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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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