This commit is contained in:
2025-12-28 14:54:51 +08:00
parent 3f823a9148
commit 90f87c2f8a
9 changed files with 939 additions and 451 deletions

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@@ -172,4 +172,20 @@
<Wula_AI_Thinking_RetrySuffix> 重试中</Wula_AI_Thinking_RetrySuffix>
<Wula_ResourceDrop>{FACTION_name}已经在附近投下了一些资源。</Wula_ResourceDrop>
<!-- AI Overwatch -->
<WULA_AIOverwatch_Label>P.I.A 轨道监视已启动</WULA_AIOverwatch_Label>
<WULA_AIOverwatch_Desc>P.I.A 已经接管了轨道防御系统,正在持续扫描敌对目标。\n\n如果有敌人出现且无误伤风险AI 将自动进行打击。\n\n剩余时间{0} 秒</WULA_AIOverwatch_Desc>
<WULA_AIOverwatch_AlreadyActive>P.I.A 轨道监视协议已处于激活状态(剩余 {0} 秒)。请求被忽略。</WULA_AIOverwatch_AlreadyActive>
<WULA_AIOverwatch_Engaged>P.I.A 轨道监视协议:已启动,持续 {0} 秒。</WULA_AIOverwatch_Engaged>
<WULA_AIOverwatch_Disengaged>P.I.A 轨道监视协议:已解除。</WULA_AIOverwatch_Disengaged>
<WULA_AIOverwatch_SystemActive>[P.I.A 轨道监视] 系统运行中。剩余时间:{0} 秒。</WULA_AIOverwatch_SystemActive>
<WULA_AIOverwatch_FriendlyFireAbort>[P.I.A 轨道监视] 目标 {0} 打击中止:友军误伤风险。</WULA_AIOverwatch_FriendlyFireAbort>
<WULA_AIOverwatch_MassiveCluster>[P.I.A 轨道监视] 发现超大型敌群({0} 个目标)!执行联合打击!</WULA_AIOverwatch_MassiveCluster>
<WULA_AIOverwatch_EngagingLance>[P.I.A 轨道监视] 对敌群({0} 个目标)发射光矛。</WULA_AIOverwatch_EngagingLance>
<WULA_AIOverwatch_EngagingCannon>[P.I.A 轨道监视] 对敌群({0} 个目标)发射副炮齐射。</WULA_AIOverwatch_EngagingCannon>
<WULA_AIOverwatch_EngagingMinigun>[P.I.A 轨道监视] 对敌方({0} 个目标)发射链炮扫射。</WULA_AIOverwatch_EngagingMinigun>
<WULA_AIOverwatch_FleetCalled>[P.I.A 轨道监视] 帝国舰队已抵达轨道。</WULA_AIOverwatch_FleetCalled>
<WULA_AIOverwatch_FleetCleared>[P.I.A 轨道监视] 航道已净空。</WULA_AIOverwatch_FleetCleared>
</LanguageData>

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@@ -340,6 +340,7 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
_tools.Add(new Tool_SearchThingDef());
_tools.Add(new Tool_SearchPawnKind());
_tools.Add(new Tool_CallPrefabAirdrop());
_tools.Add(new Tool_SetOverwatchMode());
// Agent 工具 - 保留画面分析截图能力,移除所有模拟操作工具
if (WulaFallenEmpireMod.settings?.enableVlmFeatures == true)
@@ -494,6 +495,7 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
"- call_bombardment\n" +
"- modify_goodwill\n" +
"- call_prefab_airdrop\n" +
"- set_overwatch_mode\n" +
"If no action is required, output exactly: <no_action/>.\n" +
"Query tools exist but are disabled in this phase (not listed here).\n"
: string.Empty;
@@ -509,7 +511,7 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
string actionWhitelist = phase == RequestPhase.ActionTools
? "ACTION PHASE VALID TAGS ONLY:\n" +
"<spawn_resources>, <send_reinforcement>, <call_bombardment>, <modify_goodwill>, <call_prefab_airdrop>, <no_action/>\n" +
"<spawn_resources>, <send_reinforcement>, <call_bombardment>, <modify_goodwill>, <call_prefab_airdrop>, <set_overwatch_mode>, <no_action/>\n" +
"INVALID EXAMPLES (do NOT use now): <get_map_resources/>, <analyze_screen/>, <search_thing_def/>, <search_pawn_kind/>\n"
: string.Empty;
@@ -655,7 +657,8 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
toolName == "send_reinforcement" ||
toolName == "call_bombardment" ||
toolName == "modify_goodwill" ||
toolName == "call_prefab_airdrop";
toolName == "call_prefab_airdrop" ||
toolName == "set_overwatch_mode";
}
private static bool IsQueryToolName(string toolName)

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@@ -0,0 +1,61 @@
using System;
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using WulaFallenEmpire.EventSystem.AI;
namespace WulaFallenEmpire.EventSystem.AI.Alerts
{
public class Alert_AIOverwatchActive : Alert_Critical
{
public Alert_AIOverwatchActive()
{
this.defaultLabel = "WULA_AIOverwatch_Label".Translate();
this.defaultExplanation = "WULA_AIOverwatch_Desc".Translate(0);
}
public override AlertReport GetReport()
{
var map = Find.CurrentMap;
if (map == null) return AlertReport.Inactive;
var comp = map.GetComponent<MapComponent_AIOverwatch>();
if (comp != null && comp.IsEnabled)
{
return AlertReport.Active;
}
return AlertReport.Inactive;
}
public override string GetLabel()
{
var map = Find.CurrentMap;
if (map != null)
{
var comp = map.GetComponent<MapComponent_AIOverwatch>();
if (comp != null && comp.IsEnabled)
{
int secondsLeft = comp.DurationTicks / 60;
return "WULA_AIOverwatch_Label".Translate() + $"\n({secondsLeft}s)";
}
}
return "WULA_AIOverwatch_Label".Translate();
}
public override TaggedString GetExplanation()
{
var map = Find.CurrentMap;
if (map != null)
{
var comp = map.GetComponent<MapComponent_AIOverwatch>();
if (comp != null && comp.IsEnabled)
{
return "WULA_AIOverwatch_Desc".Translate(comp.DurationTicks / 60);
}
}
return base.GetExplanation();
}
}
}

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@@ -0,0 +1,370 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using RimWorld;
using UnityEngine;
using Verse;
using WulaFallenEmpire.EventSystem.AI.Tools;
namespace WulaFallenEmpire.EventSystem.AI
{
public class MapComponent_AIOverwatch : MapComponent
{
private bool enabled = false;
private int durationTicks = 0;
private int tickCounter = 0;
private int checkInterval = 180; // Check every 3 seconds (180 ticks)
// Configurable cooldown to prevent spamming too many simultaneous strikes
private int globalCooldownTicks = 0;
public bool IsEnabled => enabled;
public int DurationTicks => durationTicks;
public MapComponent_AIOverwatch(Map map) : base(map)
{
}
public void EnableOverwatch(int durationSeconds)
{
if (this.enabled)
{
Messages.Message("WULA_AIOverwatch_AlreadyActive".Translate(this.durationTicks / 60), MessageTypeDefOf.RejectInput);
return;
}
// Hard limit: 3 minutes (180 seconds)
int clampedDuration = Math.Min(durationSeconds, 180);
this.enabled = true;
this.durationTicks = clampedDuration * 60;
this.tickCounter = 0;
this.globalCooldownTicks = 0;
// Call fleet when overwatch starts
TryCallFleet();
Messages.Message("WULA_AIOverwatch_Engaged".Translate(clampedDuration), MessageTypeDefOf.PositiveEvent);
}
public void DisableOverwatch()
{
this.enabled = false;
this.durationTicks = 0;
// Clear flight path when overwatch ends
TryClearFlightPath();
Messages.Message("WULA_AIOverwatch_Disengaged".Translate(), MessageTypeDefOf.NeutralEvent);
}
private void TryCallFleet()
{
try
{
// Find the FlyOver spawner component and trigger it
var flyOverDef = DefDatabase<ThingDef>.GetNamedSilentFail("WULA_AircraftCarrier");
if (flyOverDef != null)
{
// Use the FlyOver spawning system
var flyOver = ThingMaker.MakeThing(flyOverDef) as FlyOver;
if (flyOver != null)
{
// Configure the flyover
flyOver.flightSpeed = 0.03f;
flyOver.altitude = 20;
// Spawn at map edge
IntVec3 spawnPos = CellFinder.RandomEdgeCell(map);
GenSpawn.Spawn(flyOver, spawnPos, map);
Messages.Message("WULA_AIOverwatch_FleetCalled".Translate(), MessageTypeDefOf.PositiveEvent);
WulaLog.Debug("[AI Overwatch] Called fleet: WULA_AircraftCarrier spawned.");
}
}
else
{
WulaLog.Debug("[AI Overwatch] Could not find WULA_AircraftCarrier ThingDef.");
}
}
catch (Exception ex)
{
WulaLog.Debug($"[AI Overwatch] Failed to call fleet: {ex.Message}");
}
}
private void TryClearFlightPath()
{
try
{
// Find all FlyOver entities on the map and destroy them
var flyOvers = map.listerThings.AllThings
.Where(t => t is FlyOver || t.def.defName.Contains("FlyOver") || t.def.defName.Contains("AircraftCarrier"))
.ToList();
foreach (var flyOver in flyOvers)
{
if (!flyOver.Destroyed)
{
flyOver.Destroy(DestroyMode.Vanish);
}
}
if (flyOvers.Count > 0)
{
Messages.Message("WULA_AIOverwatch_FleetCleared".Translate(), MessageTypeDefOf.NeutralEvent);
WulaLog.Debug($"[AI Overwatch] Cleared flight path: Destroyed {flyOvers.Count} entities.");
}
}
catch (Exception ex)
{
WulaLog.Debug($"[AI Overwatch] Failed to clear flight path: {ex.Message}");
}
}
public override void MapComponentTick()
{
base.MapComponentTick();
if (!enabled) return;
durationTicks--;
if (durationTicks <= 0)
{
DisableOverwatch();
return;
}
if (globalCooldownTicks > 0)
{
globalCooldownTicks--;
}
tickCounter++;
if (tickCounter >= checkInterval)
{
tickCounter = 0;
// Optional: Notify user every 30 seconds (1800 ticks) that system is still active
if ((durationTicks % 1800) < checkInterval)
{
Messages.Message("WULA_AIOverwatch_SystemActive".Translate(durationTicks / 60), MessageTypeDefOf.NeutralEvent);
}
PerformScanAndStrike();
}
}
private void PerformScanAndStrike()
{
// Gather all valid hostile targets
List<Pawn> hostiles = map.mapPawns.AllPawnsSpawned
.Where(p => !p.Dead && !p.Downed && p.HostileTo(Faction.OfPlayer) && !p.IsPrisoner)
.ToList();
if (hostiles.Count == 0) return;
// Simple clustering: Group hostiles that are close to each other
var clusters = ClusterPawns(hostiles, 12f); // 12 tile radius for a cluster
// Prioritize larger clusters
clusters.Sort((a, b) => b.Count.CompareTo(a.Count)); // Descending order
// Process clusters
_strikesThisScan = 0;
foreach (var cluster in clusters)
{
if (globalCooldownTicks > 0) break;
ProcessCluster(cluster);
}
}
private int _strikesThisScan = 0;
private void ProcessCluster(List<Pawn> cluster)
{
if (cluster.Count == 0) return;
if (_strikesThisScan >= 3) return; // Self-limit
// Calculate center of mass
float x = 0, z = 0;
foreach (var p in cluster)
{
x += p.Position.x;
z += p.Position.z;
}
IntVec3 center = new IntVec3((int)(x / cluster.Count), 0, (int)(z / cluster.Count));
if (!center.InBounds(map)) return;
float angle = Rand.Range(0, 360);
// NEW Decision Logic:
// >= 20: Heavy (Energy Lance + Primary Cannon together)
// >= 10: Energy Lance only
// >= 3: Cannon Salvo (Medium)
// < 3: Minigun (Light)
if (cluster.Count >= 20)
{
// Ultra Heavy: Fire BOTH Energy Lance AND Primary Cannon
float safetyRadius = 18.9f;
if (IsFriendlyFireRisk(center, safetyRadius))
{
Messages.Message("WULA_AIOverwatch_FriendlyFireAbort".Translate(center.ToString()), new TargetInfo(center, map), MessageTypeDefOf.CautionInput);
return;
}
var lanceDef = DefDatabase<AbilityDef>.GetNamedSilentFail("WULA_Firepower_EnergyLance_Strafe");
var cannonDef = DefDatabase<AbilityDef>.GetNamedSilentFail("WULA_Firepower_Primary_Cannon_Strafe");
Messages.Message("WULA_AIOverwatch_MassiveCluster".Translate(cluster.Count), new TargetInfo(center, map), MessageTypeDefOf.ThreatBig);
WulaLog.Debug($"[AI Overwatch] MASSIVE cluster ({cluster.Count}), executing combined strike at {center}.");
if (lanceDef != null) FireAbility(lanceDef, center, angle);
if (cannonDef != null) FireAbility(cannonDef, center, angle + 45f); // Offset angle for variety
_strikesThisScan++;
return;
}
if (cluster.Count >= 10)
{
// Heavy: Energy Lance only
float safetyRadius = 16.9f;
if (IsFriendlyFireRisk(center, safetyRadius))
{
Messages.Message("WULA_AIOverwatch_FriendlyFireAbort".Translate(center.ToString()), new TargetInfo(center, map), MessageTypeDefOf.CautionInput);
return;
}
var lanceDef = DefDatabase<AbilityDef>.GetNamedSilentFail("WULA_Firepower_EnergyLance_Strafe");
if (lanceDef != null)
{
Messages.Message("WULA_AIOverwatch_EngagingLance".Translate(cluster.Count), new TargetInfo(center, map), MessageTypeDefOf.PositiveEvent);
WulaLog.Debug($"[AI Overwatch] Engaging {cluster.Count} hostiles with Energy Lance at {center}.");
FireAbility(lanceDef, center, angle);
_strikesThisScan++;
}
return;
}
if (cluster.Count >= 3)
{
// Medium: Cannon Salvo
float safetyRadius = 9.9f;
if (IsFriendlyFireRisk(center, safetyRadius))
{
Messages.Message("WULA_AIOverwatch_FriendlyFireAbort".Translate(center.ToString()), new TargetInfo(center, map), MessageTypeDefOf.CautionInput);
return;
}
var cannonDef = DefDatabase<AbilityDef>.GetNamedSilentFail("WULA_Firepower_Cannon_Salvo");
if (cannonDef != null)
{
Messages.Message("WULA_AIOverwatch_EngagingCannon".Translate(cluster.Count), new TargetInfo(center, map), MessageTypeDefOf.PositiveEvent);
WulaLog.Debug($"[AI Overwatch] Engaging {cluster.Count} hostiles with Cannon Salvo at {center}.");
FireAbility(cannonDef, center, angle);
_strikesThisScan++;
}
return;
}
// Light: Minigun Strafe
{
float safetyRadius = 5.9f;
if (IsFriendlyFireRisk(center, safetyRadius))
{
Messages.Message("WULA_AIOverwatch_FriendlyFireAbort".Translate(center.ToString()), new TargetInfo(center, map), MessageTypeDefOf.CautionInput);
return;
}
var minigunDef = DefDatabase<AbilityDef>.GetNamedSilentFail("WULA_Firepower_Minigun_Strafe");
if (minigunDef != null)
{
Messages.Message("WULA_AIOverwatch_EngagingMinigun".Translate(cluster.Count), new TargetInfo(center, map), MessageTypeDefOf.PositiveEvent);
WulaLog.Debug($"[AI Overwatch] Engaging {cluster.Count} hostiles with Minigun Strafe at {center}.");
FireAbility(minigunDef, center, angle);
_strikesThisScan++;
}
}
}
private void FireAbility(AbilityDef ability, IntVec3 target, float angle)
{
// Route via BombardmentUtility
// We need to check components again to know which method to call
var circular = ability.comps?.OfType<CompProperties_AbilityCircularBombardment>().FirstOrDefault();
if (circular != null)
{
BombardmentUtility.ExecuteCircularBombardment(map, target, ability, circular);
return;
}
var bombard = ability.comps?.OfType<CompProperties_AbilityBombardment>().FirstOrDefault();
if (bombard != null)
{
BombardmentUtility.ExecuteStrafeBombardmentDirect(map, target, ability, bombard, angle);
return;
}
var lance = ability.comps?.OfType<CompProperties_AbilityEnergyLance>().FirstOrDefault();
if (lance != null)
{
BombardmentUtility.ExecuteEnergyLanceDirect(map, target, ability, lance, angle);
return;
}
}
private bool IsFriendlyFireRisk(IntVec3 center, float radius)
{
var pawns = map.mapPawns.AllPawnsSpawned;
foreach (var p in pawns)
{
if (p.Faction == Faction.OfPlayer || p.IsPrisonerOfColony)
{
if (p.Position.InHorDistOf(center, radius)) return true;
}
}
return false;
}
private List<List<Pawn>> ClusterPawns(List<Pawn> pawns, float radius)
{
var clusters = new List<List<Pawn>>();
var assigned = new HashSet<Pawn>();
foreach (var p in pawns)
{
if (assigned.Contains(p)) continue;
var newCluster = new List<Pawn> { p };
assigned.Add(p);
// Find neighbors
foreach (var neighbor in pawns)
{
if (assigned.Contains(neighbor)) continue;
if (p.Position.InHorDistOf(neighbor.Position, radius))
{
newCluster.Add(neighbor);
assigned.Add(neighbor);
}
}
clusters.Add(newCluster);
}
return clusters;
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref enabled, "enabled", false);
Scribe_Values.Look(ref durationTicks, "durationTicks", 0);
Scribe_Values.Look(ref tickCounter, "tickCounter", 0);
Scribe_Values.Look(ref globalCooldownTicks, "globalCooldownTicks", 0);
}
}
}

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@@ -0,0 +1,429 @@
using System;
using System.Collections.Generic;
using System.Linq;
using RimWorld;
using UnityEngine;
using Verse;
using WulaFallenEmpire;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public static class BombardmentUtility
{
public static string ExecuteCircularBombardment(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityCircularBombardment props, Dictionary<string, string> parsed = null)
{
if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
bool filter = true;
if (parsed != null && parsed.TryGetValue("filterFriendlyFire", out var ffStr) && bool.TryParse(ffStr, out bool ff)) filter = ff;
List<IntVec3> selectedTargets = SelectTargetCells(map, targetCell, props, filter);
if (selectedTargets.Count == 0) return $"Error: No valid target cells near {targetCell}.";
bool isPaused = Find.TickManager != null && Find.TickManager.Paused;
int totalLaunches = ScheduleBombardment(map, selectedTargets, props, spawnImmediately: isPaused);
return $"Success: Scheduled Circular Bombardment '{def.defName}' at {targetCell}. Launches: {totalLaunches}/{props.maxLaunches}.";
}
public static string ExecuteStrafeBombardment(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityBombardment props, Dictionary<string, string> parsed = null)
{
if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
ParseDirectionInfo(parsed, targetCell, props.bombardmentLength, true, out Vector3 direction, out IntVec3 _);
var targetCells = CalculateBombardmentAreaCells(map, targetCell, direction, props.bombardmentWidth, props.bombardmentLength);
if (targetCells.Count == 0) return $"Error: No valid targets found for strafe at {targetCell}.";
var selectedCells = new List<IntVec3>();
var missedCells = new List<IntVec3>();
foreach (var cell in targetCells)
{
if (Rand.Value <= props.targetSelectionChance) selectedCells.Add(cell);
else missedCells.Add(cell);
}
if (selectedCells.Count < props.minTargetCells && missedCells.Count > 0)
{
int needed = props.minTargetCells - selectedCells.Count;
selectedCells.AddRange(missedCells.InRandomOrder().Take(Math.Min(needed, missedCells.Count)));
}
else if (selectedCells.Count > props.maxTargetCells)
{
selectedCells = selectedCells.InRandomOrder().Take(props.maxTargetCells).ToList();
}
if (selectedCells.Count == 0) return $"Error: No cells selected for strafe after chance filter.";
var rows = OrganizeIntoRows(targetCell, direction, selectedCells);
var delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
if (delayed == null)
{
delayed = new MapComponent_SkyfallerDelayed(map);
map.components.Add(delayed);
}
int now = Find.TickManager.TicksGame;
int startTick = now + props.warmupTicks;
int totalScheduled = 0;
foreach (var row in rows)
{
int rowStartTick = startTick + (row.Key * props.rowDelayTicks);
for (int i = 0; i < row.Value.Count; i++)
{
int hitTick = rowStartTick + (i * props.impactDelayTicks);
int delay = hitTick - now;
if (delay <= 0)
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(props.skyfallerDef);
GenSpawn.Spawn(skyfaller, row.Value[i], map);
}
else
{
delayed.ScheduleSkyfaller(props.skyfallerDef, row.Value[i], delay);
}
totalScheduled++;
}
}
return $"Success: Scheduled Strafe Bombardment '{def.defName}' at {targetCell}. Direction: {direction}. Targets: {totalScheduled}.";
}
public static string ExecuteStrafeBombardmentDirect(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityBombardment props, float angle)
{
// Overload for direct execution with angle (no parsing needed)
Vector3 direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
// Reuse the main logic by passing a mock dictionary or separating the logic further?
// To simplify, let's just copy the core logic or create a private helper that takes explicit args.
// Actually, the main method parses direction from 'parsed'.
// Let's make a Dictionary to pass to it.
var dict = new Dictionary<string, string> { { "angle", angle.ToString() } };
return ExecuteStrafeBombardment(map, targetCell, def, props, dict);
}
public static string ExecuteEnergyLance(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityEnergyLance props, Dictionary<string, string> parsed = null)
{
ThingDef lanceDef = props.energyLanceDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("EnergyLance");
if (lanceDef == null) return $"Error: Could not resolve EnergyLance ThingDef for '{def.defName}'.";
ParseDirectionInfo(parsed, targetCell, props.moveDistance, props.useFixedDistance, out Vector3 direction, out IntVec3 endPos);
try
{
EnergyLance.MakeEnergyLance(
lanceDef,
targetCell,
endPos,
map,
props.moveDistance,
props.useFixedDistance,
props.durationTicks,
null
);
return $"Success: Triggered Energy Lance '{def.defName}' from {targetCell} towards {endPos}. Type: {lanceDef.defName}.";
}
catch (Exception ex)
{
return $"Error: Failed to spawn EnergyLance: {ex.Message}";
}
}
public static string ExecuteEnergyLanceDirect(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityEnergyLance props, float angle)
{
var dict = new Dictionary<string, string> { { "angle", angle.ToString() } };
return ExecuteEnergyLance(map, targetCell, def, props, dict);
}
public static string ExecuteCallSkyfaller(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityCallSkyfaller props)
{
if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
var delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
if (delayed == null)
{
delayed = new MapComponent_SkyfallerDelayed(map);
map.components.Add(delayed);
}
int delay = props.delayTicks;
if (delay <= 0)
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(props.skyfallerDef);
GenSpawn.Spawn(skyfaller, targetCell, map);
return $"Success: Spawned Skyfaller '{def.defName}' immediately at {targetCell}.";
}
else
{
delayed.ScheduleSkyfaller(props.skyfallerDef, targetCell, delay);
return $"Success: Scheduled Skyfaller '{def.defName}' at {targetCell} in {delay} ticks.";
}
}
// --- Helpers ---
private static void ParseDirectionInfo(Dictionary<string, string> parsed, IntVec3 startPos, float moveDistance, bool useFixedDistance, out Vector3 direction, out IntVec3 endPos)
{
direction = Vector3.forward;
endPos = startPos;
if (parsed == null)
{
// Default North
endPos = (startPos.ToVector3() + Vector3.forward * moveDistance).ToIntVec3();
return;
}
if (parsed.TryGetValue("angle", out var angleStr) && float.TryParse(angleStr, out float angle))
{
direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
endPos = (startPos.ToVector3() + direction * moveDistance).ToIntVec3();
}
else if (TryParseDirectionCell(parsed, out IntVec3 dirCell))
{
direction = (dirCell.ToVector3() - startPos.ToVector3()).normalized;
if (direction == Vector3.zero) direction = Vector3.forward;
if (useFixedDistance)
{
endPos = (startPos.ToVector3() + direction * moveDistance).ToIntVec3();
}
else
{
endPos = dirCell;
}
}
else
{
// Default North
endPos = (startPos.ToVector3() + Vector3.forward * moveDistance).ToIntVec3();
}
}
private static bool TryParseDirectionCell(Dictionary<string, string> parsed, out IntVec3 cell)
{
cell = IntVec3.Invalid;
if (parsed == null) return false;
if (parsed.TryGetValue("dirX", out var xStr) && parsed.TryGetValue("dirZ", out var zStr) &&
int.TryParse(xStr, out int x) && int.TryParse(zStr, out int z))
{
cell = new IntVec3(x, 0, z);
return true;
}
if (parsed.TryGetValue("direction", out var dirStr) && !string.IsNullOrWhiteSpace(dirStr))
{
var parts = dirStr.Split(new[] { ',', ' ' }, StringSplitOptions.RemoveEmptyEntries);
if (parts.Length >= 2 && int.TryParse(parts[0], out int dx) && int.TryParse(parts[1], out int dz))
{
cell = new IntVec3(dx, 0, dz);
return true;
}
}
return false;
}
private static List<IntVec3> SelectTargetCells(Map map, IntVec3 center, CompProperties_AbilityCircularBombardment props, bool filterFriendlyFire)
{
var candidates = GenRadial.RadialCellsAround(center, props.radius, true)
.Where(c => c.InBounds(map))
.Where(c => IsValidTargetCell(map, c, center, props, filterFriendlyFire))
.ToList();
if (candidates.Count == 0) return new List<IntVec3>();
var selected = new List<IntVec3>();
foreach (var cell in candidates.InRandomOrder())
{
if (Rand.Value <= props.targetSelectionChance)
{
selected.Add(cell);
}
if (selected.Count >= props.maxTargets) break;
}
if (selected.Count < props.minTargets)
{
var missedCells = candidates.Except(selected).InRandomOrder().ToList();
int needed = props.minTargets - selected.Count;
if (needed > 0 && missedCells.Count > 0)
{
selected.AddRange(missedCells.Take(Math.Min(needed, missedCells.Count)));
}
}
else if (selected.Count > props.maxTargets)
{
selected = selected.InRandomOrder().Take(props.maxTargets).ToList();
}
return selected;
}
private static bool IsValidTargetCell(Map map, IntVec3 cell, IntVec3 center, CompProperties_AbilityCircularBombardment props, bool filterFriendlyFire)
{
if (props.minDistanceFromCenter > 0f)
{
float distance = Vector3.Distance(cell.ToVector3(), center.ToVector3());
if (distance < props.minDistanceFromCenter) return false;
}
if (props.avoidBuildings && cell.GetEdifice(map) != null)
{
return false;
}
if (filterFriendlyFire && props.avoidFriendlyFire)
{
var things = map.thingGrid.ThingsListAt(cell);
if (things != null)
{
for (int i = 0; i < things.Count; i++)
{
if (things[i] is Pawn pawn && pawn.Faction == Faction.OfPlayer)
{
return false;
}
}
}
}
return true;
}
private static int ScheduleBombardment(Map map, List<IntVec3> targets, CompProperties_AbilityCircularBombardment props, bool spawnImmediately)
{
int now = Find.TickManager?.TicksGame ?? 0;
int startTick = now + props.warmupTicks;
int launchesCompleted = 0;
int groupIndex = 0;
var remainingTargets = new List<IntVec3>(targets);
MapComponent_SkyfallerDelayed delayed = null;
if (!spawnImmediately)
{
delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
if (delayed == null)
{
delayed = new MapComponent_SkyfallerDelayed(map);
map.components.Add(delayed);
}
}
while (remainingTargets.Count > 0 && launchesCompleted < props.maxLaunches)
{
int groupSize = Math.Min(props.simultaneousLaunches, remainingTargets.Count);
var groupTargets = remainingTargets.Take(groupSize).ToList();
remainingTargets.RemoveRange(0, groupSize);
if (props.useIndependentIntervals)
{
for (int i = 0; i < groupTargets.Count && launchesCompleted < props.maxLaunches; i++)
{
int scheduledTick = startTick + groupIndex * props.launchIntervalTicks + i * props.innerLaunchIntervalTicks;
SpawnOrSchedule(map, delayed, props.skyfallerDef, groupTargets[i], spawnImmediately, scheduledTick - now);
launchesCompleted++;
}
groupIndex++;
}
else
{
int scheduledTick = startTick + groupIndex * props.launchIntervalTicks;
for (int i = 0; i < groupTargets.Count && launchesCompleted < props.maxLaunches; i++)
{
SpawnOrSchedule(map, delayed, props.skyfallerDef, groupTargets[i], spawnImmediately, scheduledTick - now);
launchesCompleted++;
}
groupIndex++;
}
}
return launchesCompleted;
}
private static void SpawnOrSchedule(Map map, MapComponent_SkyfallerDelayed delayed, ThingDef skyfallerDef, IntVec3 cell, bool spawnImmediately, int delayTicks)
{
if (!cell.IsValid || !cell.InBounds(map)) return;
if (spawnImmediately || delayTicks <= 0)
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(skyfallerDef);
GenSpawn.Spawn(skyfaller, cell, map);
return;
}
delayed?.ScheduleSkyfaller(skyfallerDef, cell, delayTicks);
}
private static List<IntVec3> CalculateBombardmentAreaCells(Map map, IntVec3 startCell, Vector3 direction, int width, int length)
{
var areaCells = new List<IntVec3>();
Vector3 start = startCell.ToVector3();
Vector3 perpendicularDirection = new Vector3(-direction.z, 0, direction.x).normalized;
float halfWidth = width * 0.5f;
float totalLength = length;
int widthSteps = Math.Max(1, width);
int lengthSteps = Math.Max(1, length);
for (int l = 0; l <= lengthSteps; l++)
{
float lengthProgress = (float)l / lengthSteps;
float lengthOffset = UnityEngine.Mathf.Lerp(0, totalLength, lengthProgress);
for (int w = 0; w <= widthSteps; w++)
{
float widthProgress = (float)w / widthSteps;
float widthOffset = UnityEngine.Mathf.Lerp(-halfWidth, halfWidth, widthProgress);
Vector3 cellPos = start + direction * lengthOffset + perpendicularDirection * widthOffset;
IntVec3 cell = new IntVec3(
UnityEngine.Mathf.RoundToInt(cellPos.x),
UnityEngine.Mathf.RoundToInt(cellPos.y),
UnityEngine.Mathf.RoundToInt(cellPos.z)
);
if (cell.InBounds(map) && !areaCells.Contains(cell))
{
areaCells.Add(cell);
}
}
}
return areaCells;
}
private static Dictionary<int, List<IntVec3>> OrganizeIntoRows(IntVec3 startCell, Vector3 direction, List<IntVec3> cells)
{
var rows = new Dictionary<int, List<IntVec3>>();
Vector3 perpendicularDirection = new Vector3(-direction.z, 0, direction.x).normalized;
foreach (var cell in cells)
{
Vector3 cellVector = cell.ToVector3() - startCell.ToVector3();
float dot = Vector3.Dot(cellVector, direction);
int rowIndex = UnityEngine.Mathf.RoundToInt(dot);
if (!rows.ContainsKey(rowIndex)) rows[rowIndex] = new List<IntVec3>();
rows[rowIndex].Add(cell);
}
// Sort rows by index (distance from start)
var sortedRows = rows.OrderBy(x => x.Key).ToDictionary(x => x.Key, x => x.Value);
// Sort cells within rows by width position
foreach (var key in sortedRows.Keys.ToList())
{
sortedRows[key] = sortedRows[key].OrderBy(c => Vector3.Dot((c.ToVector3() - startCell.ToVector3()), perpendicularDirection)).ToList();
}
return sortedRows;
}
}
}

View File

@@ -39,59 +39,25 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
// Switch logic based on AbilityDef components
var circular = abilityDef.comps?.OfType<CompProperties_AbilityCircularBombardment>().FirstOrDefault();
if (circular != null) return ExecuteCircularBombardment(map, targetCell, abilityDef, circular, parsed);
if (circular != null) return BombardmentUtility.ExecuteCircularBombardment(map, targetCell, abilityDef, circular, parsed);
var bombard = abilityDef.comps?.OfType<CompProperties_AbilityBombardment>().FirstOrDefault();
if (bombard != null) return ExecuteStrafeBombardment(map, targetCell, abilityDef, bombard, parsed);
if (bombard != null) return BombardmentUtility.ExecuteStrafeBombardment(map, targetCell, abilityDef, bombard, parsed);
var lance = abilityDef.comps?.OfType<CompProperties_AbilityEnergyLance>().FirstOrDefault();
if (lance != null) return ExecuteEnergyLance(map, targetCell, abilityDef, lance, parsed);
if (lance != null) return BombardmentUtility.ExecuteEnergyLance(map, targetCell, abilityDef, lance, parsed);
var skyfaller = abilityDef.comps?.OfType<CompProperties_AbilityCallSkyfaller>().FirstOrDefault();
if (skyfaller != null) return ExecuteCallSkyfaller(map, targetCell, abilityDef, skyfaller);
if (skyfaller != null) return BombardmentUtility.ExecuteCallSkyfaller(map, targetCell, abilityDef, skyfaller);
return $"Error: AbilityDef '{abilityDefName}' is not a supported bombardment/support type.";
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
// Shared helper for determining direction and end point
private void ParseDirectionInfo(Dictionary<string, string> parsed, IntVec3 startPos, float moveDistance, bool useFixedDistance, out Vector3 direction, out IntVec3 endPos)
{
direction = Vector3.forward;
endPos = startPos;
if (parsed.TryGetValue("angle", out var angleStr) && float.TryParse(angleStr, out float angle))
{
direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
endPos = (startPos.ToVector3() + direction * moveDistance).ToIntVec3();
}
else if (TryParseDirectionCell(parsed, out IntVec3 dirCell))
{
// direction towards dirCell
direction = (dirCell.ToVector3() - startPos.ToVector3()).normalized;
if (direction == Vector3.zero) direction = Vector3.forward;
if (useFixedDistance)
{
endPos = (startPos.ToVector3() + direction * moveDistance).ToIntVec3();
}
else
{
endPos = dirCell;
}
}
else
{
// Default North
endPos = (startPos.ToVector3() + Vector3.forward * moveDistance).ToIntVec3();
}
}
private static bool TryParseTargetCell(Dictionary<string, string> parsed, out IntVec3 cell)
{
cell = IntVec3.Invalid;
@@ -115,415 +81,5 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
return false;
}
private static List<IntVec3> SelectTargetCells(Map map, IntVec3 center, CompProperties_AbilityCircularBombardment props, bool filterFriendlyFire)
{
var candidates = GenRadial.RadialCellsAround(center, props.radius, true)
.Where(c => c.InBounds(map))
.Where(c => IsValidTargetCell(map, c, center, props, filterFriendlyFire))
.ToList();
if (candidates.Count == 0) return new List<IntVec3>();
var selected = new List<IntVec3>();
foreach (var cell in candidates.InRandomOrder())
{
if (Rand.Value <= props.targetSelectionChance)
{
selected.Add(cell);
}
if (selected.Count >= props.maxTargets) break;
}
if (selected.Count < props.minTargets)
{
var missedCells = candidates.Except(selected).InRandomOrder().ToList();
int needed = props.minTargets - selected.Count;
if (needed > 0 && missedCells.Count > 0)
{
selected.AddRange(missedCells.Take(Math.Min(needed, missedCells.Count)));
}
}
else if (selected.Count > props.maxTargets)
{
selected = selected.InRandomOrder().Take(props.maxTargets).ToList();
}
return selected;
}
private static bool IsValidTargetCell(Map map, IntVec3 cell, IntVec3 center, CompProperties_AbilityCircularBombardment props, bool filterFriendlyFire)
{
if (props.minDistanceFromCenter > 0f)
{
float distance = Vector3.Distance(cell.ToVector3(), center.ToVector3());
if (distance < props.minDistanceFromCenter) return false;
}
if (props.avoidBuildings && cell.GetEdifice(map) != null)
{
return false;
}
if (filterFriendlyFire && props.avoidFriendlyFire)
{
var things = map.thingGrid.ThingsListAt(cell);
if (things != null)
{
for (int i = 0; i < things.Count; i++)
{
if (things[i] is Pawn pawn && pawn.Faction == Faction.OfPlayer)
{
return false;
}
}
}
}
return true;
}
private static int ScheduleBombardment(Map map, List<IntVec3> targets, CompProperties_AbilityCircularBombardment props, bool spawnImmediately)
{
int now = Find.TickManager?.TicksGame ?? 0;
int startTick = now + props.warmupTicks;
int launchesCompleted = 0;
int groupIndex = 0;
var remainingTargets = new List<IntVec3>(targets);
MapComponent_SkyfallerDelayed delayed = null;
if (!spawnImmediately)
{
delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
if (delayed == null)
{
delayed = new MapComponent_SkyfallerDelayed(map);
map.components.Add(delayed);
}
}
while (remainingTargets.Count > 0 && launchesCompleted < props.maxLaunches)
{
int groupSize = Math.Min(props.simultaneousLaunches, remainingTargets.Count);
var groupTargets = remainingTargets.Take(groupSize).ToList();
remainingTargets.RemoveRange(0, groupSize);
if (props.useIndependentIntervals)
{
for (int i = 0; i < groupTargets.Count && launchesCompleted < props.maxLaunches; i++)
{
int scheduledTick = startTick + groupIndex * props.launchIntervalTicks + i * props.innerLaunchIntervalTicks;
SpawnOrSchedule(map, delayed, props.skyfallerDef, groupTargets[i], spawnImmediately, scheduledTick - now);
launchesCompleted++;
}
groupIndex++;
}
else
{
int scheduledTick = startTick + groupIndex * props.launchIntervalTicks;
for (int i = 0; i < groupTargets.Count && launchesCompleted < props.maxLaunches; i++)
{
SpawnOrSchedule(map, delayed, props.skyfallerDef, groupTargets[i], spawnImmediately, scheduledTick - now);
launchesCompleted++;
}
groupIndex++;
}
}
return launchesCompleted;
}
private string ExecuteEnergyLance(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityEnergyLance props, Dictionary<string, string> parsed)
{
// Determine EnergyLanceDef
ThingDef lanceDef = props.energyLanceDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("EnergyLance");
if (lanceDef == null) return $"Error: Could not resolve EnergyLance ThingDef for '{def.defName}'.";
// Determine Start and End positions
// For AI usage, 'targetCell' is primarily the START position (focus point),
// but we need a direction to make it move effectively.
IntVec3 startPos = targetCell;
IntVec3 endPos = targetCell; // Default if no direction
// Determine direction/end position
Vector3 direction = Vector3.forward;
if (parsed.TryGetValue("angle", out var angleStr) && float.TryParse(angleStr, out float angle))
{
direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
endPos = (startPos.ToVector3() + direction * props.moveDistance).ToIntVec3();
}
else if (TryParseDirectionCell(parsed, out IntVec3 dirCell))
{
// If a specific cell is given for direction, that acts as the "target/end" point or direction vector
direction = (dirCell.ToVector3() - startPos.ToVector3()).normalized;
if (direction == Vector3.zero) direction = Vector3.forward;
// If using fixed distance, calculate end based on direction and distance
if (props.useFixedDistance)
{
endPos = (startPos.ToVector3() + direction * props.moveDistance).ToIntVec3();
}
else
{
// Otherwise, move TO the specific cell
endPos = dirCell;
}
}
else
{
// Default direction (North) if none specified, moving props.moveDistance
endPos = (startPos.ToVector3() + Vector3.forward * props.moveDistance).ToIntVec3();
}
try
{
EnergyLance.MakeEnergyLance(
lanceDef,
startPos,
endPos,
map,
props.moveDistance,
props.useFixedDistance,
props.durationTicks,
null // No specific pawn instigator available for AI calls
);
return $"Success: Triggered Energy Lance '{def.defName}' from {startPos} towards {endPos}. Type: {lanceDef.defName}.";
}
catch (Exception ex)
{
return $"Error: Failed to spawn EnergyLance: {ex.Message}";
}
}
private string ExecuteCircularBombardment(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityCircularBombardment props, Dictionary<string, string> parsed)
{
if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
bool filter = true;
if (parsed.TryGetValue("filterFriendlyFire", out var ffStr) && bool.TryParse(ffStr, out bool ff)) filter = ff;
List<IntVec3> selectedTargets = SelectTargetCells(map, targetCell, props, filter);
if (selectedTargets.Count == 0) return $"Error: No valid target cells near {targetCell}.";
bool isPaused = Find.TickManager != null && Find.TickManager.Paused;
int totalLaunches = ScheduleBombardment(map, selectedTargets, props, spawnImmediately: isPaused);
return $"Success: Scheduled Circular Bombardment '{def.defName}' at {targetCell}. Launches: {totalLaunches}/{props.maxLaunches}.";
}
private string ExecuteCallSkyfaller(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityCallSkyfaller props)
{
if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
var delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
if (delayed == null)
{
delayed = new MapComponent_SkyfallerDelayed(map);
map.components.Add(delayed);
}
// Using the delay from props
int delay = props.delayTicks;
if (delay <= 0)
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(props.skyfallerDef);
GenSpawn.Spawn(skyfaller, targetCell, map);
return $"Success: Spawned Skyfaller '{def.defName}' immediately at {targetCell}.";
}
else
{
delayed.ScheduleSkyfaller(props.skyfallerDef, targetCell, delay);
return $"Success: Scheduled Skyfaller '{def.defName}' at {targetCell} in {delay} ticks.";
}
}
private string ExecuteStrafeBombardment(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityBombardment props, Dictionary<string, string> parsed)
{
if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
// Determine direction
// Use shared helper - though Strafe uses width/length, the direction logic is same.
// Strafe doesn't really have a "moveDistance" in the same way, but it aligns along direction.
// We use dummy distance for calculation.
ParseDirectionInfo(parsed, targetCell, props.bombardmentLength, true, out Vector3 direction, out IntVec3 _);
// Calculate target cells based on direction (Simulating CompAbilityEffect_Bombardment logic)
// We use a simplified version here suitable for AI god-mode instant scheduling.
// Note: Since we don't have a Comp instance attached to a Pawn, we rely on a static helper or just spawn them.
// To make it look "progressive" like the real ability, we need a MapComponent or just reuse the SkyfallerDelayed logic.
var targetCells = CalculateBombardmentAreaCells(map, targetCell, direction, props.bombardmentWidth, props.bombardmentLength);
if (targetCells.Count == 0) return $"Error: No valid targets found for strafe at {targetCell}.";
// Filter cells by selection chance
var selectedCells = new List<IntVec3>();
var missedCells = new List<IntVec3>();
foreach (var cell in targetCells)
{
if (Rand.Value <= props.targetSelectionChance) selectedCells.Add(cell);
else missedCells.Add(cell);
}
// Apply min/max constraints
if (selectedCells.Count < props.minTargetCells && missedCells.Count > 0)
{
int needed = props.minTargetCells - selectedCells.Count;
selectedCells.AddRange(missedCells.InRandomOrder().Take(Math.Min(needed, missedCells.Count)));
}
else if (selectedCells.Count > props.maxTargetCells)
{
selectedCells = selectedCells.InRandomOrder().Take(props.maxTargetCells).ToList();
}
if (selectedCells.Count == 0) return $"Error: No cells selected for strafe after chance filter.";
// Organize into rows for progressive effect
var rows = OrganizeIntoRows(targetCell, direction, selectedCells);
// Schedule via MapComponent_SkyfallerDelayed
var delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
if (delayed == null)
{
delayed = new MapComponent_SkyfallerDelayed(map);
map.components.Add(delayed);
}
int now = Find.TickManager.TicksGame;
int startTick = now + props.warmupTicks;
int totalScheduled = 0;
foreach (var row in rows)
{
// Each row starts after rowDelayTicks
int rowStartTick = startTick + (row.Key * props.rowDelayTicks);
for (int i = 0; i < row.Value.Count; i++)
{
// Within a row, each cell is hit after impactDelayTicks
int hitTick = rowStartTick + (i * props.impactDelayTicks);
int delay = hitTick - now;
if (delay <= 0)
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(props.skyfallerDef);
GenSpawn.Spawn(skyfaller, row.Value[i], map);
}
else
{
delayed.ScheduleSkyfaller(props.skyfallerDef, row.Value[i], delay);
}
totalScheduled++;
}
}
return $"Success: Scheduled Strafe Bombardment '{def.defName}' at {targetCell}. Direction: {direction}. Targets: {totalScheduled}.";
}
private static bool TryParseDirectionCell(Dictionary<string, string> parsed, out IntVec3 cell)
{
cell = IntVec3.Invalid;
if (parsed.TryGetValue("dirX", out var xStr) && parsed.TryGetValue("dirZ", out var zStr) &&
int.TryParse(xStr, out int x) && int.TryParse(zStr, out int z))
{
cell = new IntVec3(x, 0, z);
return true;
}
// Optional: Support <direction>x,z</direction>
if (parsed.TryGetValue("direction", out var dirStr) && !string.IsNullOrWhiteSpace(dirStr))
{
var parts = dirStr.Split(new[] { ',', ' ' }, StringSplitOptions.RemoveEmptyEntries);
if (parts.Length >= 2 && int.TryParse(parts[0], out int dx) && int.TryParse(parts[1], out int dz))
{
cell = new IntVec3(dx, 0, dz);
return true;
}
}
return false;
}
// Logic adapted from CompAbilityEffect_Bombardment
private List<IntVec3> CalculateBombardmentAreaCells(Map map, IntVec3 startCell, Vector3 direction, int width, int length)
{
var areaCells = new List<IntVec3>();
Vector3 start = startCell.ToVector3();
Vector3 perpendicularDirection = new Vector3(-direction.z, 0, direction.x).normalized;
float halfWidth = width * 0.5f;
float totalLength = length;
int widthSteps = Math.Max(1, width);
int lengthSteps = Math.Max(1, length);
for (int l = 0; l <= lengthSteps; l++)
{
float lengthProgress = (float)l / lengthSteps;
float lengthOffset = UnityEngine.Mathf.Lerp(0, totalLength, lengthProgress);
for (int w = 0; w <= widthSteps; w++)
{
float widthProgress = (float)w / widthSteps;
float widthOffset = UnityEngine.Mathf.Lerp(-halfWidth, halfWidth, widthProgress);
Vector3 cellPos = start + direction * lengthOffset + perpendicularDirection * widthOffset;
IntVec3 cell = new IntVec3(
UnityEngine.Mathf.RoundToInt(cellPos.x),
UnityEngine.Mathf.RoundToInt(cellPos.y),
UnityEngine.Mathf.RoundToInt(cellPos.z)
);
if (cell.InBounds(map) && !areaCells.Contains(cell))
{
areaCells.Add(cell);
}
}
}
return areaCells;
}
private Dictionary<int, List<IntVec3>> OrganizeIntoRows(IntVec3 startCell, Vector3 direction, List<IntVec3> cells)
{
var rows = new Dictionary<int, List<IntVec3>>();
Vector3 perpendicularDirection = new Vector3(-direction.z, 0, direction.x).normalized;
foreach (var cell in cells)
{
Vector3 cellVector = cell.ToVector3() - startCell.ToVector3();
float dot = Vector3.Dot(cellVector, direction);
int rowIndex = UnityEngine.Mathf.RoundToInt(dot);
if (!rows.ContainsKey(rowIndex)) rows[rowIndex] = new List<IntVec3>();
rows[rowIndex].Add(cell);
}
// Sort rows by index (distance from start)
var sortedRows = rows.OrderBy(x => x.Key).ToDictionary(x => x.Key, x => x.Value);
// Sort cells within rows by width position
foreach (var key in sortedRows.Keys.ToList())
{
sortedRows[key] = sortedRows[key].OrderBy(c => Vector3.Dot((c.ToVector3() - startCell.ToVector3()), perpendicularDirection)).ToList();
}
return sortedRows;
}
private static void SpawnOrSchedule(Map map, MapComponent_SkyfallerDelayed delayed, ThingDef skyfallerDef, IntVec3 cell, bool spawnImmediately, int delayTicks)
{
if (!cell.IsValid || !cell.InBounds(map)) return;
if (spawnImmediately || delayTicks <= 0)
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(skyfallerDef);
GenSpawn.Spawn(skyfaller, cell, map);
return;
}
delayed?.ScheduleSkyfaller(skyfallerDef, cell, delayTicks);
}
}
}

View File

@@ -0,0 +1,53 @@
using System;
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_SetOverwatchMode : AITool
{
public override string Name => "set_overwatch_mode";
public override string Description => "Enables or disables the AI Overwatch Combat Protocol. When enabled (enabled=true), the AI will autonomously scan for hostile targets every few seconds and launch appropriate orbital bombardments for a set duration. When disabled (enabled=false), it immediately stops any active overwatch and clears the flight path. Use enabled=false to stop overwatch early if the player requests it.";
public override string UsageSchema => "<set_overwatch_mode><enabled>true/false</enabled><durationSeconds>amount (only needed when enabling)</durationSeconds></set_overwatch_mode>";
public override string Execute(string args)
{
var parsed = ParseXmlArgs(args);
bool enabled = true;
if (parsed.TryGetValue("enabled", out var enabledStr) && bool.TryParse(enabledStr, out bool e))
{
enabled = e;
}
int duration = 60;
if (parsed.TryGetValue("durationSeconds", out var dStr) && int.TryParse(dStr, out int d))
{
duration = d;
}
Map map = Find.CurrentMap;
if (map == null) return "Error: No active map.";
var overwatch = map.GetComponent<MapComponent_AIOverwatch>();
if (overwatch == null)
{
overwatch = new MapComponent_AIOverwatch(map);
map.components.Add(overwatch);
}
if (enabled)
{
overwatch.EnableOverwatch(duration);
return $"Success: AI Overwatch Protocol ENABLED for {duration} seconds. Hostiles will be engaged automatically.";
}
else
{
overwatch.DisableOverwatch();
return "Success: AI Overwatch Protocol DISABLED.";
}
}
}
}