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@@ -396,6 +396,8 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
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_tools.Add(new Tool_SearchPawnKind());
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_tools.Add(new Tool_CallPrefabAirdrop());
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_tools.Add(new Tool_SetOverwatchMode());
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_tools.Add(new Tool_RememberFact());
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_tools.Add(new Tool_RecallMemories());
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// Agent 工具 - 保留画面分析截图能力,移除所有模拟操作工具
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if (WulaFallenEmpireMod.settings?.enableVlmFeatures == true)
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@@ -518,6 +520,23 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
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? (persona + "\n" + ToolRulesInstruction + "\n" + toolsForThisPhase)
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: persona;
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// Inject Recent Memories
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try
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{
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var memoryManager = Find.World?.GetComponent<AIMemoryManager>();
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if (memoryManager != null)
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{
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var recents = memoryManager.GetRecentMemories(5);
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if (recents != null && recents.Count > 0)
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{
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fullInstruction += "\n\n# LONG-TERM MEMORY (Recent Facts)\n" +
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string.Join("\n", recents.Select(m => $"- [{m.Category}] {m.Fact}")) +
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"\n(Use 'recall_memories' to search for more, or 'remember_fact' to save new info.)";
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}
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}
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}
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catch (Exception) { /* Ignore memory errors during prompt build */ }
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string language = LanguageDatabase.activeLanguage?.FriendlyNameNative ?? "English";
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var eventVarManager = Find.World?.GetComponent<EventVariableManager>();
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int goodwill = eventVarManager?.GetVariable<int>("Wula_Goodwill_To_PIA", 0) ?? 0;
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@@ -581,8 +600,8 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
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string actionWhitelist = phase == RequestPhase.ActionTools
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? "ACTION PHASE VALID TAGS ONLY:\n" +
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"<spawn_resources>, <send_reinforcement>, <call_bombardment>, <modify_goodwill>, <call_prefab_airdrop>, <set_overwatch_mode>, <no_action/>\n" +
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"INVALID EXAMPLES (do NOT use now): <get_map_resources/>, <analyze_screen/>, <search_thing_def/>, <search_pawn_kind/>\n"
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"<spawn_resources>, <send_reinforcement>, <call_bombardment>, <modify_goodwill>, <call_prefab_airdrop>, <set_overwatch_mode>, <remember_fact>, <no_action/>\n" +
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"INVALID EXAMPLES (do NOT use now): <get_map_resources/>, <analyze_screen/>, <search_thing_def/>, <search_pawn_kind/>, <recall_memories/>\n"
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: string.Empty;
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return string.Join("\n\n", new[]
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@@ -728,7 +747,8 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
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toolName == "call_bombardment" ||
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toolName == "modify_goodwill" ||
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toolName == "call_prefab_airdrop" ||
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toolName == "set_overwatch_mode";
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toolName == "set_overwatch_mode" ||
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toolName == "remember_fact";
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}
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private static bool IsQueryToolName(string toolName)
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@@ -736,7 +756,8 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
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if (string.IsNullOrWhiteSpace(toolName)) return false;
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return toolName.StartsWith("get_", StringComparison.OrdinalIgnoreCase) ||
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toolName.StartsWith("search_", StringComparison.OrdinalIgnoreCase) ||
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toolName.StartsWith("analyze_", StringComparison.OrdinalIgnoreCase);
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toolName.StartsWith("analyze_", StringComparison.OrdinalIgnoreCase) ||
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toolName == "recall_memories";
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}
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private static string SanitizeToolResultForActionPhase(string message)
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@@ -7,7 +7,7 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
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public class Tool_ModifyGoodwill : AITool
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{
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public override string Name => "modify_goodwill";
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public override string Description => "Adjusts your goodwill towards the player. Use this to reflect your changing opinion based on the conversation. Positive values increase goodwill, negative values decrease it. Keep changes small (e.g., -5 to 5). THIS IS INVISIBLE TO THE PLAYER.";
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public override string Description => "Adjusts YOUR internal opinion of the player (AI Goodwill). WARNING: This DOES NOT affect Faction Relations or stop raids. It is purely personal. Do NOT use this to try to stop enemies.";
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public override string UsageSchema => "<modify_goodwill><amount>integer</amount></modify_goodwill>";
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public override string Execute(string args)
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@@ -0,0 +1,61 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire.EventSystem.AI.Tools
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{
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public class Tool_RecallMemories : AITool
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{
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public override string Name => "recall_memories";
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public override string Description => "Searches the AI's long-term memory for facts matching a specific query or keyword.";
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public override string UsageSchema => "<recall_memories><query>Search keywords</query><limit>optional_int_max_results</limit></recall_memories>";
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public override string Execute(string args)
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{
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var argsDict = ParseXmlArgs(args);
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string query = argsDict.TryGetValue("query", out string q) ? q : "";
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string limitStr = argsDict.TryGetValue("limit", out string lStr) ? lStr : "5";
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int limit = 5;
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if (int.TryParse(limitStr, out int parsedLimit))
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{
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limit = parsedLimit;
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}
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var memoryManager = Find.World?.GetComponent<AIMemoryManager>();
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if (memoryManager == null)
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{
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return "Error: AIMemoryManager world component not found.";
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}
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if (string.IsNullOrWhiteSpace(query))
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{
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var recent = memoryManager.GetRecentMemories(limit);
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if (recent.Count == 0) return "No recent memories found.";
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return FormatMemories(recent);
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}
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var results = memoryManager.SearchMemories(query, limit);
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if (results.Count == 0)
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{
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return "No memories found matching the query.";
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}
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return FormatMemories(results);
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}
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private string FormatMemories(List<AIMemoryEntry> memories)
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{
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StringBuilder sb = new StringBuilder();
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sb.AppendLine("Found Memories:");
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foreach (var m in memories)
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{
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sb.AppendLine($"- [{m.Category}] {m.Fact} (ID: {m.Id})");
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}
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return sb.ToString();
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}
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}
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}
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@@ -0,0 +1,41 @@
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using System;
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using System.Collections.Generic;
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire.EventSystem.AI.Tools
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{
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public class Tool_RememberFact : AITool
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{
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public override string Name => "remember_fact";
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public override string Description => "Stores a specific fact or piece of information into the AI's long-term memory for future retrieval.";
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public override string UsageSchema => "<remember_fact><fact>Text content to remember</fact><category>optional_category</category></remember_fact>";
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public override string Execute(string args)
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{
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var argsDict = ParseXmlArgs(args);
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if (!argsDict.TryGetValue("fact", out string fact) || string.IsNullOrWhiteSpace(fact))
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{
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return "Error: <fact> content is required.";
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}
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string category = argsDict.TryGetValue("category", out string cat) ? cat : "misc";
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var memoryManager = Find.World?.GetComponent<AIMemoryManager>();
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if (memoryManager == null)
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{
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return "Error: AIMemoryManager world component not found.";
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}
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var entry = memoryManager.AddMemory(fact, category);
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if (entry != null)
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{
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return $"Success: Memory stored. ID: {entry.Id}";
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}
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else
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{
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return "Error: Failed to store memory.";
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}
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}
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}
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}
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