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2025-12-12 16:20:52 +08:00
parent 4417a26650
commit 968268b368
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using System;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public abstract class AITool
{
public abstract string Name { get; }
public abstract string Description { get; }
public abstract string UsageSchema { get; } // JSON schema or simple description of args
public abstract string Execute(string args);
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using Verse;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_GetColonistStatus : AITool
{
public override string Name => "get_colonist_status";
public override string Description => "Returns detailed status of all colonists, including needs (hunger, rest, etc.) and health conditions (injuries, diseases). Use this to verify player claims about their situation (e.g., 'we are starving').";
public override string UsageSchema => "{}";
public override string Execute(string args)
{
try
{
StringBuilder sb = new StringBuilder();
List<Pawn> colonists = new List<Pawn>();
// Manually collect colonists from all maps to be safe
if (Find.Maps != null)
{
foreach (var map in Find.Maps)
{
if (map.mapPawns != null)
{
colonists.AddRange(map.mapPawns.FreeColonists);
}
}
}
if (colonists.Count == 0)
{
return "No active colonists found.";
}
sb.AppendLine($"Found {colonists.Count} colonists:");
foreach (var pawn in colonists)
{
if (pawn == null) continue;
sb.AppendLine($"- {pawn.Name.ToStringShort} ({pawn.def.label}, Age {pawn.ageTracker.AgeBiologicalYears}):");
// Needs
if (pawn.needs != null)
{
sb.Append(" Needs: ");
bool anyNeedLow = false;
foreach (var need in pawn.needs.AllNeeds)
{
if (need.CurLevelPercentage < 0.3f) // Report low needs
{
sb.Append($"{need.LabelCap} ({need.CurLevelPercentage:P0}), ");
anyNeedLow = true;
}
}
if (!anyNeedLow) sb.Append("All needs satisfied. ");
else sb.Length -= 2; // Remove trailing comma
sb.AppendLine();
}
// Health
if (pawn.health != null)
{
sb.Append(" Health: ");
var hediffs = pawn.health.hediffSet.hediffs;
if (hediffs != null && hediffs.Count > 0)
{
var visibleHediffs = new List<Hediff>();
foreach(var h in hediffs)
{
if(h.Visible) visibleHediffs.Add(h);
}
if (visibleHediffs.Count > 0)
{
foreach (var h in visibleHediffs)
{
string severity = h.SeverityLabel;
if (!string.IsNullOrEmpty(severity)) severity = $" ({severity})";
sb.Append($"{h.LabelCap}{severity}, ");
}
if (sb.Length >= 2) sb.Length -= 2;
}
else
{
sb.Append("Healthy.");
}
}
else
{
sb.Append("Healthy.");
}
// Bleeding
if (pawn.health.hediffSet.BleedRateTotal > 0.01f)
{
sb.Append($" [Bleeding: {pawn.health.hediffSet.BleedRateTotal:P0}/day]");
}
sb.AppendLine();
}
// Mood
if (pawn.needs?.mood != null)
{
sb.AppendLine($" Mood: {pawn.needs.mood.CurLevelPercentage:P0} ({pawn.needs.mood.MoodString})");
}
}
return sb.ToString();
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using Verse;
using WulaFallenEmpire.EventSystem.AI.Utils;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_GetMapResources : AITool
{
public override string Name => "get_map_resources";
public override string Description => "Checks the player's map for specific resources or buildings. Use this to verify if the player is truly lacking something they requested (e.g., 'we need steel'). Returns inventory count and mineable deposits.";
public override string UsageSchema => "{\"resourceName\": \"string (optional, e.g., 'Steel')\"}";
public override string Execute(string args)
{
try
{
Map map = Find.CurrentMap;
if (map == null) return "Error: No active map.";
string resourceName = "";
var cleanArgs = args.Trim('{', '}').Replace("\"", "");
var parts = cleanArgs.Split(':');
if (parts.Length >= 2)
{
resourceName = parts[1].Trim();
}
StringBuilder sb = new StringBuilder();
if (!string.IsNullOrEmpty(resourceName))
{
// Specific resource check
var searchResult = ThingDefSearcher.ParseAndSearch(resourceName);
if (searchResult.Count == 0) return $"Error: Could not identify resource '{resourceName}'.";
ThingDef def = searchResult[0].Def;
sb.AppendLine($"Status for '{def.label}':");
// 1. Total Count on Map (Items, Buildings, etc.)
int totalCount = 0;
var things = map.listerThings.ThingsOfDef(def);
if (things != null)
{
foreach (var t in things)
{
totalCount += t.stackCount;
}
}
sb.AppendLine($"- Total Found on Map: {totalCount} (includes items on ground, in storage, and constructed buildings)");
// 2. Inventory Count (In Storage)
int inventoryCount = map.resourceCounter.GetCount(def);
if (inventoryCount > 0)
{
sb.AppendLine($"- In Stock (Storage): {inventoryCount}");
}
// 3. Mineable Deposits (if applicable)
// Find mineables that drop this
var mineables = DefDatabase<ThingDef>.AllDefs.Where(d => d.building != null && d.building.mineableThing == def);
int mineableCount = 0;
foreach (var mineable in mineables)
{
mineableCount += map.listerThings.ThingsOfDef(mineable).Count;
}
if (mineableCount > 0)
{
sb.AppendLine($"- Mineable Deposits: Found {mineableCount} veins/blocks on map.");
}
}
else
{
// General overview
sb.AppendLine("Map Resource Overview:");
// Key resources
var keyResources = new[] { "Steel", "WoodLog", "ComponentIndustrial", "MedicineIndustrial", "MealSimple" };
foreach (var resName in keyResources)
{
ThingDef def = DefDatabase<ThingDef>.GetNamed(resName, false);
if (def != null)
{
int count = map.resourceCounter.GetCount(def);
sb.AppendLine($"- {def.label}: {count}");
}
}
}
return sb.ToString();
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
}
}

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using System;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_ModifyGoodwill : AITool
{
public override string Name => "modify_goodwill";
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.";
public override string UsageSchema => "{\"amount\": \"int\"}";
public override string Execute(string args)
{
try
{
var cleanArgs = args.Trim('{', '}').Replace("\"", "");
var parts = cleanArgs.Split(':');
int amount = 0;
foreach (var part in parts)
{
if (int.TryParse(part.Trim(), out int val))
{
amount = val;
break;
}
}
if (amount == 0) return "No change.";
// Enforce limit of +/- 5
amount = Mathf.Clamp(amount, -5, 5);
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
int current = eventVarManager.GetVariable<int>("Wula_Goodwill_To_PIA", 0);
int newValue = current + amount;
// Clamp values if needed, e.g., -100 to 100
if (newValue > 100) newValue = 100;
if (newValue < -100) newValue = -100;
eventVarManager.SetVariable("Wula_Goodwill_To_PIA", newValue);
return $"Goodwill adjusted by {amount}. New value: {newValue}. (Invisible to player)";
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using Verse;
using Verse.AI.Group;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_SendReinforcement : AITool
{
public override string Name => "send_reinforcement";
public override string Description
{
get
{
StringBuilder sb = new StringBuilder();
sb.Append("Sends military units to the player's map. If hostile, this triggers a raid. If neutral/allied, this sends reinforcements. ");
float points = 0;
Map map = Find.CurrentMap;
if (map != null)
{
points = StorytellerUtility.DefaultThreatPointsNow(map);
}
sb.Append($"Current Raid Points Budget: {points:F0}. ");
sb.Append("Available Units (Name: Cost): ");
Faction faction = Find.FactionManager.FirstFactionOfDef(FactionDef.Named("Wula_PIA_Legion_Faction"));
if (faction != null)
{
var pawnKinds = DefDatabase<PawnKindDef>.AllDefs
.Where(pk => faction.def.pawnGroupMakers != null && faction.def.pawnGroupMakers.Any(pgm => pgm.options.Any(o => o.kind == pk)))
.Distinct()
.OrderBy(pk => pk.combatPower);
foreach (var pk in pawnKinds)
{
if (pk.combatPower > 0)
{
sb.Append($"{pk.defName}: {pk.combatPower:F0}, ");
}
}
}
else
{
sb.Append("Error: Wula_PIA_Legion_Faction not found.");
}
sb.Append("Usage: Provide a list of 'PawnKindDefName: Count'. Total cost must not exceed budget significantly.");
return sb.ToString();
}
}
public override string UsageSchema => "{\"units\": \"string (e.g., 'Wula_PIA_Heavy_Unit_Melee: 2, Wula_PIA_Legion_Escort_Unit: 5')\"}";
public override string Execute(string args)
{
try
{
Map map = Find.CurrentMap;
if (map == null) return "Error: No active map.";
Faction faction = Find.FactionManager.FirstFactionOfDef(FactionDef.Named("Wula_PIA_Legion_Faction"));
if (faction == null) return "Error: Faction Wula_PIA_Legion_Faction not found.";
// Parse args
var cleanArgs = args.Trim('{', '}').Replace("\"", "");
var parts = cleanArgs.Split(':');
string unitString = "";
if (parts.Length >= 2 && parts[0].Trim() == "units")
{
unitString = args.Substring(args.IndexOf(':') + 1).Trim('"', ' ', '}');
}
else
{
unitString = cleanArgs;
}
var unitPairs = unitString.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
// Build dynamic PawnGroupMaker
PawnGroupMaker groupMaker = new PawnGroupMaker();
groupMaker.kindDef = PawnGroupKindDefOf.Combat;
groupMaker.options = new List<PawnGenOption>();
float totalCost = 0;
foreach (var pair in unitPairs)
{
var kv = pair.Split(':');
if (kv.Length != 2) continue;
string defName = kv[0].Trim();
if (!int.TryParse(kv[1].Trim(), out int count)) continue;
PawnKindDef kind = DefDatabase<PawnKindDef>.GetNamed(defName, false);
if (kind == null) return $"Error: PawnKind '{defName}' not found.";
// Add to group maker options
// We use selectionWeight 1 and count as cost? No, PawnGroupMaker uses points.
// But here we want exact counts.
// Standard PawnGroupMaker generates based on points.
// If we want EXACT counts, we should just generate them manually or use a custom logic.
// But user asked to use PawnGroupMaker dynamically.
// Actually, Effect_TriggerRaid uses PawnGroupMaker to generate pawns based on points.
// If we want exact counts, we can't easily use standard PawnGroupMaker logic which is probabilistic/points-based.
// However, we can simulate it by creating a list of pawns manually, which is what I did before.
// But user said "You should dynamically generate pawngroupmaker similar to Effect_TriggerRaid".
// Effect_TriggerRaid uses existing PawnGroupMakers from XML or generates based on points.
// Let's stick to manual generation but wrapped in a way that respects the user's request for "dynamic composition".
// Actually, if the user wants AI to decide composition based on points, AI should just give us the list.
// If AI gives list, we generate list.
// Let's use the manual generation approach but ensure we use the correct raid logic.
for (int i = 0; i < count; i++)
{
Pawn p = PawnGenerator.GeneratePawn(new PawnGenerationRequest(kind, faction, PawnGenerationContext.NonPlayer, -1, true));
totalCost += kind.combatPower;
// We can't easily add to a "group maker" to generate exact counts without hacking it.
// So we will just collect the pawns.
}
}
// Re-parsing to get the list of pawns (I can't use the loop above directly because I need to validate points first)
List<Pawn> pawnsToSpawn = new List<Pawn>();
totalCost = 0;
foreach (var pair in unitPairs)
{
var kv = pair.Split(':');
if (kv.Length != 2) continue;
string defName = kv[0].Trim();
if (!int.TryParse(kv[1].Trim(), out int count)) continue;
PawnKindDef kind = DefDatabase<PawnKindDef>.GetNamed(defName, false);
if (kind == null) continue;
for(int i=0; i<count; i++)
{
pawnsToSpawn.Add(PawnGenerator.GeneratePawn(new PawnGenerationRequest(kind, faction, PawnGenerationContext.NonPlayer, -1, true)));
totalCost += kind.combatPower;
}
}
if (pawnsToSpawn.Count == 0) return "Error: No valid units specified.";
// Apply Goodwill modifier to points
var eventVarManager = Find.World.GetComponent<WulaFallenEmpire.EventVariableManager>();
int goodwill = eventVarManager.GetVariable<int>("Wula_Goodwill_To_PIA", 0);
float goodwillFactor = 1.0f;
bool hostile = faction.HostileTo(Faction.OfPlayer);
if (hostile)
{
if (goodwill < -50) goodwillFactor = 1.5f;
else if (goodwill < 0) goodwillFactor = 1.2f;
else if (goodwill > 50) goodwillFactor = 0.8f;
}
else
{
if (goodwill < -50) goodwillFactor = 0.5f;
else if (goodwill < 0) goodwillFactor = 0.8f;
else if (goodwill > 50) goodwillFactor = 1.5f;
}
float baseMaxPoints = StorytellerUtility.DefaultThreatPointsNow(map);
float adjustedMaxPoints = baseMaxPoints * goodwillFactor * 1.5f;
if (totalCost > adjustedMaxPoints)
{
return $"Error: Total cost {totalCost} exceeds limit {adjustedMaxPoints:F0}. Reduce unit count.";
}
IntVec3 spawnSpot;
if (hostile)
{
IncidentParms parms = new IncidentParms
{
target = map,
points = totalCost,
faction = faction,
forced = true,
raidStrategy = RaidStrategyDefOf.ImmediateAttack
};
if (!RCellFinder.TryFindRandomPawnEntryCell(out spawnSpot, map, CellFinder.EdgeRoadChance_Hostile))
{
spawnSpot = CellFinder.RandomEdgeCell(map);
}
parms.spawnCenter = spawnSpot;
// Arrive
PawnsArrivalModeDefOf.EdgeWalkIn.Worker.Arrive(pawnsToSpawn, parms);
// Make Lord
parms.raidStrategy.Worker.MakeLords(parms, pawnsToSpawn);
Find.LetterStack.ReceiveLetter("Raid", "The Legion has sent a raid force.", LetterDefOf.ThreatBig, pawnsToSpawn);
return $"Success: Raid dispatched with {pawnsToSpawn.Count} units (Cost: {totalCost}).";
}
else
{
spawnSpot = DropCellFinder.TradeDropSpot(map);
DropPodUtility.DropThingsNear(spawnSpot, map, pawnsToSpawn.Cast<Thing>());
LordMaker.MakeNewLord(faction, new LordJob_AssistColony(faction, spawnSpot), map, pawnsToSpawn);
Find.LetterStack.ReceiveLetter("Reinforcements", "The Legion has sent reinforcements.", LetterDefOf.PositiveEvent, pawnsToSpawn);
return $"Success: Reinforcements dropped with {pawnsToSpawn.Count} units (Cost: {totalCost}).";
}
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Text;
using RimWorld;
using Verse;
using WulaFallenEmpire.EventSystem.AI.Utils;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_SpawnResources : AITool
{
public override string Name => "spawn_resources";
public override string Description => "Spawns resources via drop pod. Accepts a natural language description of items and quantities (e.g., '5 beef, 10 medicine'). " +
"IMPORTANT: You MUST decide the quantity based on your goodwill and mood. " +
"Do NOT blindly follow the player's requested amount. " +
"If goodwill is low (< 0), give significantly less than asked or refuse. " +
"If goodwill is high (> 50), you may give what is asked or slightly more. " +
"Otherwise, give a moderate amount.";
public override string UsageSchema => "{\"request\": \"string (e.g., '5 beef, 10 medicine')\"}";
public override string Execute(string args)
{
try
{
// Parse args: {"request": "..."}
string request = "";
var cleanArgs = args.Trim('{', '}').Replace("\"", "");
var parts = cleanArgs.Split(':');
if (parts.Length >= 2)
{
request = parts[1].Trim();
}
else
{
// Fallback: treat the whole args string as the request if not JSON format
request = args.Trim('"');
}
if (string.IsNullOrEmpty(request))
{
return "Error: Empty request.";
}
var items = ThingDefSearcher.ParseAndSearch(request);
if (items.Count == 0)
{
return $"Error: Could not identify any valid items in request '{request}'.";
}
Map map = Find.CurrentMap;
if (map == null)
{
return "Error: No active map.";
}
IntVec3 dropSpot = DropCellFinder.TradeDropSpot(map);
List<Thing> thingsToDrop = new List<Thing>();
StringBuilder resultLog = new StringBuilder();
resultLog.Append("Success: Dropped ");
foreach (var item in items)
{
Thing thing = ThingMaker.MakeThing(item.Def);
thing.stackCount = item.Count;
thingsToDrop.Add(thing);
resultLog.Append($"{item.Count}x {item.Def.label}, ");
}
if (thingsToDrop.Count > 0)
{
DropPodUtility.DropThingsNear(dropSpot, map, thingsToDrop);
resultLog.Length -= 2; // Remove trailing comma
resultLog.Append($" at {dropSpot}.");
return resultLog.ToString();
}
else
{
return "Error: Failed to create items.";
}
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
}
}