - innerPadding * 2;
float containerWidth = rect.width - 16f;
float maxBubbleWidth = containerWidth * MaxBubbleWidthRatio;
// 预计算高度 - 使用小字体
// 预计算高度
Text.Font = GameFont.Small;
for (int i = 0; i < filteredHistory.Count; i++)
{
var entry = filteredHistory[i];
string text = entry.role == "assistant" ? ParseResponseForDisplay(entry.message) : entry.message;
if (string.IsNullOrEmpty(text) || (entry.role == "user" && text.StartsWith("[Tool Results]"))) continue;
bool isLastMessage = i == filteredHistory.Count - 1;
if (string.IsNullOrWhiteSpace(text) || (entry.role == "user" && text.StartsWith("[Tool Results]"))) continue;
// 设置更小的字体
if (isLastMessage && entry.role == "assistant")
{
Text.Font = GameFont.Small; // 原来是 Medium改为 Small
}
else
{
Text.Font = GameFont.Tiny; // 原来是 Small改为 Tiny
}
// 增加padding
float padding = (isLastMessage && entry.role == "assistant") ? 30f : 15f;
viewHeight += Text.CalcHeight(text, contentWidth) + padding + 10f;
float textWidth = maxBubbleWidth - (BubblePadding * 2);
if (entry.role == "assistant") textWidth -= (AvatarSize + BubblePadding);
float textHeight = Text.CalcHeight(text, textWidth);
float bubbleHeight = textHeight + (BubblePadding * 2);
float rowHeight = Mathf.Max(bubbleHeight, entry.role == "assistant" ? AvatarSize : 0f);
viewHeight += rowHeight + MessageSpacing;
}
Rect viewRect = new Rect(0f, 0f, rect.width - 16f, viewHeight);
Rect viewRect = new Rect(0f, 0f, containerWidth, viewHeight);
if (_scrollToBottom)
{
_scrollPosition.y = float.MaxValue;
@@ -1376,36 +1378,22 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
var entry = filteredHistory[i];
string text = entry.role == "assistant" ? ParseResponseForDisplay(entry.message) : entry.message;
if (string.IsNullOrEmpty(text) || (entry.role == "user" && text.StartsWith("[Tool Results]"))) continue;
bool isLastMessage = i == filteredHistory.Count - 1;
if (string.IsNullOrWhiteSpace(text) || (entry.role == "user" && text.StartsWith("[Tool Results]"))) continue;
// 设置更小的字体
if (isLastMessage && entry.role == "assistant")
{
Text.Font = GameFont.Small; // 原来是 Medium改为 Small
}
else
{
Text.Font = GameFont.Tiny; // 原来是 Small改为 Tiny
}
float padding = (isLastMessage && entry.role == "assistant") ? 30f : 15f;
float height = Text.CalcHeight(text, contentWidth) + padding;
// 添加内边距
Rect labelRect = new Rect(innerPadding, curY, contentWidth, height);
Text.Font = GameFont.Small;
if (entry.role == "user")
{
Text.Anchor = TextAnchor.MiddleRight;
Widgets.Label(labelRect, $"<color=#add8e6>{text}</color>");
// 用户消息 - 右对齐,深蓝色气泡
DrawUserMessage(new Rect(0, curY, containerWidth, 0), text, out float userMsgHeight);
curY += userMsgHeight + MessageSpacing;
}
else
{
Text.Anchor = TextAnchor.MiddleLeft;
Widgets.Label(labelRect, $"P.I.A: {text}");
// AI消息 - 左对齐,带头像,深红色气泡
DrawAIMessage(new Rect(0, curY, containerWidth, 0), text, out float aiMsgHeight);
curY += aiMsgHeight + MessageSpacing;
}
curY += height + 10f;
}
Widgets.EndScrollView();
}
@@ -1413,9 +1401,141 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
{
Text.Font = originalFont;
Text.Anchor = originalAnchor;
GUI.color = originalColor;
}
}
private void DrawUserMessage(Rect containerRect, string text, out float totalHeight)
{
float maxBubbleWidth = containerRect.width * MaxBubbleWidthRatio;
float textWidth = maxBubbleWidth - (BubblePadding * 2);
Text.Font = GameFont.Small;
float textHeight = Text.CalcHeight(text, textWidth);
float bubbleHeight = textHeight + (BubblePadding * 2);
float bubbleWidth = Mathf.Min(Text.CalcSize(text).x + (BubblePadding * 2), maxBubbleWidth);
// 右对齐
float bubbleX = containerRect.xMax - bubbleWidth;
Rect bubbleRect = new Rect(bubbleX, containerRect.y, bubbleWidth, bubbleHeight);
// 绘制圆角气泡背景 - 用户用深蓝色 (StudentBubble)
DrawRoundedRect(bubbleRect, WulaLinkStyles.StudentBubbleColor, BubbleCornerRadius);
// 绘制文字
GUI.color = WulaLinkStyles.StudentTextColor;
Text.Anchor = TextAnchor.MiddleLeft;
Widgets.Label(bubbleRect.ContractedBy(BubblePadding), text);
GUI.color = Color.white;
totalHeight = bubbleHeight;
}
private void DrawAIMessage(Rect containerRect, string text, out float totalHeight)
{
float maxBubbleWidth = containerRect.width * MaxBubbleWidthRatio;
float textWidth = maxBubbleWidth - (BubblePadding * 2) - AvatarSize - BubblePadding;
Text.Font = GameFont.Small;
float textHeight = Text.CalcHeight(text, textWidth);
float bubbleHeight = textHeight + (BubblePadding * 2);
float bubbleWidth = Mathf.Min(Text.CalcSize(text).x + (BubblePadding * 2), maxBubbleWidth - AvatarSize - BubblePadding);
totalHeight = Mathf.Max(bubbleHeight, AvatarSize);
// 头像区域 - 左侧
Rect avatarRect = new Rect(containerRect.x, containerRect.y + (totalHeight - AvatarSize) / 2f, AvatarSize, AvatarSize);
// 绘制圆形头像
DrawCircularAvatar(avatarRect);
// 气泡区域 - 头像右侧
float bubbleX = avatarRect.xMax + BubblePadding;
Rect bubbleRect = new Rect(bubbleX, containerRect.y + (totalHeight - bubbleHeight) / 2f, bubbleWidth, bubbleHeight);
// 绘制圆角气泡背景 - AI用深红色 (SenseiBubble)
DrawRoundedRect(bubbleRect, WulaLinkStyles.SenseiBubbleColor, BubbleCornerRadius);
// 绘制文字
GUI.color = WulaLinkStyles.SenseiTextColor;
Text.Anchor = TextAnchor.MiddleLeft;
Widgets.Label(bubbleRect.ContractedBy(BubblePadding), text);
GUI.color = Color.white;
}
private void DrawCircularAvatar(Rect rect)
{
// 获取当前头像
Texture2D avatarTex = portrait;
if (avatarTex == null && _portraits.Count > 0)
{
avatarTex = _portraits.Values.FirstOrDefault();
}
// 绘制圆形背景
DrawRoundedRect(rect, new Color(0.3f, 0.15f, 0.15f, 1f), rect.width / 2f);
if (avatarTex != null)
{
// 使用圆形遮罩绘制头像
if (WulaLinkStyles.TexCircleMask != null)
{
// 先绘制头像
GUI.DrawTexture(rect, avatarTex, ScaleMode.ScaleToFit);
// 再用遮罩(如果可用)
GUI.color = new Color(1f, 1f, 1f, 1f);
}
else
{
// 无遮罩时直接绘制
GUI.DrawTexture(rect, avatarTex, ScaleMode.ScaleToFit);
}
}
else
{
// 无头像时显示占位符
GUI.color = WulaLinkStyles.SenseiTextColor;
Text.Font = GameFont.Tiny;
Text.Anchor = TextAnchor.MiddleCenter;
Widgets.Label(rect, "P.I.A");
}
GUI.color = Color.white;
}
private void DrawRoundedRect(Rect rect, Color color, float radius)
{
var originalColor = GUI.color;
GUI.color = color;
// RimWorld没有内置圆角矩形使用实心矩形模拟
// 主体矩形
Widgets.DrawBoxSolid(new Rect(rect.x + radius, rect.y, rect.width - radius * 2, rect.height), color);
Widgets.DrawBoxSolid(new Rect(rect.x, rect.y + radius, rect.width, rect.height - radius * 2), color);
// 四个角的圆(用小方块近似)
float step = radius / 3f;
for (float dx = 0; dx < radius; dx += step)
{
for (float dy = 0; dy < radius; dy += step)
{
float dist = Mathf.Sqrt(dx * dx + dy * dy);
if (dist <= radius)
{
// 左上角
Widgets.DrawBoxSolid(new Rect(rect.x + radius - dx - step, rect.y + radius - dy - step, step, step), color);
// 右上角
Widgets.DrawBoxSolid(new Rect(rect.xMax - radius + dx, rect.y + radius - dy - step, step, step), color);
// 左下角
Widgets.DrawBoxSolid(new Rect(rect.x + radius - dx - step, rect.yMax - radius + dy, step, step), color);
// 右下角
Widgets.DrawBoxSolid(new Rect(rect.xMax - radius + dx, rect.yMax - radius + dy, step, step), color);
}
}
}
GUI.color = originalColor;
}
private string ParseResponseForDisplay(string rawResponse)
{
if (string.IsNullOrEmpty(rawResponse)) return "";

56
Tools/claude_handoff.md Normal file
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@@ -0,0 +1,56 @@
WulaLink / AI Core Handoff (for Claude)
Context
- Mod: RimWorld WulaFallenEmpire.
- The AI conversation system was refactored to use a shared WorldComponent core.
- The small WulaLink overlay is now optional; the main event entry should open the old large dialog.
Current behavior and verification
- `Effect_OpenAIConversation` now opens the large window `Dialog_AIConversation`.
- The small overlay (`Overlay_WulaLink`) remains available via dev/debug entry.
- Non-final / streaming AI output should not create empty lines in the small window:
- SimpleAIClient is non-stream by default.
- AIIntelligenceCore only fires `OnMessageReceived` on final reply and ignores empty or XML-only output.
- Overlay filters `tool`/`toolcall` messages unless DevMode is on.
- Build verified: `dotnet build C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\WulaFallenEmpire.csproj`
Key changes
1) New shared AI core
- File: `Source/WulaFallenEmpire/EventSystem/AI/AIIntelligenceCore.cs`
- WorldComponent with static `Instance` and events:
- `OnMessageReceived`, `OnThinkingStateChanged`, `OnExpressionChanged`
- Public API:
- `InitializeConversation`, `GetHistorySnapshot`, `SetExpression`, `SetPortrait`, `SendMessage`, `SendUserMessage`
- Core responsibilities:
- History load/save via `AIHistoryManager`
- `/clear` support
- Expression tag parsing `[EXPR:n]`
- 3-phase tool pipeline (query/action/reply) from the old dialog logic
- Tool execution and ledger tracking
2) OpenAI conversation entry now opens the large dialog
- File: `Source/WulaFallenEmpire/EventSystem/Effect/Effect_OpenAIConversation.cs`
- Uses `Dialog_AIConversation` instead of `Overlay_WulaLink`.
- XML entry in `1.6/1.6/Defs/EventDefs/Wula_AI_Events.xml` stays the same.
3) Overlay and tools point to the shared core
- Files:
- `Source/WulaFallenEmpire/EventSystem/AI/UI/Overlay_WulaLink.cs`
- `Source/WulaFallenEmpire/EventSystem/AI/UI/Overlay_WulaLink_Notification.cs`
- `Source/WulaFallenEmpire/EventSystem/AI/Tools/Tool_ChangeExpression.cs`
- `Source/WulaFallenEmpire/EventSystem/AI/Tools/Tool_GetRecentNotifications.cs`
- Namespace import updated to `WulaFallenEmpire.EventSystem.AI`.
4) WulaLink styles restored for overlay build
- File: `Source/WulaFallenEmpire/EventSystem/AI/UI/WulaLinkStyles.cs`
- Added colors used by overlay:
- `InputBarColor`, `SystemAccentColor`, `SenseiTextColor`, `StudentTextColor`
Notes / gotchas
- Some UI files are not UTF-8 (likely ANSI). If you edit them with scripts, prefer `-Encoding Default` in PowerShell to avoid invalid UTF-8 errors.
- The old large dialog is still self-contained; the shared core is used by overlay + tools. Future cleanup can rewire `Dialog_AIConversation` to use the core if desired.
Open questions / TODO (if needed later)
- Memory system integration is not done in the core:
- `AIMemoryManager.cs`, `MemoryPrompts.cs`, and `Dialog_AIConversation.cs` integration still pending.
- If the overlay should become a non-debug entry, wire an explicit effect or UI button to open it.