已把工具调用从 XML 改成 OpenAI 兼容 JSON,并统一解析/执行流程。改动概览如下:

新增 JSON tool_calls 解析/序列化并替换核心执行与提示词为 JSON-only:JsonToolCallParser.cs、AIIntelligenceCore.cs
工具基类移除 XML 解析,统一 JSON 参数读取与类型转换辅助:AITool.cs
工具实现统一 JSON args/UsageSchema(含重写/修复):Tool_ModifyGoodwill.cs、Tool_SendReinforcement.cs、Tool_GetMapPawns.cs、Tool_GetMapResources.cs、Tool_GetAvailablePrefabs.cs、Tool_CallPrefabAirdrop.cs、Tool_CallBombardment.cs、Tool_GetAvailableBombardments.cs、Tool_GetPawnStatus.cs、Tool_GetRecentNotifications.cs、Tool_SearchThingDef.cs、Tool_SearchPawnKind.cs、Tool_ChangeExpression.cs、Tool_SetOverwatchMode.cs、Tool_RememberFact.cs、Tool_RecallMemories.cs、Tool_SpawnResources.cs、Tool_AnalyzeScreen.cs
轰炸相关解析统一到 JSON 字典并增强数值解析:BombardmentUtility.cs
UI 对话展示改为剥离 JSON tool_calls:Overlay_WulaLink.cs、Dialog_AIConversation.cs
This commit is contained in:
2025-12-31 01:45:38 +08:00
parent 0cea79ddff
commit b906a468b6
32 changed files with 6396 additions and 542 deletions

View File

@@ -16,26 +16,25 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
"You must specify the prefabDefName (e.g., 'WULA_NewColonyBase') and the coordinates (x, z). " +
"TIP: Use the 'get_available_prefabs' tool first to see which structures are available. " +
"The default skyfaller animation is 'WULA_Prefab_Incoming'.";
public override string UsageSchema => "<call_prefab_airdrop><prefabDefName>DefName of the prefab</prefabDefName><skyfallerDef>Optional, default is WULA_Prefab_Incoming</skyfallerDef><x>int</x><z>int</z></call_prefab_airdrop>";
public override string UsageSchema => "{\"prefabDefName\":\"WULA_NewColonyBase\",\"skyfallerDef\":\"WULA_Prefab_Incoming\",\"x\":10,\"z\":20}";
public override string Execute(string args)
{
try
{
var parsed = ParseXmlArgs(args);
var parsed = ParseJsonArgs(args);
if (!parsed.TryGetValue("prefabDefName", out string prefabDefName) || string.IsNullOrWhiteSpace(prefabDefName))
if (!TryGetString(parsed, "prefabDefName", out string prefabDefName) || string.IsNullOrWhiteSpace(prefabDefName))
{
return "Error: Missing <prefabDefName>. Example: <prefabDefName>WULA_NewColonyBase</prefabDefName>";
return "Error: Missing 'prefabDefName'.";
}
if (!parsed.TryGetValue("x", out string xStr) || !int.TryParse(xStr, out int x) ||
!parsed.TryGetValue("z", out string zStr) || !int.TryParse(zStr, out int z))
if (!TryGetInt(parsed, "x", out int x) || !TryGetInt(parsed, "z", out int z))
{
return "Error: Missing or invalid target coordinates. Provide <x> and <z>.";
return "Error: Missing or invalid target coordinates. Provide 'x' and 'z'.";
}
string skyfallerDefName = parsed.TryGetValue("skyfallerDef", out string sd) && !string.IsNullOrWhiteSpace(sd)
string skyfallerDefName = TryGetString(parsed, "skyfallerDef", out string sd) && !string.IsNullOrWhiteSpace(sd)
? sd.Trim()
: "WULA_Prefab_Incoming";
@@ -62,7 +61,7 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
// Auto-Scan for valid position
IntVec3 validCell = targetCell;
bool foundSpot = false;
// Get prefab size from its size field. If not set, default to 1x1 (though prefabs are usually larger)
IntVec2 size = prefabDef.size;
@@ -70,7 +69,7 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
bool IsPositionValid(IntVec3 center, Map m, IntVec2 s)
{
if (!center.InBounds(m)) return false;
CellRect rect = GenAdj.OccupiedRect(center, Rot4.North, s);
if (!rect.InBounds(m)) return false;
@@ -97,7 +96,7 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
}
else
{
// Spiral scan for a nearby valid spot.
// Spiral scan for a nearby valid spot.
// Radius ~20 should be enough to find a spot without deviating too far.
foreach (IntVec3 c in GenRadial.RadialCellsAround(targetCell, 20f, useCenter: false))
{
@@ -112,12 +111,12 @@ namespace WulaFallenEmpire.EventSystem.AI.Tools
if (!foundSpot)
{
return $"Error: Could not find a valid clear space for '{prefabDefName}' (Size: {size.x}x{size.z}) near {targetCell}. Area may be blocked by thick roofs, water, or other buildings.";
return $"Error: Could not find a valid clear space for '{prefabDefName}' (Size: {size.x}x{size.z}) near {targetCell}. Area may be blocked by thick roofs, water, or other buildings.";
}
// Spawning must happen on main thread
string resultMessage = $"Success: Scheduled airdrop for '{prefabDefName}' at valid position {validCell} (adjusted from {targetCell}) using {skyfallerDefName}.";
// Use the found valid cell
string pDef = prefabDefName;
ThingDef sDef = skyfallerDef;