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# AI Letter Auto-Response System - 开发文档
## 概述
这个功能将使 P.I.A AI 能够自动监听游戏内的 Letter信封通知并根据内容智能决定是否向玩家发送评论、吐槽、警告或提供帮助建议。
---
## 功能需求
### 核心功能
1. **Mod 设置开关**: 在设置中添加 `启用 AI 自动评论` 开关
2. **Letter 监听**: 拦截所有发送给玩家的 Letter
3. **智能判断**: AI 分析 Letter 内容,决定是否需要回应
4. **自动回复**: 通过现有的 AI 对话系统发送回复
### AI 回应类型
| 类型 | 触发场景示例 | 回应风格 |
|------|-------------|---------|
| 警告 | 袭击通知、疫病爆发 | 紧急提醒,询问是否需要启动防御 |
| 吐槽 | 殖民者精神崩溃、愚蠢死亡 | 幽默/讽刺评论 |
| 建议 | 资源短缺、贸易商到来 | 实用建议 |
| 庆祝 | 任务完成、殖民者加入 | 积极反馈 |
| 沉默 | 常规事件、无关紧要的通知 | 不发送任何回复 |
---
## 技术架构
### 1. 文件结构
```
Source/WulaFallenEmpire/
├── Settings/
│ └── WulaModSettings.cs # 添加新设置字段
├── EventSystem/
│ └── AI/
│ ├── LetterInterceptor/
│ │ ├── Patch_LetterStack.cs # Harmony Patch 拦截 Letter
│ │ ├── LetterAnalyzer.cs # Letter 分析和分类
│ │ └── LetterToPromptConverter.cs # Letter 转提示词
│ └── AIAutoCommentary.cs # AI 自动评论逻辑
```
### 2. 关键类设计
#### 2.1 WulaModSettings.cs (修改)
```csharp
public class WulaModSettings : ModSettings
{
// 现有设置...
// 新增
public bool enableAIAutoCommentary = false; // AI 自动评论开关
public float aiCommentaryChance = 0.7f; // AI 评论概率 (0-1)
public bool commentOnNegativeOnly = false; // 仅评论负面事件
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref enableAIAutoCommentary, "enableAIAutoCommentary", false);
Scribe_Values.Look(ref aiCommentaryChance, "aiCommentaryChance", 0.7f);
Scribe_Values.Look(ref commentOnNegativeOnly, "commentOnNegativeOnly", false);
}
}
```
#### 2.2 Patch_LetterStack.cs (新建)
```csharp
using HarmonyLib;
using RimWorld;
using Verse;
namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
{
[HarmonyPatch(typeof(LetterStack), nameof(LetterStack.ReceiveLetter),
new Type[] { typeof(Letter), typeof(string) })]
public static class Patch_LetterStack_ReceiveLetter
{
public static void Postfix(Letter let, string debugInfo)
{
// 检查设置开关
if (!WulaModSettings.Instance.enableAIAutoCommentary) return;
// 异步处理,避免阻塞游戏
AIAutoCommentary.ProcessLetter(let);
}
}
}
```
#### 2.3 LetterAnalyzer.cs (新建)
```csharp
namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
{
public enum LetterCategory
{
Raid, // 袭击
Disease, // 疾病
MentalBreak, // 精神崩溃
Trade, // 贸易
Quest, // 任务
Death, // 死亡
Recruitment, // 招募
Resource, // 资源
Weather, // 天气
Positive, // 正面事件
Negative, // 负面事件
Neutral, // 中性事件
Unknown // 未知
}
public static class LetterAnalyzer
{
public static LetterCategory Categorize(Letter letter)
{
// 根据 LetterDef 分类
var def = letter.def;
if (def == LetterDefOf.ThreatBig || def == LetterDefOf.ThreatSmall)
return LetterCategory.Raid;
if (def == LetterDefOf.Death)
return LetterCategory.Death;
if (def == LetterDefOf.PositiveEvent)
return LetterCategory.Positive;
if (def == LetterDefOf.NegativeEvent)
return LetterCategory.Negative;
if (def == LetterDefOf.NeutralEvent)
return LetterCategory.Neutral;
// 根据内容关键词进一步分类
string text = letter.text?.ToLower() ?? "";
if (text.Contains("raid") || text.Contains("袭击") || text.Contains("attack"))
return LetterCategory.Raid;
if (text.Contains("disease") || text.Contains("疫病") || text.Contains("plague"))
return LetterCategory.Disease;
if (text.Contains("mental") || text.Contains("精神") || text.Contains("break"))
return LetterCategory.MentalBreak;
if (text.Contains("trade") || text.Contains("贸易") || text.Contains("商队"))
return LetterCategory.Trade;
return LetterCategory.Unknown;
}
public static bool ShouldComment(Letter letter)
{
var category = Categorize(letter);
// 始终评论的类型
switch (category)
{
case LetterCategory.Raid:
case LetterCategory.Death:
case LetterCategory.MentalBreak:
case LetterCategory.Disease:
return true;
case LetterCategory.Trade:
case LetterCategory.Quest:
case LetterCategory.Positive:
return Rand.Chance(WulaModSettings.Instance.aiCommentaryChance);
case LetterCategory.Neutral:
case LetterCategory.Unknown:
return Rand.Chance(0.3f); // 低概率评论
default:
return false;
}
}
}
}
```
#### 2.4 LetterToPromptConverter.cs (新建)
```csharp
namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
{
public static class LetterToPromptConverter
{
public static string Convert(Letter letter, LetterCategory category)
{
var sb = new StringBuilder();
sb.AppendLine("[SYSTEM EVENT NOTIFICATION]");
sb.AppendLine($"Event Type: {category}");
sb.AppendLine($"Severity: {GetSeverityFromDef(letter.def)}");
sb.AppendLine($"Title: {letter.label}");
sb.AppendLine($"Content: {letter.text}");
sb.AppendLine();
sb.AppendLine("[INSTRUCTION]");
sb.AppendLine("You have received a game event notification. Based on the event type and content:");
sb.AppendLine("- For RAIDS/THREATS: Offer tactical advice or ask if player needs orbital support");
sb.AppendLine("- For DEATHS: Express condolences or make a sardonic comment if death was avoidable");
sb.AppendLine("- For MENTAL BREAKS: Comment on the colonist's weakness or offer mood management tips");
sb.AppendLine("- For TRADE: Suggest useful purchases or sales");
sb.AppendLine("- For POSITIVE events: Celebrate briefly");
sb.AppendLine("- For trivial events: You may choose to say nothing (respond with [NO_COMMENT])");
sb.AppendLine();
sb.AppendLine("Keep your response brief (1-2 sentences). Match your personality as the Legion AI.");
sb.AppendLine("If you don't think this event warrants a response, reply with exactly: [NO_COMMENT]");
return sb.ToString();
}
private static string GetSeverityFromDef(LetterDef def)
{
if (def == LetterDefOf.ThreatBig) return "CRITICAL";
if (def == LetterDefOf.ThreatSmall) return "WARNING";
if (def == LetterDefOf.Death) return "SERIOUS";
if (def == LetterDefOf.NegativeEvent) return "MODERATE";
if (def == LetterDefOf.PositiveEvent) return "GOOD";
return "INFO";
}
}
}
```
#### 2.5 AIAutoCommentary.cs (新建)
```csharp
namespace WulaFallenEmpire.EventSystem.AI
{
public static class AIAutoCommentary
{
private static Queue<Letter> pendingLetters = new Queue<Letter>();
private static bool isProcessing = false;
public static void ProcessLetter(Letter letter)
{
// 检查是否应该评论
if (!LetterAnalyzer.ShouldComment(letter))
{
WulaLog.Debug($"[AI Commentary] Skipping letter: {letter.label}");
return;
}
// 加入队列
pendingLetters.Enqueue(letter);
// 开始处理(如果还没在处理中)
if (!isProcessing)
{
ProcessNextLetter();
}
}
private static async void ProcessNextLetter()
{
if (pendingLetters.Count == 0)
{
isProcessing = false;
return;
}
isProcessing = true;
var letter = pendingLetters.Dequeue();
try
{
var category = LetterAnalyzer.Categorize(letter);
var prompt = LetterToPromptConverter.Convert(letter, category);
// 获取 AI 核心
var aiCore = Find.World?.GetComponent<AIIntelligenceCore>();
if (aiCore == null)
{
WulaLog.Debug("[AI Commentary] AIIntelligenceCore not found.");
ProcessNextLetter();
return;
}
// 发送到 AI 并等待响应
string response = await aiCore.SendSystemMessageAsync(prompt);
// 检查是否选择不评论
if (string.IsNullOrEmpty(response) || response.Contains("[NO_COMMENT]"))
{
WulaLog.Debug($"[AI Commentary] AI chose not to comment on: {letter.label}");
}
else
{
// 显示 AI 的评论
DisplayAICommentary(response, letter);
}
}
catch (Exception ex)
{
WulaLog.Debug($"[AI Commentary] Error processing letter: {ex.Message}");
}
// 延迟处理下一个,避免刷屏
await Task.Delay(2000);
ProcessNextLetter();
}
private static void DisplayAICommentary(string response, Letter originalLetter)
{
// 方式1: 作为小型通知显示在 WulaLink 小 UI
var overlay = Find.WindowStack.Windows.OfType<Overlay_WulaLink>().FirstOrDefault();
if (overlay != null)
{
overlay.AddAIMessage(response);
}
// 方式2: 作为 Message 显示在屏幕左上角
Messages.Message($"[P.I.A]: {response}", MessageTypeDefOf.SilentInput);
}
}
}
```
---
## 实现步骤
### 阶段 1: 基础设施 (预计 1 小时)
1. [ ] 在 `WulaModSettings.cs` 添加新设置字段
2. [ ] 在设置 UI 中添加开关
3. [ ] 添加对应的 Keyed 翻译
### 阶段 2: Letter 拦截 (预计 30 分钟)
1. [ ] 创建 `Patch_LetterStack.cs` Harmony Patch
2. [ ] 确保 Patch 正确注册到 Harmony 实例
3. [ ] 测试 Letter 拦截是否正常工作
### 阶段 3: Letter 分析 (预计 1 小时)
1. [ ] 创建 `LetterAnalyzer.cs` 分类逻辑
2. [ ] 创建 `LetterToPromptConverter.cs` 转换逻辑
3. [ ] 测试不同类型 Letter 的分类准确性
### 阶段 4: AI 集成 (预计 1.5 小时)
1. [ ] 创建 `AIAutoCommentary.cs` 管理类
2. [ ] 集成到现有的 `AIIntelligenceCore` 系统
3. [ ] 实现队列处理避免刷屏
4. [ ] 添加 `SendSystemMessageAsync` 方法到 AIIntelligenceCore
### 阶段 5: UI 显示 (预计 30 分钟)
1. [ ] 决定评论显示方式WulaLink UI / Message / 独立通知)
2. [ ] 实现显示逻辑
3. [ ] 测试显示效果
### 阶段 6: 测试与优化 (预计 1 小时)
1. [ ] 测试各类 Letter 的评论效果
2. [ ] 调整评论概率和过滤规则
3. [ ] 优化提示词以获得更好的 AI 回应
4. [ ] 添加速率限制避免 API 过载
---
## 需要添加的翻译键
```xml
<!-- AI Auto Commentary Settings -->
<Wula_AISettings_AutoCommentary>启用 AI 自动评论</Wula_AISettings_AutoCommentary>
<Wula_AISettings_AutoCommentaryDesc>开启后P.I.A 会自动对游戏事件(袭击、死亡、贸易等)发表评论或提供建议。</Wula_AISettings_AutoCommentaryDesc>
<Wula_AISettings_CommentaryChance>评论概率</Wula_AISettings_CommentaryChance>
<Wula_AISettings_CommentaryChanceDesc>AI 对中性事件发表评论的概率。负面事件(如袭击)总是会评论。</Wula_AISettings_CommentaryChanceDesc>
<Wula_AISettings_NegativeOnly>仅评论负面事件</Wula_AISettings_NegativeOnly>
<Wula_AISettings_NegativeOnlyDesc>开启后AI 只会对负面事件(袭击、死亡、疾病等)发表评论。</Wula_AISettings_NegativeOnlyDesc>
```
---
## 注意事项
1. **API 限流**: 需要实现请求队列和速率限制,避免短时间内发送过多请求
2. **异步处理**: 所有 AI 请求必须异步处理,避免阻塞游戏主线程
3. **用户控制**: 提供足够的设置选项让用户控制评论频率和类型
4. **优雅降级**: 如果 AI 服务不可用,静默失败而不影响游戏
5. **内存管理**: 队列大小限制,避免积累过多未处理的 Letter
---
## 预期效果示例
**场景 1: 袭击通知**
```
[Letter] 海盗袭击!一群海盗正在向你的殖民地进发。
[P.I.A] 检测到敌对势力入侵。需要我启动轨道监视协议吗?
```
**场景 2: 殖民者死亡**
```
[Letter] 张三死了。他被一只疯狂的松鼠咬死了。
[P.I.A] ...被松鼠咬死?这位殖民者的战斗技能令人印象深刻。
```
**场景 3: 贸易商到来**
```
[Letter] 商队到来。一个来自外部势力的商队想要与你交易。
[P.I.A] 贸易商队抵达。我注意到你的钢铁储备较低,建议优先采购。
```
---
## 依赖项
- Harmony 2.0+ (用于 Patch)
- 现有的 AIIntelligenceCore 系统
- 现有的 WulaModSettings 系统
- 现有的 Overlay_WulaLink UI
---
*文档版本: 1.0*
*创建时间: 2025-12-28*

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@@ -162,6 +162,12 @@
<Wula_AISettings_UseStreamingDesc>启用实时打字机效果。如果遇到问题请禁用。</Wula_AISettings_UseStreamingDesc>
<Wula_EnableDebugLogs>启用调试日志</Wula_EnableDebugLogs>
<Wula_EnableDebugLogsDesc>启用详细的调试日志记录(独立于开发者模式)</Wula_EnableDebugLogsDesc>
<Wula_AISettings_AutoCommentary>启用 AI 自动评论</Wula_AISettings_AutoCommentary>
<Wula_AISettings_AutoCommentaryDesc>开启后P.I.A 会对游戏事件信件(袭击、死亡、贸易等)发表简短评论或建议。</Wula_AISettings_AutoCommentaryDesc>
<Wula_AISettings_CommentaryChance>评论概率</Wula_AISettings_CommentaryChance>
<Wula_AISettings_CommentaryChanceDesc>AI 对中性或正面信件发表评论的概率。</Wula_AISettings_CommentaryChanceDesc>
<Wula_AISettings_NegativeOnly>仅评论负面事件</Wula_AISettings_NegativeOnly>
<Wula_AISettings_NegativeOnlyDesc>开启后AI 只会对负面信件(袭击、死亡、疾病等)发表评论。</Wula_AISettings_NegativeOnlyDesc>
<!-- AI Conversation -->
<Wula_AI_Retry>重试</Wula_AI_Retry>

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@@ -162,6 +162,12 @@
<Wula_AISettings_UseStreamingDesc>Enable real-time typewriter effect. Disable if encountering issues.</Wula_AISettings_UseStreamingDesc>
<Wula_EnableDebugLogs>Enable Debug Logs</Wula_EnableDebugLogs>
<Wula_EnableDebugLogsDesc>Enable detailed debug logging (independent of DevMode)</Wula_EnableDebugLogsDesc>
<Wula_AISettings_AutoCommentary>Enable AI Auto Commentary</Wula_AISettings_AutoCommentary>
<Wula_AISettings_AutoCommentaryDesc>When enabled, P.I.A will comment on in-game letters (raids, deaths, trade, etc.).</Wula_AISettings_AutoCommentaryDesc>
<Wula_AISettings_CommentaryChance>Commentary Chance</Wula_AISettings_CommentaryChance>
<Wula_AISettings_CommentaryChanceDesc>Chance for neutral or positive letters to receive commentary.</Wula_AISettings_CommentaryChanceDesc>
<Wula_AISettings_NegativeOnly>Comment on Negative Only</Wula_AISettings_NegativeOnly>
<Wula_AISettings_NegativeOnlyDesc>When enabled, AI only comments on negative letters (raids, deaths, disease, etc.).</Wula_AISettings_NegativeOnlyDesc>
<!-- AI Conversation -->
<Wula_AI_Retry>Retry</Wula_AI_Retry>

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@@ -0,0 +1,70 @@
using System;
using System.Text;
using RimWorld;
using Verse;
using WulaFallenEmpire.EventSystem.AI.UI;
namespace WulaFallenEmpire.EventSystem.AI
{
/// <summary>
/// 简化版 AI 自动评论系统
/// 直接将 Letter 信息发送给 AI 对话流程,让 LLM 自己决定是否回复
/// </summary>
public static class AIAutoCommentary
{
private static int lastProcessedTick = 0;
private const int MinTicksBetweenComments = 300; // 5 秒冷却
public static void ProcessLetter(Letter letter)
{
if (letter == null) return;
// 检查设置
var settings = WulaFallenEmpireMod.settings;
if (settings == null || !settings.enableAIAutoCommentary) return;
// 简单的冷却检查,避免刷屏
int currentTick = Find.TickManager?.TicksGame ?? 0;
if (currentTick - lastProcessedTick < MinTicksBetweenComments) return;
lastProcessedTick = currentTick;
// 获取 AI 核心
var aiCore = Find.World?.GetComponent<AIIntelligenceCore>();
if (aiCore == null)
{
WulaLog.Debug("[AI Commentary] AIIntelligenceCore not found.");
return;
}
// 构建提示词 - 让 AI 自己决定是否需要回复
string prompt = BuildPrompt(letter);
// 直接发送到正常的 AI 对话流程(会经过完整的思考流程)
aiCore.SendAutoCommentaryMessage(prompt);
WulaLog.Debug($"[AI Commentary] Sent letter to AI: {letter.Label.Resolve()}");
}
private static string BuildPrompt(Letter letter)
{
var sb = new StringBuilder();
// 获取 Letter 信息
string label = letter.Label.Resolve() ?? "Unknown";
string defName = letter.def?.defName ?? "Unknown";
sb.AppendLine("[游戏事件通知]");
sb.AppendLine($"事件标题: {label}");
sb.AppendLine($"事件类型: {defName}");
sb.AppendLine();
sb.AppendLine("请根据这个事件决定是否需要向玩家发表简短评论。");
sb.AppendLine("- 如果是重要事件(如袭击、死亡),可以提供建议或警告");
sb.AppendLine("- 如果是有趣的事件,可以发表幽默评论");
sb.AppendLine("- 如果事件不重要或不值得评论,什么都不说即可");
sb.AppendLine();
sb.AppendLine("评论要简短1-2句话符合你作为帝国AI的人设。");
return sb.ToString();
}
}
}

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@@ -255,6 +255,66 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
_ = RunPhasedRequestAsync();
}
public async Task<string> SendSystemMessageAsync(string message, int maxTokens = 256, float temperature = 0.3f)
{
if (string.IsNullOrWhiteSpace(message))
{
return null;
}
var settings = WulaFallenEmpireMod.settings;
if (settings == null)
{
return null;
}
string apiKey = settings.useGeminiProtocol ? settings.geminiApiKey : settings.apiKey;
if (string.IsNullOrWhiteSpace(apiKey))
{
WulaLog.Debug("[WulaAI] Auto commentary skipped: API key not configured.");
return null;
}
string baseUrl = settings.useGeminiProtocol ? settings.geminiBaseUrl : settings.baseUrl;
string model = settings.useGeminiProtocol ? settings.geminiModel : settings.model;
var client = new SimpleAIClient(apiKey, baseUrl, model, settings.useGeminiProtocol);
string instruction = GetSystemInstruction(false, "");
int clampedTokens = Math.Max(32, maxTokens);
string response = await client.GetChatCompletionAsync(
instruction,
new List<(string role, string message)> { ("user", message) },
maxTokens: clampedTokens,
temperature: temperature);
return response?.Trim();
}
public void InjectAssistantMessage(string message)
{
AddAssistantMessage(message);
}
/// <summary>
/// 用于自动评论系统 - 走正常的对话流程(包含完整的思考步骤)
/// 让 AI 自己决定是否需要回复
/// </summary>
public void SendAutoCommentaryMessage(string eventInfo)
{
if (string.IsNullOrWhiteSpace(eventInfo)) return;
// 标记为自动评论消息,不显示在对话历史中
string internalMessage = $"[AUTO_COMMENTARY]\n{eventInfo}";
// 添加到历史并触发正常的 AI 思考流程
_history.Add(("user", internalMessage));
PersistHistory();
// 使用正常的分阶段请求流程(包含工具调用能力等)
_ = RunPhasedRequestAsync();
}
private string BuildUserMessageWithContext(string userText)
{
var sb = new System.Text.StringBuilder();

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@@ -0,0 +1,28 @@
using System;
using HarmonyLib;
using RimWorld;
using Verse;
using WulaFallenEmpire.EventSystem.AI;
namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
{
[HarmonyPatch(typeof(LetterStack), nameof(LetterStack.ReceiveLetter), new Type[] { typeof(Letter), typeof(string) })]
public static class Patch_LetterStack_ReceiveLetter
{
public static void Postfix(Letter let, string debugInfo)
{
var settings = WulaFallenEmpireMod.settings;
if (settings == null || !settings.enableAIAutoCommentary)
{
return;
}
if (let == null)
{
return;
}
AIAutoCommentary.ProcessLetter(let);
}
}
}

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@@ -36,13 +36,15 @@ namespace WulaFallenEmpire.EventSystem.AI.UI
_size = new Vector2(Mathf.Max(250f, textWidth + 85f), 85f); // Taller base
}
// Window properties
// Window properties - ensure no input blocking
this.layer = WindowLayer.Super;
this.closeOnClickedOutside = false;
this.forcePause = false;
this.absorbInputAroundWindow = false;
this.doWindowBackground = false;
this.drawShadow = false;
this.focusWhenOpened = false; // Don't steal focus
this.preventCameraMotion = false; // Allow WASD camera control
}
protected override void SetInitialSizeAndPosition()

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@@ -88,6 +88,17 @@ namespace WulaFallenEmpire
listingStandard.GapLine();
listingStandard.CheckboxLabeled("Wula_EnableDebugLogs".Translate(), ref settings.enableDebugLogs, "Wula_EnableDebugLogsDesc".Translate());
listingStandard.GapLine();
listingStandard.CheckboxLabeled("Wula_AISettings_AutoCommentary".Translate(), ref settings.enableAIAutoCommentary, "Wula_AISettings_AutoCommentaryDesc".Translate());
if (settings.enableAIAutoCommentary)
{
listingStandard.Label("Wula_AISettings_CommentaryChance".Translate() + $" ({settings.aiCommentaryChance:P0})");
listingStandard.Label("Wula_AISettings_CommentaryChanceDesc".Translate());
settings.aiCommentaryChance = listingStandard.Slider(settings.aiCommentaryChance, 0f, 1f);
settings.aiCommentaryChance = Mathf.Clamp01(settings.aiCommentaryChance);
listingStandard.CheckboxLabeled("Wula_AISettings_NegativeOnly".Translate(), ref settings.commentOnNegativeOnly, "Wula_AISettings_NegativeOnlyDesc".Translate());
}
// 视觉设置部分
listingStandard.GapLine();
listingStandard.Label("<color=cyan>视觉与多模态设置</color>");

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@@ -19,6 +19,9 @@ namespace WulaFallenEmpire
// 视觉功能配置
public bool enableVlmFeatures = false;
public bool enableAIAutoCommentary = false;
public float aiCommentaryChance = 0.7f;
public bool commentOnNegativeOnly = false;
public override void ExposeData()
{
@@ -36,6 +39,9 @@ namespace WulaFallenEmpire
// 简化后的视觉配置
Scribe_Values.Look(ref enableVlmFeatures, "enableVlmFeatures", false);
Scribe_Values.Look(ref enableAIAutoCommentary, "enableAIAutoCommentary", false);
Scribe_Values.Look(ref aiCommentaryChance, "aiCommentaryChance", 0.7f);
Scribe_Values.Look(ref commentOnNegativeOnly, "commentOnNegativeOnly", false);
base.ExposeData();
}

View File

@@ -0,0 +1,405 @@
# AI Letter Auto-Response System - 开发文档
## 概述
这个功能将使 P.I.A AI 能够自动监听游戏内的 Letter信封通知并根据内容智能决定是否向玩家发送评论、吐槽、警告或提供帮助建议。
---
## 功能需求
### 核心功能
1. **Mod 设置开关**: 在设置中添加 `启用 AI 自动评论` 开关
2. **Letter 监听**: 拦截所有发送给玩家的 Letter
3. **智能判断**: AI 分析 Letter 内容,决定是否需要回应
4. **自动回复**: 通过现有的 AI 对话系统发送回复
### AI 回应类型
| 类型 | 触发场景示例 | 回应风格 |
|------|-------------|---------|
| 警告 | 袭击通知、疫病爆发 | 紧急提醒,询问是否需要启动防御 |
| 吐槽 | 殖民者精神崩溃、愚蠢死亡 | 幽默/讽刺评论 |
| 建议 | 资源短缺、贸易商到来 | 实用建议 |
| 庆祝 | 任务完成、殖民者加入 | 积极反馈 |
| 沉默 | 常规事件、无关紧要的通知 | 不发送任何回复 |
---
## 技术架构
### 1. 文件结构
```
Source/WulaFallenEmpire/
├── Settings/
│ └── WulaModSettings.cs # 添加新设置字段
├── EventSystem/
│ └── AI/
│ ├── LetterInterceptor/
│ │ ├── Patch_LetterStack.cs # Harmony Patch 拦截 Letter
│ │ ├── LetterAnalyzer.cs # Letter 分析和分类
│ │ └── LetterToPromptConverter.cs # Letter 转提示词
│ └── AIAutoCommentary.cs # AI 自动评论逻辑
```
### 2. 关键类设计
#### 2.1 WulaModSettings.cs (修改)
```csharp
public class WulaModSettings : ModSettings
{
// 现有设置...
// 新增
public bool enableAIAutoCommentary = false; // AI 自动评论开关
public float aiCommentaryChance = 0.7f; // AI 评论概率 (0-1)
public bool commentOnNegativeOnly = false; // 仅评论负面事件
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref enableAIAutoCommentary, "enableAIAutoCommentary", false);
Scribe_Values.Look(ref aiCommentaryChance, "aiCommentaryChance", 0.7f);
Scribe_Values.Look(ref commentOnNegativeOnly, "commentOnNegativeOnly", false);
}
}
```
#### 2.2 Patch_LetterStack.cs (新建)
```csharp
using HarmonyLib;
using RimWorld;
using Verse;
namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
{
[HarmonyPatch(typeof(LetterStack), nameof(LetterStack.ReceiveLetter),
new Type[] { typeof(Letter), typeof(string) })]
public static class Patch_LetterStack_ReceiveLetter
{
public static void Postfix(Letter let, string debugInfo)
{
// 检查设置开关
if (!WulaModSettings.Instance.enableAIAutoCommentary) return;
// 异步处理,避免阻塞游戏
AIAutoCommentary.ProcessLetter(let);
}
}
}
```
#### 2.3 LetterAnalyzer.cs (新建)
```csharp
namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
{
public enum LetterCategory
{
Raid, // 袭击
Disease, // 疾病
MentalBreak, // 精神崩溃
Trade, // 贸易
Quest, // 任务
Death, // 死亡
Recruitment, // 招募
Resource, // 资源
Weather, // 天气
Positive, // 正面事件
Negative, // 负面事件
Neutral, // 中性事件
Unknown // 未知
}
public static class LetterAnalyzer
{
public static LetterCategory Categorize(Letter letter)
{
// 根据 LetterDef 分类
var def = letter.def;
if (def == LetterDefOf.ThreatBig || def == LetterDefOf.ThreatSmall)
return LetterCategory.Raid;
if (def == LetterDefOf.Death)
return LetterCategory.Death;
if (def == LetterDefOf.PositiveEvent)
return LetterCategory.Positive;
if (def == LetterDefOf.NegativeEvent)
return LetterCategory.Negative;
if (def == LetterDefOf.NeutralEvent)
return LetterCategory.Neutral;
// 根据内容关键词进一步分类
string text = letter.text?.ToLower() ?? "";
if (text.Contains("raid") || text.Contains("袭击") || text.Contains("attack"))
return LetterCategory.Raid;
if (text.Contains("disease") || text.Contains("疫病") || text.Contains("plague"))
return LetterCategory.Disease;
if (text.Contains("mental") || text.Contains("精神") || text.Contains("break"))
return LetterCategory.MentalBreak;
if (text.Contains("trade") || text.Contains("贸易") || text.Contains("商队"))
return LetterCategory.Trade;
return LetterCategory.Unknown;
}
public static bool ShouldComment(Letter letter)
{
var category = Categorize(letter);
// 始终评论的类型
switch (category)
{
case LetterCategory.Raid:
case LetterCategory.Death:
case LetterCategory.MentalBreak:
case LetterCategory.Disease:
return true;
case LetterCategory.Trade:
case LetterCategory.Quest:
case LetterCategory.Positive:
return Rand.Chance(WulaModSettings.Instance.aiCommentaryChance);
case LetterCategory.Neutral:
case LetterCategory.Unknown:
return Rand.Chance(0.3f); // 低概率评论
default:
return false;
}
}
}
}
```
#### 2.4 LetterToPromptConverter.cs (新建)
```csharp
namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
{
public static class LetterToPromptConverter
{
public static string Convert(Letter letter, LetterCategory category)
{
var sb = new StringBuilder();
sb.AppendLine("[SYSTEM EVENT NOTIFICATION]");
sb.AppendLine($"Event Type: {category}");
sb.AppendLine($"Severity: {GetSeverityFromDef(letter.def)}");
sb.AppendLine($"Title: {letter.label}");
sb.AppendLine($"Content: {letter.text}");
sb.AppendLine();
sb.AppendLine("[INSTRUCTION]");
sb.AppendLine("You have received a game event notification. Based on the event type and content:");
sb.AppendLine("- For RAIDS/THREATS: Offer tactical advice or ask if player needs orbital support");
sb.AppendLine("- For DEATHS: Express condolences or make a sardonic comment if death was avoidable");
sb.AppendLine("- For MENTAL BREAKS: Comment on the colonist's weakness or offer mood management tips");
sb.AppendLine("- For TRADE: Suggest useful purchases or sales");
sb.AppendLine("- For POSITIVE events: Celebrate briefly");
sb.AppendLine("- For trivial events: You may choose to say nothing (respond with [NO_COMMENT])");
sb.AppendLine();
sb.AppendLine("Keep your response brief (1-2 sentences). Match your personality as the Legion AI.");
sb.AppendLine("If you don't think this event warrants a response, reply with exactly: [NO_COMMENT]");
return sb.ToString();
}
private static string GetSeverityFromDef(LetterDef def)
{
if (def == LetterDefOf.ThreatBig) return "CRITICAL";
if (def == LetterDefOf.ThreatSmall) return "WARNING";
if (def == LetterDefOf.Death) return "SERIOUS";
if (def == LetterDefOf.NegativeEvent) return "MODERATE";
if (def == LetterDefOf.PositiveEvent) return "GOOD";
return "INFO";
}
}
}
```
#### 2.5 AIAutoCommentary.cs (新建)
```csharp
namespace WulaFallenEmpire.EventSystem.AI
{
public static class AIAutoCommentary
{
private static Queue<Letter> pendingLetters = new Queue<Letter>();
private static bool isProcessing = false;
public static void ProcessLetter(Letter letter)
{
// 检查是否应该评论
if (!LetterAnalyzer.ShouldComment(letter))
{
WulaLog.Debug($"[AI Commentary] Skipping letter: {letter.label}");
return;
}
// 加入队列
pendingLetters.Enqueue(letter);
// 开始处理(如果还没在处理中)
if (!isProcessing)
{
ProcessNextLetter();
}
}
private static async void ProcessNextLetter()
{
if (pendingLetters.Count == 0)
{
isProcessing = false;
return;
}
isProcessing = true;
var letter = pendingLetters.Dequeue();
try
{
var category = LetterAnalyzer.Categorize(letter);
var prompt = LetterToPromptConverter.Convert(letter, category);
// 获取 AI 核心
var aiCore = Find.World?.GetComponent<AIIntelligenceCore>();
if (aiCore == null)
{
WulaLog.Debug("[AI Commentary] AIIntelligenceCore not found.");
ProcessNextLetter();
return;
}
// 发送到 AI 并等待响应
string response = await aiCore.SendSystemMessageAsync(prompt);
// 检查是否选择不评论
if (string.IsNullOrEmpty(response) || response.Contains("[NO_COMMENT]"))
{
WulaLog.Debug($"[AI Commentary] AI chose not to comment on: {letter.label}");
}
else
{
// 显示 AI 的评论
DisplayAICommentary(response, letter);
}
}
catch (Exception ex)
{
WulaLog.Debug($"[AI Commentary] Error processing letter: {ex.Message}");
}
// 延迟处理下一个,避免刷屏
await Task.Delay(2000);
ProcessNextLetter();
}
private static void DisplayAICommentary(string response, Letter originalLetter)
{
// 方式1: 作为小型通知显示在 WulaLink 小 UI
var overlay = Find.WindowStack.Windows.OfType<Overlay_WulaLink>().FirstOrDefault();
if (overlay != null)
{
overlay.AddAIMessage(response);
}
// 方式2: 作为 Message 显示在屏幕左上角
Messages.Message($"[P.I.A]: {response}", MessageTypeDefOf.SilentInput);
}
}
}
```
---
## 实现步骤
### 阶段 1: 基础设施 (预计 1 小时)
1. [ ] 在 `WulaModSettings.cs` 添加新设置字段
2. [ ] 在设置 UI 中添加开关
3. [ ] 添加对应的 Keyed 翻译
### 阶段 2: Letter 拦截 (预计 30 分钟)
1. [ ] 创建 `Patch_LetterStack.cs` Harmony Patch
2. [ ] 确保 Patch 正确注册到 Harmony 实例
3. [ ] 测试 Letter 拦截是否正常工作
### 阶段 3: Letter 分析 (预计 1 小时)
1. [ ] 创建 `LetterAnalyzer.cs` 分类逻辑
2. [ ] 创建 `LetterToPromptConverter.cs` 转换逻辑
3. [ ] 测试不同类型 Letter 的分类准确性
### 阶段 4: AI 集成 (预计 1.5 小时)
1. [ ] 创建 `AIAutoCommentary.cs` 管理类
2. [ ] 集成到现有的 `AIIntelligenceCore` 系统
3. [ ] 实现队列处理避免刷屏
4. [ ] 添加 `SendSystemMessageAsync` 方法到 AIIntelligenceCore
### 阶段 5: UI 显示 (预计 30 分钟)
1. [ ] 决定评论显示方式WulaLink UI / Message / 独立通知)
2. [ ] 实现显示逻辑
3. [ ] 测试显示效果
### 阶段 6: 测试与优化 (预计 1 小时)
1. [ ] 测试各类 Letter 的评论效果
2. [ ] 调整评论概率和过滤规则
3. [ ] 优化提示词以获得更好的 AI 回应
4. [ ] 添加速率限制避免 API 过载
---
## 需要添加的翻译键
```xml
<!-- AI Auto Commentary Settings -->
<Wula_AISettings_AutoCommentary>启用 AI 自动评论</Wula_AISettings_AutoCommentary>
<Wula_AISettings_AutoCommentaryDesc>开启后P.I.A 会自动对游戏事件(袭击、死亡、贸易等)发表评论或提供建议。</Wula_AISettings_AutoCommentaryDesc>
<Wula_AISettings_CommentaryChance>评论概率</Wula_AISettings_CommentaryChance>
<Wula_AISettings_CommentaryChanceDesc>AI 对中性事件发表评论的概率。负面事件(如袭击)总是会评论。</Wula_AISettings_CommentaryChanceDesc>
<Wula_AISettings_NegativeOnly>仅评论负面事件</Wula_AISettings_NegativeOnly>
<Wula_AISettings_NegativeOnlyDesc>开启后AI 只会对负面事件(袭击、死亡、疾病等)发表评论。</Wula_AISettings_NegativeOnlyDesc>
```
---
## 注意事项
1. **API 限流**: 需要实现请求队列和速率限制,避免短时间内发送过多请求
2. **异步处理**: 所有 AI 请求必须异步处理,避免阻塞游戏主线程
3. **用户控制**: 提供足够的设置选项让用户控制评论频率和类型
4. **优雅降级**: 如果 AI 服务不可用,静默失败而不影响游戏
5. **内存管理**: 队列大小限制,避免积累过多未处理的 Letter
---
## 预期效果示例
**场景 1: 袭击通知**
```
[Letter] 海盗袭击!一群海盗正在向你的殖民地进发。
[P.I.A] 检测到敌对势力入侵。需要我启动轨道监视协议吗?
```
**场景 2: 殖民者死亡**
```
[Letter] 张三死了。他被一只疯狂的松鼠咬死了。
[P.I.A] ...被松鼠咬死?这位殖民者的战斗技能令人印象深刻。
```
**场景 3: 贸易商到来**
```
[Letter] 商队到来。一个来自外部势力的商队想要与你交易。
[P.I.A] 贸易商队抵达。我注意到你的钢铁储备较低,建议优先采购。
```
---
## 依赖项
- Harmony 2.0+ (用于 Patch)
- 现有的 AIIntelligenceCore 系统
- 现有的 WulaModSettings 系统
- 现有的 Overlay_WulaLink UI
---
*文档版本: 1.0*
*创建时间: 2025-12-28*