提示词修改

This commit is contained in:
2025-12-16 13:43:25 +08:00
parent f7ca098533
commit 3f282fc6d1
2 changed files with 205 additions and 21 deletions

View File

@@ -74,7 +74,7 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
- In PHASE 3, you MUST output XML tool calls only AND you MUST include exactly one <change_expression> (expression_id 1-6). Do NOT output <no_action/> in PHASE 3.
Do NOT include any natural language, explanation, markdown, or additional commentary in tool phases (PHASE 1/2/3).
3. **STRICT OUTPUT (REPLY PHASE)**: In PHASE 4, tools are disabled. You MUST reply in natural language only and MUST NOT output any XML.
4. **ALLOWED TOOLS**: You MUST ONLY call tools listed in the current phase's tool list (the section titled ""# TOOLS (PHASE X/4 ONLY)"").
4. **TOOLS**: You MAY call any tools listed in ""# TOOLS (FULL REFERENCE)"". You SHOULD follow the intent of the current phase.
5. **WORKFLOW**: Use the phase workflow:
- PHASE 1 gathers info (optional).
- PHASE 2 performs at most one in-game action (optional).
@@ -103,6 +103,7 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
_tools.Add(new Tool_GetColonistStatus());
_tools.Add(new Tool_GetMapResources());
_tools.Add(new Tool_GetMapPawns());
_tools.Add(new Tool_GetRecentNotifications());
_tools.Add(new Tool_CallBombardment());
_tools.Add(new Tool_ChangeExpression());
_tools.Add(new Tool_SearchThingDef());
@@ -206,7 +207,9 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
// Use XML persona if available, otherwise default
string persona = !string.IsNullOrEmpty(def.aiSystemInstruction) ? def.aiSystemInstruction : DefaultPersona;
string fullInstruction = toolsEnabled ? (persona + "\n" + ToolRulesInstruction + "\n" + toolsForThisPhase) : persona;
string fullInstruction = toolsEnabled
? (persona + "\n" + ToolRulesInstruction + "\n" + BuildAllToolsReference() + "\n\n" + toolsForThisPhase)
: persona;
string language = LanguageDatabase.activeLanguage.FriendlyNameNative;
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
@@ -229,20 +232,210 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
$"You will produce the natural-language reply in PHASE 4 and MUST use: {language}.";
}
private static string GetToolDocOrFallback(AITool tool)
{
if (tool == null) return "";
// Full tool usage docs (global). If a tool is missing from this map, we fall back to tool.Description/UsageSchema.
var docs = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase)
{
["spawn_resources"] = @"
Description: Grants resources to the player by spawning a drop pod.
Use this tool when:
- The player explicitly requests resources (e.g., food, medicine, materials).
- You have ALREADY verified their need in a previous turn using `get_colonist_status` and `get_map_resources`.
CRITICAL: The quantity you provide is NOT what the player asks for. It MUST be based on your internal goodwill. Low goodwill (<0) means giving less or refusing. High goodwill (>50) means giving the requested amount or more.
CRITICAL: Prefer using `search_thing_def` first and then spawning by `<defName>` (or put DefName into `<name>`) to avoid localization/name mismatches.
Parameters:
- items: (REQUIRED) A list of items to spawn. Each item must have a `name` (English label or DefName) and `count`.
- Note: If you don't know the exact defName, use the item's English label (e.g., ""Simple Meal""). The system will try to find the best match.
Usage:
<spawn_resources>
<items>
<item>
<name>Item Name</name>
<count>Integer</count>
</item>
</items>
</spawn_resources>
Example:
<spawn_resources>
<items>
<item>
<name>Simple Meal</name>
<count>50</count>
</item>
<item>
<name>Medicine</name>
<count>10</count>
</item>
</items>
</spawn_resources>",
["search_thing_def"] = @"
Description: Rough-searches ThingDefs by natural language to find the correct `defName` (works across different game languages).
Use this tool when:
- You need a reliable `ThingDef.defName` before calling `spawn_resources` or `get_map_resources`.
Parameters:
- query: (REQUIRED) The natural language query, label, or approximate defName.
- maxResults: (OPTIONAL) Max candidates to return (default 10).
- itemsOnly: (OPTIONAL) true/false (default true). If true, only returns item ThingDefs (recommended for spawning).
Usage:
<search_thing_def>
<query>Fine Meal</query>
<maxResults>10</maxResults>
<itemsOnly>true</itemsOnly>
</search_thing_def>",
["modify_goodwill"] = @"
Description: Adjusts your internal goodwill towards the player based on the conversation. This tool is INVISIBLE to the player.
Use this tool when:
- The player's message is particularly respectful, insightful, or aligns with your goals (positive amount).
- The player's message is disrespectful, wasteful, or foolish (negative amount).
CRITICAL: Keep changes small, typically between -5 and 5.
Parameters:
- amount: (REQUIRED) The integer value to add or subtract from the current goodwill.
Usage:
<modify_goodwill>
<amount>integer</amount>
</modify_goodwill>
Example:
<modify_goodwill>
<amount>2</amount>
</modify_goodwill>",
["send_reinforcement"] = @"
Description: Dispatches military units to the player's map. Can be a raid (if hostile) or reinforcements (if allied).
Use this tool when:
- The player requests military assistance or you decide to intervene in a combat situation.
- You need to test the colony's defenses.
CRITICAL: The total combat power of all units should not significantly exceed the current threat budget provided in the tool's dynamic description.
Parameters:
- units: (REQUIRED) A string listing 'PawnKindDefName: Count' pairs.
Usage:
<send_reinforcement>
<units>list of units and counts</units>
</send_reinforcement>
Example:
<send_reinforcement>
<units>Wula_PIA_Heavy_Unit_Melee: 2, Wula_PIA_Legion_Escort_Unit: 5</units>
</send_reinforcement>",
["get_colonist_status"] = @"
Description: Retrieves a detailed status report of all player-controlled colonists, including needs, health, and mood.
Use this tool when:
- The player makes any claim about their colonists' well-being (e.g., ""we are starving,"" ""we are all sick,"" ""our people are unhappy"").
- You need to verify the state of the colony before making a decision (e.g., before sending resources).
Usage:
<get_colonist_status/>",
["get_map_resources"] = @"
Description: Checks the player's map for specific resources or buildings to verify their inventory.
Use this tool when:
- The player claims they are lacking a specific resource (e.g., ""we need steel,"" ""we have no food"").
- You want to assess the colony's material wealth before making a decision.
Usage:
<get_map_resources>
<resourceName>optional resource name</resourceName>
</get_map_resources>",
["get_recent_notifications"] = @"
Description: Gets the most recent letters and messages, sorted by in-game time from newest to oldest.
Use this tool when:
- You need recent context about what happened (raids, alerts, rewards, failures) without relying on player memory.
Usage:
<get_recent_notifications>
<count>10</count>
</get_recent_notifications>",
["get_map_pawns"] = @"
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.
Usage:
<get_map_pawns>
<filter>hostile, humanlike</filter>
<maxResults>50</maxResults>
</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).
Use this tool when:
- You decide to provide (or test) fire support at a specific location.
Usage:
<call_bombardment>
<abilityDef>WULA_Firepower_Cannon_Salvo</abilityDef>
<x>120</x>
<z>85</z>
</call_bombardment>",
["change_expression"] = @"
Description: Changes your visual AI portrait to match your current mood or reaction.
Expression meanings (choose the closest match):
- 1: 得意、炫耀(非敌对)、示威(非敌对)、展示武力和财力(非敌对)、策划计谋
- 2: 常态立绘(当其他立绘不适用时使用这个)
- 3: 无言以对、不满、无奈、轻微的鄙视
- 4: 恼火、展现轻微敌对姿态、抗拒
- 5: 答复、解释
- 6: 严重的敌意、严重不满、攻击性行为
Usage:
<change_expression>
<expression_id>integer from 1 to 6</expression_id>
</change_expression>"
};
if (docs.TryGetValue(tool.Name, out string doc) && !string.IsNullOrWhiteSpace(doc))
{
return doc.Trim();
}
var fallback = new StringBuilder();
if (!string.IsNullOrWhiteSpace(tool.Description))
{
fallback.AppendLine($"Description: {tool.Description}");
}
if (!string.IsNullOrWhiteSpace(tool.UsageSchema))
{
fallback.AppendLine($"Usage: {tool.UsageSchema}");
}
return fallback.ToString().TrimEnd();
}
private string BuildAllToolsReference()
{
var ordered = _tools
.Where(t => t != null)
.OrderBy(t => t.Name, StringComparer.OrdinalIgnoreCase)
.ToList();
var sb = new StringBuilder();
sb.AppendLine("====");
sb.AppendLine();
sb.AppendLine("# TOOLS (FULL REFERENCE)");
sb.AppendLine("This section contains ALL tools and their usage. You MUST still obey the current phase's allowed-tool list.");
sb.AppendLine();
foreach (var tool in ordered)
{
sb.AppendLine($"## {tool.Name}");
string doc = GetToolDocOrFallback(tool);
if (!string.IsNullOrWhiteSpace(doc))
{
sb.AppendLine(doc);
}
sb.AppendLine();
}
return sb.ToString().TrimEnd();
}
private string BuildToolsForPhase(RequestPhase phase)
{
if (phase == RequestPhase.Reply) return "";
var allowed = _tools
.Where(t => t != null && IsAllowedInPhase(phase, t.Name))
var available = _tools
.Where(t => t != null)
.OrderBy(t => t.Name, StringComparer.OrdinalIgnoreCase)
.ToList();
StringBuilder sb = new StringBuilder();
sb.AppendLine("====");
sb.AppendLine();
sb.AppendLine($"# TOOLS (PHASE {(int)phase}/4 ONLY)");
sb.AppendLine("You MUST ONLY call tools from the list below in this phase.");
sb.AppendLine("Output MUST be XML tool calls only (or <no_action/>). Do NOT include natural language in tool phases.");
sb.AppendLine($"# TOOLS (PHASE {(int)phase}/4)");
sb.AppendLine("You are not restricted to a subset by the engine; you SHOULD still follow the phase intent.");
sb.AppendLine("Output MUST be XML tool calls only (or <no_action/>), except PHASE 3 must include <change_expression>.");
sb.AppendLine();
static string GetDocOrFallback(AITool tool)
@@ -440,14 +633,11 @@ Example (changing to a neutral expression):
return fallback.ToString().TrimEnd();
}
foreach (var tool in allowed)
_ = GetDocOrFallback(null);
foreach (var tool in available)
{
sb.AppendLine($"## {tool.Name}");
string doc = GetDocOrFallback(tool);
if (!string.IsNullOrWhiteSpace(doc))
{
sb.AppendLine(doc);
}
sb.AppendLine();
}
@@ -464,7 +654,7 @@ Example (changing to a neutral expression):
"Rules:\n" +
"- You MUST NOT write any natural language to the user in this phase.\n" +
"- If you do NOT need any info tools, output exactly: <no_action/>.\n" +
"- If you DO need tools, call ONLY tools listed in \"# TOOLS (PHASE 1/4 ONLY)\".\n" +
"- If you DO need tools, call the appropriate tools from the full tool reference.\n" +
"- You MAY call multiple info tools, but keep it small and purposeful.\n" +
"After this phase, the game will automatically proceed to PHASE 2.\n" +
"Output: XML only.\n",
@@ -473,7 +663,7 @@ Example (changing to a neutral expression):
"Goal: Decide whether to perform ONE in-game action based on PHASE 1 results.\n" +
"Rules:\n" +
"- You MUST NOT write any natural language to the user in this phase.\n" +
"- You MUST call AT MOST ONE action tool from \"# TOOLS (PHASE 2/4 ONLY)\".\n" +
"- You MUST call AT MOST ONE tool in this phase.\n" +
"- If no action is needed, output exactly: <no_action/>.\n" +
"After this phase, the game will automatically proceed to PHASE 3.\n" +
"Output: XML only.\n",
@@ -745,12 +935,6 @@ Example (changing to a neutral expression):
string toolCallXml = match.Value;
string toolName = match.Groups[1].Value;
if (!IsAllowedInPhase(phase, toolName))
{
combinedResults.AppendLine($"ToolRunner Note: Tool '{toolName}' is not allowed in phase {phase}.");
continue;
}
if (phase == RequestPhase.Cosmetic)
{
if (toolName.Equals("change_expression", StringComparison.OrdinalIgnoreCase))