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