406 lines
14 KiB
Markdown
406 lines
14 KiB
Markdown
# 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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**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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**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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## 依赖项
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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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*文档版本: 1.0*
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*创建时间: 2025-12-28*
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