Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/EventSystem/AI/Tools/Tool_SetOverwatchMode.cs
2025-12-28 14:54:51 +08:00

54 lines
2.1 KiB
C#

using System;
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_SetOverwatchMode : AITool
{
public override string Name => "set_overwatch_mode";
public override string Description => "Enables or disables the AI Overwatch Combat Protocol. When enabled (enabled=true), the AI will autonomously scan for hostile targets every few seconds and launch appropriate orbital bombardments for a set duration. When disabled (enabled=false), it immediately stops any active overwatch and clears the flight path. Use enabled=false to stop overwatch early if the player requests it.";
public override string UsageSchema => "<set_overwatch_mode><enabled>true/false</enabled><durationSeconds>amount (only needed when enabling)</durationSeconds></set_overwatch_mode>";
public override string Execute(string args)
{
var parsed = ParseXmlArgs(args);
bool enabled = true;
if (parsed.TryGetValue("enabled", out var enabledStr) && bool.TryParse(enabledStr, out bool e))
{
enabled = e;
}
int duration = 60;
if (parsed.TryGetValue("durationSeconds", out var dStr) && int.TryParse(dStr, out int d))
{
duration = d;
}
Map map = Find.CurrentMap;
if (map == null) return "Error: No active map.";
var overwatch = map.GetComponent<MapComponent_AIOverwatch>();
if (overwatch == null)
{
overwatch = new MapComponent_AIOverwatch(map);
map.components.Add(overwatch);
}
if (enabled)
{
overwatch.EnableOverwatch(duration);
return $"Success: AI Overwatch Protocol ENABLED for {duration} seconds. Hostiles will be engaged automatically.";
}
else
{
overwatch.DisableOverwatch();
return "Success: AI Overwatch Protocol DISABLED.";
}
}
}
}