代码:Source/WulaFallenEmpire/EventSystem/AI/Tools/Tool_GetMapPawns.cs 默认 includeDead=true,会把尸体里的 pawn 也列出来,并在 tags 里标 dead 新增过滤项 dead(也支持中文别名 死亡/尸体) 文档同步:Source/WulaFallenEmpire/EventSystem/AI/UI/Dialog_AIConversation.cs 已重新编译输出:1.6/1.6/Assemblies/WulaFallenEmpire.dll 用法示例: 只看死亡:<get_map_pawns><filter>dead</filter></get_map_pawns> 排除死亡:<get_map_pawns><includeDead>false</includeDead></get_map_pawns>
240 lines
10 KiB
C#
240 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire.EventSystem.AI.Tools
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{
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public class Tool_GetMapPawns : AITool
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{
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public override string Name => "get_map_pawns";
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public override string Description => "Scans the current map and lists pawns (including corpses). Supports filtering by relation (friendly/hostile/neutral), type (colonist/animal/mech/humanlike), and status (prisoner/slave/guest/wild/downed/dead).";
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public override string UsageSchema =>
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"<get_map_pawns><filter>string (optional, comma-separated: friendly, hostile, neutral, colonist, animal, mech, humanlike, prisoner, slave, guest, wild, downed, dead)</filter><includeDead>true/false (optional, default true)</includeDead><maxResults>int (optional, default 50)</maxResults></get_map_pawns>";
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private struct MapPawnEntry
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{
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public Pawn Pawn;
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public bool IsDead;
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public IntVec3 Position;
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}
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public override string Execute(string args)
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{
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try
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{
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var parsed = ParseXmlArgs(args);
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string filterRaw = null;
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if (parsed.TryGetValue("filter", out string f)) filterRaw = f;
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int maxResults = 50;
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if (parsed.TryGetValue("maxResults", out string maxStr) && int.TryParse(maxStr, out int mr))
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{
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maxResults = Math.Max(1, Math.Min(200, mr));
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}
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bool includeDead = true;
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if (parsed.TryGetValue("includeDead", out string includeDeadStr) && bool.TryParse(includeDeadStr, out bool parsedIncludeDead))
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{
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includeDead = parsedIncludeDead;
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}
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Map map = Find.CurrentMap;
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if (map == null) return "Error: No active map.";
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var filters = ParseFilters(filterRaw);
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if (filters.Contains("dead")) includeDead = true;
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var entries = new List<MapPawnEntry>();
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var livePawns = map.mapPawns?.AllPawnsSpawned?.Where(p => p != null).ToList() ?? new List<Pawn>();
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foreach (var pawn in livePawns)
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{
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entries.Add(new MapPawnEntry
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{
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Pawn = pawn,
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IsDead = pawn.Dead,
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Position = pawn.Position
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});
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}
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if (includeDead && map.listerThings != null)
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{
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var corpses = map.listerThings.ThingsInGroup(ThingRequestGroup.Corpse);
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if (corpses != null)
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{
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foreach (var thing in corpses)
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{
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if (thing is not Corpse corpse) continue;
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Pawn inner = corpse.InnerPawn;
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if (inner == null) continue;
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entries.Add(new MapPawnEntry
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{
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Pawn = inner,
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IsDead = true,
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Position = corpse.Position
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});
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}
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}
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}
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entries = entries
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.Where(e => e.Pawn != null)
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.GroupBy(e => e.Pawn.thingIDNumber)
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.Select(g => g.First())
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.Where(e => includeDead || !e.IsDead)
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.Where(e => MatchesFilters(e, filters))
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.ToList();
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if (entries.Count == 0) return "No pawns matched.";
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int matched = entries.Count;
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var selected = entries
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.OrderByDescending(e => IsHostileToPlayer(e.Pawn))
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.ThenBy(e => e.IsDead) // living first
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.ThenByDescending(e => e.Pawn.RaceProps?.Humanlike ?? false)
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.ThenBy(e => e.Pawn.def?.label ?? "")
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.ThenBy(e => e.Pawn.Name?.ToStringShort ?? "")
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.Take(maxResults)
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.ToList();
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StringBuilder sb = new StringBuilder();
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sb.AppendLine($"Found {matched} matching pawns on map (showing {selected.Count}):");
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foreach (var entry in selected)
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{
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AppendPawnLine(sb, entry);
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}
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return sb.ToString().TrimEnd();
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}
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catch (Exception ex)
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{
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return $"Error: {ex.Message}";
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}
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}
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private static HashSet<string> ParseFilters(string filterRaw)
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{
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var set = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
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if (string.IsNullOrWhiteSpace(filterRaw)) return set;
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var parts = filterRaw.Split(new[] { ',', '\uFF0C', ';', '\u3001', '|' }, StringSplitOptions.RemoveEmptyEntries);
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foreach (var part in parts)
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{
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string token = part.Trim().ToLowerInvariant();
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if (string.IsNullOrEmpty(token)) continue;
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// Chinese aliases
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if (token == "友方") token = "friendly";
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else if (token == "敌方" || token == "敌对") token = "hostile";
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else if (token == "中立") token = "neutral";
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else if (token == "动物") token = "animal";
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else if (token == "殖民者" || token == "殖民") token = "colonist";
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else if (token == "机械体" || token == "机械" || token == "机甲") token = "mech";
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else if (token == "人形" || token == "类人") token = "humanlike";
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else if (token == "囚犯") token = "prisoner";
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else if (token == "奴隶") token = "slave";
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else if (token == "访客" || token == "客人") token = "guest";
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else if (token == "野生") token = "wild";
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else if (token == "倒地" || token == "昏迷") token = "downed";
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else if (token == "死亡" || token == "尸体") token = "dead";
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set.Add(token);
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}
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return set;
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}
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private static bool MatchesFilters(MapPawnEntry entry, HashSet<string> filters)
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{
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if (filters == null || filters.Count == 0) return true;
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Pawn pawn = entry.Pawn;
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bool anyMatched = false;
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foreach (var f in filters)
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{
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bool matched = f switch
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{
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"friendly" => IsFriendlyToPlayer(pawn),
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"hostile" => IsHostileToPlayer(pawn),
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"neutral" => IsNeutralToPlayer(pawn),
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"colonist" => pawn.IsFreeColonist,
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"animal" => pawn.RaceProps?.Animal ?? false,
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"mech" => pawn.RaceProps?.IsMechanoid ?? false,
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"humanlike" => pawn.RaceProps?.Humanlike ?? false,
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"prisoner" => pawn.IsPrisonerOfColony,
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"slave" => pawn.IsSlaveOfColony,
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"guest" => pawn.guest != null && pawn.Faction != null && pawn.Faction != Faction.OfPlayer,
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"wild" => pawn.Faction == null && (pawn.RaceProps?.Animal ?? false),
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"downed" => pawn.Downed,
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"dead" => entry.IsDead || pawn.Dead,
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_ => false
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};
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anyMatched |= matched;
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}
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return anyMatched;
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}
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private static bool IsHostileToPlayer(Pawn pawn)
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{
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return pawn != null && Faction.OfPlayer != null && pawn.HostileTo(Faction.OfPlayer);
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}
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private static bool IsFriendlyToPlayer(Pawn pawn)
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{
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if (pawn == null || Faction.OfPlayer == null) return false;
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if (pawn.Faction == Faction.OfPlayer) return true;
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if (pawn.Faction == null) return false;
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return !pawn.HostileTo(Faction.OfPlayer);
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}
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private static bool IsNeutralToPlayer(Pawn pawn)
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{
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if (pawn == null || Faction.OfPlayer == null) return false;
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if (pawn.Faction == null) return true;
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if (pawn.Faction == Faction.OfPlayer) return false;
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return !pawn.HostileTo(Faction.OfPlayer);
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}
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private static void AppendPawnLine(StringBuilder sb, MapPawnEntry entry)
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{
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Pawn pawn = entry.Pawn;
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string name = pawn.Name?.ToStringShort ?? pawn.LabelShortCap;
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string kind = pawn.def?.label ?? "unknown";
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string faction = pawn.Faction?.Name ?? (pawn.RaceProps?.Animal == true ? "Wild" : "None");
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string relation = IsHostileToPlayer(pawn) ? "Hostile" : (pawn.Faction == Faction.OfPlayer ? "Player" : "Non-hostile");
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string tags = BuildTags(pawn, entry.IsDead);
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string pos = entry.Position.IsValid ? entry.Position.ToString() : (pawn.Position.IsValid ? pawn.Position.ToString() : "?");
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sb.Append($"- {name} ({kind})");
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sb.Append($" faction={faction} relation={relation} pos={pos}");
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if (!string.IsNullOrEmpty(tags)) sb.Append($" tags=[{tags}]");
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sb.AppendLine();
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}
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private static string BuildTags(Pawn pawn, bool isDead)
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{
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var tags = new List<string>();
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if (pawn.IsFreeColonist) tags.Add("colonist");
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if (pawn.IsPrisonerOfColony) tags.Add("prisoner");
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if (pawn.IsSlaveOfColony) tags.Add("slave");
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if (pawn.guest != null && pawn.Faction != null && pawn.Faction != Faction.OfPlayer) tags.Add("guest");
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if (pawn.Downed) tags.Add("downed");
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if (isDead || pawn.Dead) tags.Add("dead");
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if (pawn.InMentalState) tags.Add("mental");
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if (pawn.Drafted) tags.Add("drafted");
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if (pawn.RaceProps?.Humanlike ?? false) tags.Add("humanlike");
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if (pawn.RaceProps?.Animal ?? false) tags.Add("animal");
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if (pawn.RaceProps?.IsMechanoid ?? false) tags.Add("mech");
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return string.Join(", ", tags.Distinct());
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}
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}
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}
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