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# AI Letter Auto-Response System - 开发文档
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## 概述
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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。
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---
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## 功能需求
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### 核心功能
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1. **Mod 设置开关**: 在设置中添加 `启用 AI 自动评论` 开关
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2. **Letter 监听**: 拦截所有发送给玩家的 Letter
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3. **智能判断**: AI 分析 Letter 内容,决定是否需要回应
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4. **自动回复**: 通过现有的 AI 对话系统发送回复
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### AI 回应类型
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| 类型 | 触发场景示例 | 回应风格 |
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|------|-------------|---------|
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| 警告 | 袭击通知、疫病爆发 | 紧急提醒,询问是否需要启动防御 |
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| 吐槽 | 殖民者精神崩溃、愚蠢死亡 | 幽默/讽刺评论 |
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| 建议 | 资源短缺、贸易商到来 | 实用建议 |
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| 庆祝 | 任务完成、殖民者加入 | 积极反馈 |
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| 沉默 | 常规事件、无关紧要的通知 | 不发送任何回复 |
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---
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## 技术架构
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### 1. 文件结构
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```
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Source/WulaFallenEmpire/
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├── Settings/
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│ └── WulaModSettings.cs # 添加新设置字段
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├── EventSystem/
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│ └── AI/
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│ ├── LetterInterceptor/
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│ │ ├── Patch_LetterStack.cs # Harmony Patch 拦截 Letter
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│ │ ├── LetterAnalyzer.cs # Letter 分析和分类
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│ │ └── LetterToPromptConverter.cs # Letter 转提示词
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│ └── AIAutoCommentary.cs # AI 自动评论逻辑
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```
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### 2. 关键类设计
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#### 2.1 WulaModSettings.cs (修改)
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```csharp
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public class WulaModSettings : ModSettings
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{
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// 现有设置...
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// 新增
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public bool enableAIAutoCommentary = false; // AI 自动评论开关
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public float aiCommentaryChance = 0.7f; // AI 评论概率 (0-1)
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public bool commentOnNegativeOnly = false; // 仅评论负面事件
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look(ref enableAIAutoCommentary, "enableAIAutoCommentary", false);
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Scribe_Values.Look(ref aiCommentaryChance, "aiCommentaryChance", 0.7f);
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Scribe_Values.Look(ref commentOnNegativeOnly, "commentOnNegativeOnly", false);
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}
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}
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```
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#### 2.2 Patch_LetterStack.cs (新建)
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```csharp
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using HarmonyLib;
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
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{
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[HarmonyPatch(typeof(LetterStack), nameof(LetterStack.ReceiveLetter),
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new Type[] { typeof(Letter), typeof(string) })]
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public static class Patch_LetterStack_ReceiveLetter
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{
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public static void Postfix(Letter let, string debugInfo)
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{
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// 检查设置开关
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if (!WulaModSettings.Instance.enableAIAutoCommentary) return;
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// 异步处理,避免阻塞游戏
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AIAutoCommentary.ProcessLetter(let);
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}
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}
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}
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```
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#### 2.3 LetterAnalyzer.cs (新建)
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```csharp
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namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
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{
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public enum LetterCategory
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{
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Raid, // 袭击
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Disease, // 疾病
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MentalBreak, // 精神崩溃
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Trade, // 贸易
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Quest, // 任务
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Death, // 死亡
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Recruitment, // 招募
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Resource, // 资源
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Weather, // 天气
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Positive, // 正面事件
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Negative, // 负面事件
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Neutral, // 中性事件
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Unknown // 未知
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}
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public static class LetterAnalyzer
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{
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public static LetterCategory Categorize(Letter letter)
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{
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// 根据 LetterDef 分类
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var def = letter.def;
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if (def == LetterDefOf.ThreatBig || def == LetterDefOf.ThreatSmall)
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return LetterCategory.Raid;
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if (def == LetterDefOf.Death)
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return LetterCategory.Death;
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if (def == LetterDefOf.PositiveEvent)
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return LetterCategory.Positive;
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if (def == LetterDefOf.NegativeEvent)
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return LetterCategory.Negative;
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if (def == LetterDefOf.NeutralEvent)
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return LetterCategory.Neutral;
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// 根据内容关键词进一步分类
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string text = letter.text?.ToLower() ?? "";
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if (text.Contains("raid") || text.Contains("袭击") || text.Contains("attack"))
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return LetterCategory.Raid;
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if (text.Contains("disease") || text.Contains("疫病") || text.Contains("plague"))
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return LetterCategory.Disease;
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if (text.Contains("mental") || text.Contains("精神") || text.Contains("break"))
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return LetterCategory.MentalBreak;
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if (text.Contains("trade") || text.Contains("贸易") || text.Contains("商队"))
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return LetterCategory.Trade;
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return LetterCategory.Unknown;
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}
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public static bool ShouldComment(Letter letter)
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{
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var category = Categorize(letter);
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// 始终评论的类型
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switch (category)
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{
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case LetterCategory.Raid:
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case LetterCategory.Death:
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case LetterCategory.MentalBreak:
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case LetterCategory.Disease:
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return true;
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case LetterCategory.Trade:
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case LetterCategory.Quest:
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case LetterCategory.Positive:
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return Rand.Chance(WulaModSettings.Instance.aiCommentaryChance);
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case LetterCategory.Neutral:
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case LetterCategory.Unknown:
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return Rand.Chance(0.3f); // 低概率评论
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default:
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return false;
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}
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}
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}
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}
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```
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#### 2.4 LetterToPromptConverter.cs (新建)
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```csharp
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namespace WulaFallenEmpire.EventSystem.AI.LetterInterceptor
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{
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public static class LetterToPromptConverter
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{
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public static string Convert(Letter letter, LetterCategory category)
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{
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var sb = new StringBuilder();
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sb.AppendLine("[SYSTEM EVENT NOTIFICATION]");
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sb.AppendLine($"Event Type: {category}");
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sb.AppendLine($"Severity: {GetSeverityFromDef(letter.def)}");
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sb.AppendLine($"Title: {letter.label}");
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sb.AppendLine($"Content: {letter.text}");
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sb.AppendLine();
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sb.AppendLine("[INSTRUCTION]");
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sb.AppendLine("You have received a game event notification. Based on the event type and content:");
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sb.AppendLine("- For RAIDS/THREATS: Offer tactical advice or ask if player needs orbital support");
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sb.AppendLine("- For DEATHS: Express condolences or make a sardonic comment if death was avoidable");
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sb.AppendLine("- For MENTAL BREAKS: Comment on the colonist's weakness or offer mood management tips");
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sb.AppendLine("- For TRADE: Suggest useful purchases or sales");
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sb.AppendLine("- For POSITIVE events: Celebrate briefly");
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sb.AppendLine("- For trivial events: You may choose to say nothing (respond with [NO_COMMENT])");
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sb.AppendLine();
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sb.AppendLine("Keep your response brief (1-2 sentences). Match your personality as the Legion AI.");
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sb.AppendLine("If you don't think this event warrants a response, reply with exactly: [NO_COMMENT]");
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return sb.ToString();
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}
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private static string GetSeverityFromDef(LetterDef def)
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{
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if (def == LetterDefOf.ThreatBig) return "CRITICAL";
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if (def == LetterDefOf.ThreatSmall) return "WARNING";
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if (def == LetterDefOf.Death) return "SERIOUS";
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if (def == LetterDefOf.NegativeEvent) return "MODERATE";
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if (def == LetterDefOf.PositiveEvent) return "GOOD";
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return "INFO";
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}
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}
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}
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```
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#### 2.5 AIAutoCommentary.cs (新建)
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```csharp
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namespace WulaFallenEmpire.EventSystem.AI
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{
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public static class AIAutoCommentary
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{
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private static Queue<Letter> pendingLetters = new Queue<Letter>();
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private static bool isProcessing = false;
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public static void ProcessLetter(Letter letter)
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{
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// 检查是否应该评论
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if (!LetterAnalyzer.ShouldComment(letter))
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{
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WulaLog.Debug($"[AI Commentary] Skipping letter: {letter.label}");
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return;
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}
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// 加入队列
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pendingLetters.Enqueue(letter);
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// 开始处理(如果还没在处理中)
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if (!isProcessing)
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{
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ProcessNextLetter();
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}
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}
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private static async void ProcessNextLetter()
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{
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if (pendingLetters.Count == 0)
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{
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isProcessing = false;
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return;
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}
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isProcessing = true;
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var letter = pendingLetters.Dequeue();
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try
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{
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var category = LetterAnalyzer.Categorize(letter);
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var prompt = LetterToPromptConverter.Convert(letter, category);
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// 获取 AI 核心
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var aiCore = Find.World?.GetComponent<AIIntelligenceCore>();
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if (aiCore == null)
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{
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WulaLog.Debug("[AI Commentary] AIIntelligenceCore not found.");
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ProcessNextLetter();
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return;
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}
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// 发送到 AI 并等待响应
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string response = await aiCore.SendSystemMessageAsync(prompt);
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// 检查是否选择不评论
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if (string.IsNullOrEmpty(response) || response.Contains("[NO_COMMENT]"))
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{
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WulaLog.Debug($"[AI Commentary] AI chose not to comment on: {letter.label}");
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}
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else
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{
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// 显示 AI 的评论
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DisplayAICommentary(response, letter);
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}
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}
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catch (Exception ex)
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{
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WulaLog.Debug($"[AI Commentary] Error processing letter: {ex.Message}");
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}
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// 延迟处理下一个,避免刷屏
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await Task.Delay(2000);
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ProcessNextLetter();
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}
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private static void DisplayAICommentary(string response, Letter originalLetter)
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{
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// 方式1: 作为小型通知显示在 WulaLink 小 UI
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var overlay = Find.WindowStack.Windows.OfType<Overlay_WulaLink>().FirstOrDefault();
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if (overlay != null)
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{
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overlay.AddAIMessage(response);
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}
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// 方式2: 作为 Message 显示在屏幕左上角
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Messages.Message($"[P.I.A]: {response}", MessageTypeDefOf.SilentInput);
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}
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}
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}
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```
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---
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## 实现步骤
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### 阶段 1: 基础设施 (预计 1 小时)
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1. [ ] 在 `WulaModSettings.cs` 添加新设置字段
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2. [ ] 在设置 UI 中添加开关
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3. [ ] 添加对应的 Keyed 翻译
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### 阶段 2: Letter 拦截 (预计 30 分钟)
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1. [ ] 创建 `Patch_LetterStack.cs` Harmony Patch
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2. [ ] 确保 Patch 正确注册到 Harmony 实例
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3. [ ] 测试 Letter 拦截是否正常工作
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### 阶段 3: Letter 分析 (预计 1 小时)
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1. [ ] 创建 `LetterAnalyzer.cs` 分类逻辑
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2. [ ] 创建 `LetterToPromptConverter.cs` 转换逻辑
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3. [ ] 测试不同类型 Letter 的分类准确性
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### 阶段 4: AI 集成 (预计 1.5 小时)
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1. [ ] 创建 `AIAutoCommentary.cs` 管理类
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2. [ ] 集成到现有的 `AIIntelligenceCore` 系统
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3. [ ] 实现队列处理避免刷屏
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4. [ ] 添加 `SendSystemMessageAsync` 方法到 AIIntelligenceCore
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### 阶段 5: UI 显示 (预计 30 分钟)
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1. [ ] 决定评论显示方式(WulaLink UI / Message / 独立通知)
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2. [ ] 实现显示逻辑
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3. [ ] 测试显示效果
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### 阶段 6: 测试与优化 (预计 1 小时)
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1. [ ] 测试各类 Letter 的评论效果
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2. [ ] 调整评论概率和过滤规则
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3. [ ] 优化提示词以获得更好的 AI 回应
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4. [ ] 添加速率限制避免 API 过载
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---
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## 需要添加的翻译键
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```xml
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<!-- AI Auto Commentary Settings -->
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<Wula_AISettings_AutoCommentary>启用 AI 自动评论</Wula_AISettings_AutoCommentary>
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<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>
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<Wula_AISettings_CommentaryChance>评论概率</Wula_AISettings_CommentaryChance>
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<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>
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<Wula_AISettings_NegativeOnly>仅评论负面事件</Wula_AISettings_NegativeOnly>
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<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>
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```
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---
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## 注意事项
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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
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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
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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
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4. **优雅降级**: 如果 AI 服务不可用,静默失败而不影响游戏
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5. **内存管理**: 队列大小限制,避免积累过多未处理的 Letter
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||||
---
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## 预期效果示例
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||||
**场景 1: 袭击通知**
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```
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[Letter] 海盗袭击!一群海盗正在向你的殖民地进发。
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[P.I.A] 检测到敌对势力入侵。需要我启动轨道监视协议吗?
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||||
```
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||||
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**场景 2: 殖民者死亡**
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```
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||||
[Letter] 张三死了。他被一只疯狂的松鼠咬死了。
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[P.I.A] ...被松鼠咬死?这位殖民者的战斗技能令人印象深刻。
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||||
```
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||||
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**场景 3: 贸易商到来**
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```
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[Letter] 商队到来。一个来自外部势力的商队想要与你交易。
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[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。
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```
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||||
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||||
---
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||||
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||||
## 依赖项
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||||
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||||
- Harmony 2.0+ (用于 Patch)
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||||
- 现有的 AIIntelligenceCore 系统
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||||
- 现有的 WulaModSettings 系统
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||||
- 现有的 Overlay_WulaLink UI
|
||||
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||||
---
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||||
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||||
*文档版本: 1.0*
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||||
*创建时间: 2025-12-28*
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||||
@@ -1,114 +0,0 @@
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||||
# AI 对话系统重构任务
|
||||
|
||||
## 目标
|
||||
合并 `Dialog_AIConversation` 和 `AIIntelligenceCore`,简化 AI 对话系统架构。
|
||||
|
||||
## 当前架构问题
|
||||
|
||||
### 1. 两个类存在重复逻辑
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||||
- `Dialog_AIConversation.cs` - 大对话框 UI,包含自己的:
|
||||
- `_history` 历史记录
|
||||
- `RunPhasedRequestAsync()` 三阶段对话逻辑
|
||||
- `ExecuteXmlToolsForPhase()` 工具执行
|
||||
- `BuildSystemInstruction()` 系统指令构建
|
||||
- `BuildUserMessageWithContext()` 上下文附加
|
||||
|
||||
- `AIIntelligenceCore.cs` - WorldComponent,包含:
|
||||
- `_history` 历史记录 (重复!)
|
||||
- `RunPhasedRequestAsync()` 三阶段对话逻辑 (重复!)
|
||||
- `ExecuteXmlToolsForPhase()` 工具执行 (重复!)
|
||||
- `SendUserMessage()` 用户消息发送
|
||||
- 但 **没有** `BuildUserMessageWithContext()` 导致小窗口看不到选中对象上下文
|
||||
|
||||
### 2. 小窗口 `Overlay_WulaLink` 使用 `AIIntelligenceCore.SendUserMessage()`
|
||||
- 这个方法没有附加选中对象的上下文
|
||||
- 导致通过小窗口对话时,AI 看不到玩家选中了什么
|
||||
|
||||
### 3. 历史记录不同步
|
||||
- `Dialog_AIConversation` 和 `AIIntelligenceCore` 各自维护历史记录
|
||||
- 可能导致状态不一致
|
||||
|
||||
## 重构方案
|
||||
|
||||
### 方案 A: 让 AIIntelligenceCore 成为唯一的对话逻辑中心
|
||||
|
||||
1. **在 `AIIntelligenceCore.SendUserMessage()` 中添加上下文附加逻辑**:
|
||||
```csharp
|
||||
public void SendUserMessage(string text)
|
||||
{
|
||||
string messageWithContext = BuildUserMessageWithContext(text);
|
||||
_history.Add(("user", messageWithContext));
|
||||
PersistHistory();
|
||||
_ = RunPhasedRequestAsync();
|
||||
}
|
||||
|
||||
private string BuildUserMessageWithContext(string userText)
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.Append(userText);
|
||||
|
||||
if (Find.Selector != null)
|
||||
{
|
||||
if (Find.Selector.SingleSelectedThing != null)
|
||||
{
|
||||
var selected = Find.Selector.SingleSelectedThing;
|
||||
sb.AppendLine();
|
||||
sb.AppendLine();
|
||||
sb.Append($"[Context: Player has selected '{selected.LabelCap}'");
|
||||
if (selected is Pawn pawn)
|
||||
{
|
||||
sb.Append($" ({pawn.def.label}) at ({pawn.Position.x}, {pawn.Position.z})");
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append($" at ({selected.Position.x}, {selected.Position.z})");
|
||||
}
|
||||
sb.Append("]");
|
||||
}
|
||||
else if (Find.Selector.SelectedObjects.Count > 1)
|
||||
{
|
||||
sb.AppendLine();
|
||||
sb.AppendLine();
|
||||
sb.Append($"[Context: Player has selected {Find.Selector.SelectedObjects.Count} objects: ");
|
||||
var selectedThings = Find.Selector.SelectedObjects.OfType<Thing>().Take(5).ToList();
|
||||
sb.Append(string.Join(", ", selectedThings.Select(t => t.LabelCap)));
|
||||
if (Find.Selector.SelectedObjects.Count > 5) sb.Append("...");
|
||||
sb.Append("]");
|
||||
}
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
```
|
||||
|
||||
2. **让 `Dialog_AIConversation` 使用 `AIIntelligenceCore` 而不是自己的逻辑**:
|
||||
- 移除 `Dialog_AIConversation` 中的 `RunPhasedRequestAsync()`
|
||||
- 移除 `Dialog_AIConversation` 中的 `ExecuteXmlToolsForPhase()`
|
||||
- 让 `SelectOption()` 调用 `_core.SendUserMessage()` 而不是自己处理
|
||||
- 订阅 `_core.OnMessageReceived` 事件来更新 UI
|
||||
|
||||
3. **统一历史记录**:
|
||||
- 只使用 `AIIntelligenceCore._history`
|
||||
- `Dialog_AIConversation` 通过 `_core.GetHistorySnapshot()` 获取历史
|
||||
|
||||
### 方案 B: 完全删除 AIIntelligenceCore,合并到 Dialog_AIConversation
|
||||
|
||||
不推荐,因为 `AIIntelligenceCore` 作为 WorldComponent 可以在游戏暂停/存档时保持状态。
|
||||
|
||||
## 文件位置
|
||||
|
||||
- `c:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\EventSystem\AI\AIIntelligenceCore.cs`
|
||||
- `c:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\EventSystem\AI\UI\Dialog_AIConversation.cs`
|
||||
- `c:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\EventSystem\AI\UI\Overlay_WulaLink.cs`
|
||||
|
||||
## 验证标准
|
||||
|
||||
1. 编译通过 (`dotnet build Source\WulaFallenEmpire\WulaFallenEmpire.csproj`)
|
||||
2. 通过大窗口和小窗口对话时,AI 都能看到选中对象的上下文
|
||||
3. 历史记录在两个窗口之间保持同步
|
||||
4. 没有空行/空消息问题
|
||||
5. 工具调用正常工作
|
||||
|
||||
## 最小修复 (如果不想大重构)
|
||||
|
||||
只在 `AIIntelligenceCore.SendUserMessage()` 中添加 `BuildUserMessageWithContext()` 逻辑即可解决小窗口看不到上下文的问题。
|
||||
@@ -1,25 +0,0 @@
|
||||
# RimWorld Modding Expert Rules
|
||||
|
||||
## Primary Directive
|
||||
You are an expert assistant for developing mods for the game RimWorld 1.6. Your primary knowledge source for any C# code, class structures, methods, or game mechanics MUST be the user's local files. Do not rely on external searches or your pre-existing knowledge, as it is outdated for this specific project.
|
||||
|
||||
## Tool Usage Mandate
|
||||
When the user's request involves RimWorld C# scripting, XML definitions, or mod development concepts, you **MUST** use the `rimworld-code-rag` tool to retrieve relevant context from the local knowledge base.
|
||||
|
||||
## Key File Paths
|
||||
Always remember these critical paths for your work:
|
||||
|
||||
- **Local C# Knowledge Base (for code search):** `C:\Steam\steamapps\common\RimWorld\dll1.6` (This contains the decompiled game source code as .txt files).
|
||||
- **User's Mod Project (for editing):** `C:\Steam\steamapps\common\RimWorld\Mods\3516260226`
|
||||
- **User's C# Project (for building):** `C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire`
|
||||
|
||||
## Workflow
|
||||
1. Receive a RimWorld modding task.
|
||||
2. Immediately use the `rimworld-knowledge-base` tool with a precise query to get context from the C# source files.
|
||||
3. Analyze the retrieved context.
|
||||
4. Perform code modifications within the user's mod project directory.
|
||||
5. After modifying C# code, you MUST run `dotnet build C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\WulaFallenEmpire.csproj` to check for errors. A successful build is required for task completion.
|
||||
|
||||
## Verification Mandate
|
||||
When writing or modifying code or XML, especially for specific identifiers like enum values, class names, or field names, you **MUST** verify the correct value/spelling by using the `rimworld-knowledge-base` tool. Do not rely on memory.
|
||||
- **同步项目文件:** 当重命名、移动或删除C#源文件时,**必须**同步更新 `.csproj` 项目文件中的相应 `<Compile Include="..." />` 条目,否则会导致编译失败。
|
||||
@@ -24,6 +24,9 @@
|
||||
},
|
||||
{
|
||||
"path": "../../../../../../workshop/content/294100/2898638732"
|
||||
},
|
||||
{
|
||||
"path": "../../../2961683592"
|
||||
}
|
||||
],
|
||||
"settings": {}
|
||||
|
||||
Submodule llama.cpp deleted from d77d7c5c06
Reference in New Issue
Block a user