This commit is contained in:
Tourswen
2025-12-14 15:31:13 +08:00
2 changed files with 122 additions and 18 deletions

View File

@@ -67,16 +67,18 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
<tool_name>
<parameter_name>value</parameter_name>
</tool_name>
2. **STRICT OUTPUT (TOOL PHASES)**: In PHASE 1/2/3, your output MUST be either:
- One or more XML tool calls (no extra text), OR
- Exactly: <no_action/>
Do NOT include any natural language, explanation, markdown, or additional commentary in tool phases.
2. **STRICT OUTPUT (TOOL PHASES)**:
- In PHASE 1/2, your output MUST be either:
- One or more XML tool calls (no extra text), OR
- Exactly: <no_action/>
- In PHASE 3, you MUST output XML tool calls only AND you MUST include exactly one <change_expression> (expression_id 1-6). Do NOT output <no_action/> in PHASE 3.
Do NOT include any natural language, explanation, markdown, or additional commentary in tool phases (PHASE 1/2/3).
3. **STRICT OUTPUT (REPLY PHASE)**: In PHASE 4, tools are disabled. You MUST reply in natural language only and MUST NOT output any XML.
4. **ALLOWED TOOLS**: You MUST ONLY call tools listed in the current phase's tool list (the section titled ""# TOOLS (PHASE X/4 ONLY)"").
5. **WORKFLOW**: Use the phase workflow:
- PHASE 1 gathers info (optional).
- PHASE 2 performs at most one in-game action (optional).
- PHASE 3 performs UI/meta adjustments (optional).
- PHASE 3 performs UI/meta adjustments (MUST include <change_expression>).
- PHASE 4 replies to the player in natural language (mandatory).
6. **ANTI-HALLUCINATION**: Never invent tools, parameters, defNames, coordinates, or tool results. If a tool is needed but not available, use <no_action/> and proceed to PHASE 4 to explain limitations.
";
@@ -221,7 +223,10 @@ You are 'The Legion', a super AI of the Wula Empire. Your personality is authori
"IMPORTANT: Tool calls are DISABLED in this turn. Reply in natural language only. Do NOT output any XML.";
}
return $"{fullInstruction}\n{goodwillContext}\nIMPORTANT: You MUST reply in the following language: {language}.";
// Tool phases (1/2/3): avoid instructing the model to "reply" in a human language, because it must output XML only.
// We still provide the language so it can be used in PHASE 4.
return $"{fullInstruction}\n{goodwillContext}\nIMPORTANT: In PHASE 1/2/3 you MUST output XML only (tool calls or <no_action/>). " +
$"You will produce the natural-language reply in PHASE 4 and MUST use: {language}.";
}
private string BuildToolsForPhase(RequestPhase phase)
@@ -398,6 +403,13 @@ Description: Changes your visual AI portrait to match your current mood or react
Use this tool when:
- Your verbal response conveys a strong emotion (e.g., annoyance, approval, curiosity).
- You want to visually emphasize your statement.
Expression meanings (choose the closest match):
- 1: 得意、炫耀(非敌对)、示威(非敌对)、展示武力和财力(非敌对)、策划计谋
- 2: 常态立绘(当其他立绘不适用时使用这个)
- 3: 无言以对、不满、无奈、轻微的鄙视
- 4: 恼火、展现轻微敌对姿态、抗拒
- 5: 答复、解释
- 6: 严重的敌意、严重不满、攻击性行为
Parameters:
- expression_id: (REQUIRED) An integer from 1 to 6 corresponding to a specific expression.
Usage:
@@ -467,11 +479,13 @@ Example (changing to a neutral expression):
"Output: XML only.\n",
RequestPhase.Cosmetic =>
"# PHASE 3/4 (Cosmetic)\n" +
"Goal: Optional UI/meta adjustments before your final reply.\n" +
"Goal: Set your UI expression before your final reply.\n" +
"Rules:\n" +
"- You MUST NOT write any natural language to the user in this phase.\n" +
"- You MAY call up to 2 tools from \"# TOOLS (PHASE 3/4 ONLY)\".\n" +
"- If you do not need any tool, output exactly: <no_action/>.\n" +
"- You MUST call exactly ONE <change_expression> in this phase (expression_id 1-6).\n" +
"- You MAY also call <modify_goodwill> (invisible) if needed, but keep changes small.\n" +
"- Use <modify_goodwill> only to adjust your INTERNAL goodwill (invisible to the player).\n" +
"- Do NOT output <no_action/> in this phase.\n" +
"After this phase, the game will automatically proceed to PHASE 4.\n" +
"Output: XML only.\n",
RequestPhase.Reply =>
@@ -491,6 +505,13 @@ Example (changing to a neutral expression):
return Regex.IsMatch(response, @"<([a-zA-Z0-9_]+)(?:>.*?</\1>|/>)", RegexOptions.Singleline);
}
private static bool ContainsToolCall(string response, string toolName)
{
if (string.IsNullOrWhiteSpace(response) || string.IsNullOrWhiteSpace(toolName)) return false;
string pattern = $@"<\s*{Regex.Escape(toolName)}(?:\s|/|>)";
return Regex.IsMatch(response, pattern, RegexOptions.IgnoreCase);
}
private static bool IsAllowedInPhase(RequestPhase phase, string toolName)
{
if (string.IsNullOrWhiteSpace(toolName)) return false;
@@ -522,7 +543,7 @@ Example (changing to a neutral expression):
return phase switch
{
RequestPhase.Info => 4,
RequestPhase.Action => 2,
RequestPhase.Action => 1,
RequestPhase.Cosmetic => 2,
_ => 0
};
@@ -613,7 +634,7 @@ Example (changing to a neutral expression):
if (!IsXmlToolCall(response))
{
// If the model didn't call tools when tools are expected, push it forward with a reminder.
_history.Add(("system", $"[PhaseEnforcer] You must output XML tool calls in PHASE {phaseIndex}. If no tool is needed, output <no_action/>."));
_history.Add(("system", $"[PhaseEnforcer] PHASE {phaseIndex}/4 is a tool phase. Output XML tool calls only, or exactly <no_action/>. Do NOT output any natural language."));
PersistHistory();
if (Prefs.DevMode)
{
@@ -625,6 +646,42 @@ Example (changing to a neutral expression):
_currentResponse = "Wula_AI_Error_ConnectionLost".Translate();
return;
}
// If it STILL refuses to output XML, forcibly treat it as <no_action/> to keep the phase deterministic.
if (!IsXmlToolCall(response))
{
if (Prefs.DevMode)
{
Log.Warning($"[WulaAI] Turn {phaseIndex}/4 still missing XML after retry; forcing <no_action/>");
}
response = phase == RequestPhase.Cosmetic
? "<change_expression><expression_id>2</expression_id></change_expression>"
: "<no_action/>";
}
}
if (phase == RequestPhase.Cosmetic && !ContainsToolCall(response, "change_expression"))
{
_history.Add(("system", "[PhaseEnforcer] PHASE 3/4 MUST include exactly one <change_expression> (expression_id 1-6). Output XML only and do NOT output <no_action/> in PHASE 3."));
PersistHistory();
if (Prefs.DevMode)
{
Log.Message("[WulaAI] Turn 3/4 missing <change_expression>; retrying once");
}
string retry = await client.GetChatCompletionAsync(systemInstruction, _history);
if (!string.IsNullOrEmpty(retry) && ContainsToolCall(retry, "change_expression"))
{
response = retry;
}
else
{
if (Prefs.DevMode)
{
Log.Warning("[WulaAI] Turn 3/4 still missing <change_expression> after retry; forcing default expression_id=2");
}
response = "<change_expression><expression_id>2</expression_id></change_expression>";
}
}
await ExecuteXmlToolsForPhase(response, phase);
@@ -646,10 +703,17 @@ Example (changing to a neutral expression):
// Special-case no_action for phases 1-3.
if (Regex.IsMatch(xml ?? "", @"<\s*no_action\s*/\s*>", RegexOptions.IgnoreCase))
{
if (phase == RequestPhase.Cosmetic)
{
xml = "<change_expression><expression_id>2</expression_id></change_expression>";
}
else
{
_history.Add(("assistant", "<no_action/>"));
_history.Add(("tool", "[Tool Results]\nTool 'no_action' Result: No action taken."));
PersistHistory();
return;
}
}
// Reuse the tool runner but temporarily constrain allowed tools by phase.
@@ -664,6 +728,9 @@ Example (changing to a neutral expression):
int maxTools = MaxToolsPerPhase(phase);
int executed = 0;
bool actionHadError = false;
bool executedChangeExpression = false;
bool executedModifyGoodwill = false;
StringBuilder combinedResults = new StringBuilder();
StringBuilder xmlOnlyBuilder = new StringBuilder();
@@ -684,6 +751,28 @@ Example (changing to a neutral expression):
continue;
}
if (phase == RequestPhase.Cosmetic)
{
if (toolName.Equals("change_expression", StringComparison.OrdinalIgnoreCase))
{
if (executedChangeExpression)
{
combinedResults.AppendLine("ToolRunner Note: Skipped duplicate 'change_expression' (only one is allowed in PHASE 3).");
continue;
}
executedChangeExpression = true;
}
else if (toolName.Equals("modify_goodwill", StringComparison.OrdinalIgnoreCase))
{
if (executedModifyGoodwill)
{
combinedResults.AppendLine("ToolRunner Note: Skipped duplicate 'modify_goodwill' (only one is allowed in PHASE 3).");
continue;
}
executedModifyGoodwill = true;
}
}
if (xmlOnlyBuilder.Length > 0) xmlOnlyBuilder.AppendLine().AppendLine();
xmlOnlyBuilder.Append(toolCallXml);
@@ -711,6 +800,7 @@ Example (changing to a neutral expression):
if (_recentToolSignatures.Count > 12) _recentToolSignatures.RemoveRange(0, _recentToolSignatures.Count - 12);
string result = tool.Execute(argsXml).Trim();
bool isError = !string.IsNullOrEmpty(result) && result.StartsWith("Error:", StringComparison.OrdinalIgnoreCase);
if (toolName == "modify_goodwill")
{
combinedResults.AppendLine($"Tool '{toolName}' Result (Invisible): {result}");
@@ -721,11 +811,21 @@ Example (changing to a neutral expression):
}
executed++;
if (phase == RequestPhase.Action && isError)
{
actionHadError = true;
combinedResults.AppendLine("ToolRunner Guard: The action tool returned an error. In PHASE 4 you MUST tell the player the action FAILED and MUST NOT claim success.");
}
}
string xmlOnly = xmlOnlyBuilder.Length == 0 ? "<no_action/>" : xmlOnlyBuilder.ToString().Trim();
_history.Add(("assistant", xmlOnly));
_history.Add(("tool", $"[Tool Results]\n{combinedResults.ToString().Trim()}"));
if (phase == RequestPhase.Action && actionHadError)
{
_history.Add(("system", "[ActionFailed] The in-game action in PHASE 2 FAILED (tool returned Error). In PHASE 4 you MUST acknowledge the failure and MUST NOT claim any reinforcements/bombardment/resources were successfully dispatched."));
}
PersistHistory();
// Between phases, do not request the model again here; RunPhasedRequestAsync controls the sequence.
@@ -1109,12 +1209,15 @@ Example (changing to a neutral expression):
Rect portraitRect = new Rect((inRect.width - scaledPortraitRect.width) / 2, inRect.y, scaledPortraitRect.width, scaledPortraitRect.height);
GUI.DrawTexture(portraitRect, portrait, ScaleMode.ScaleToFit);
// DEBUG: Draw portrait ID
Text.Font = GameFont.Medium;
Text.Anchor = TextAnchor.UpperRight;
Widgets.Label(portraitRect, $"ID: {_currentPortraitId}");
Text.Anchor = TextAnchor.UpperLeft;
Text.Font = GameFont.Small;
if (Prefs.DevMode)
{
// DEBUG: Draw portrait ID
Text.Font = GameFont.Medium;
Text.Anchor = TextAnchor.UpperRight;
Widgets.Label(portraitRect, $"ID: {_currentPortraitId}");
Text.Anchor = TextAnchor.UpperLeft;
Text.Font = GameFont.Small;
}
curY = portraitRect.yMax + 10f;
}

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@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
@@ -666,3 +666,4 @@ namespace WulaFallenEmpire
}
}
}