Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/EventSystem/AI/Tools/Tool_GetMapPawns.cs
ProjectKoi-Kalo\Kalo 002f407482 已更新 get_map_pawns 支持显示死亡 pawn(通过扫描地图上的 Corpse 并输出 InnerPawn):
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>
2025-12-14 13:19:18 +08:00

240 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using Verse;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_GetMapPawns : AITool
{
public override string Name => "get_map_pawns";
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).";
public override string UsageSchema =>
"<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>";
private struct MapPawnEntry
{
public Pawn Pawn;
public bool IsDead;
public IntVec3 Position;
}
public override string Execute(string args)
{
try
{
var parsed = ParseXmlArgs(args);
string filterRaw = null;
if (parsed.TryGetValue("filter", out string f)) filterRaw = f;
int maxResults = 50;
if (parsed.TryGetValue("maxResults", out string maxStr) && int.TryParse(maxStr, out int mr))
{
maxResults = Math.Max(1, Math.Min(200, mr));
}
bool includeDead = true;
if (parsed.TryGetValue("includeDead", out string includeDeadStr) && bool.TryParse(includeDeadStr, out bool parsedIncludeDead))
{
includeDead = parsedIncludeDead;
}
Map map = Find.CurrentMap;
if (map == null) return "Error: No active map.";
var filters = ParseFilters(filterRaw);
if (filters.Contains("dead")) includeDead = true;
var entries = new List<MapPawnEntry>();
var livePawns = map.mapPawns?.AllPawnsSpawned?.Where(p => p != null).ToList() ?? new List<Pawn>();
foreach (var pawn in livePawns)
{
entries.Add(new MapPawnEntry
{
Pawn = pawn,
IsDead = pawn.Dead,
Position = pawn.Position
});
}
if (includeDead && map.listerThings != null)
{
var corpses = map.listerThings.ThingsInGroup(ThingRequestGroup.Corpse);
if (corpses != null)
{
foreach (var thing in corpses)
{
if (thing is not Corpse corpse) continue;
Pawn inner = corpse.InnerPawn;
if (inner == null) continue;
entries.Add(new MapPawnEntry
{
Pawn = inner,
IsDead = true,
Position = corpse.Position
});
}
}
}
entries = entries
.Where(e => e.Pawn != null)
.GroupBy(e => e.Pawn.thingIDNumber)
.Select(g => g.First())
.Where(e => includeDead || !e.IsDead)
.Where(e => MatchesFilters(e, filters))
.ToList();
if (entries.Count == 0) return "No pawns matched.";
int matched = entries.Count;
var selected = entries
.OrderByDescending(e => IsHostileToPlayer(e.Pawn))
.ThenBy(e => e.IsDead) // living first
.ThenByDescending(e => e.Pawn.RaceProps?.Humanlike ?? false)
.ThenBy(e => e.Pawn.def?.label ?? "")
.ThenBy(e => e.Pawn.Name?.ToStringShort ?? "")
.Take(maxResults)
.ToList();
StringBuilder sb = new StringBuilder();
sb.AppendLine($"Found {matched} matching pawns on map (showing {selected.Count}):");
foreach (var entry in selected)
{
AppendPawnLine(sb, entry);
}
return sb.ToString().TrimEnd();
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
private static HashSet<string> ParseFilters(string filterRaw)
{
var set = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
if (string.IsNullOrWhiteSpace(filterRaw)) return set;
var parts = filterRaw.Split(new[] { ',', '\uFF0C', ';', '\u3001', '|' }, StringSplitOptions.RemoveEmptyEntries);
foreach (var part in parts)
{
string token = part.Trim().ToLowerInvariant();
if (string.IsNullOrEmpty(token)) continue;
// Chinese aliases
if (token == "友方") token = "friendly";
else if (token == "敌方" || token == "敌对") token = "hostile";
else if (token == "中立") token = "neutral";
else if (token == "动物") token = "animal";
else if (token == "殖民者" || token == "殖民") token = "colonist";
else if (token == "机械体" || token == "机械" || token == "机甲") token = "mech";
else if (token == "人形" || token == "类人") token = "humanlike";
else if (token == "囚犯") token = "prisoner";
else if (token == "奴隶") token = "slave";
else if (token == "访客" || token == "客人") token = "guest";
else if (token == "野生") token = "wild";
else if (token == "倒地" || token == "昏迷") token = "downed";
else if (token == "死亡" || token == "尸体") token = "dead";
set.Add(token);
}
return set;
}
private static bool MatchesFilters(MapPawnEntry entry, HashSet<string> filters)
{
if (filters == null || filters.Count == 0) return true;
Pawn pawn = entry.Pawn;
bool anyMatched = false;
foreach (var f in filters)
{
bool matched = f switch
{
"friendly" => IsFriendlyToPlayer(pawn),
"hostile" => IsHostileToPlayer(pawn),
"neutral" => IsNeutralToPlayer(pawn),
"colonist" => pawn.IsFreeColonist,
"animal" => pawn.RaceProps?.Animal ?? false,
"mech" => pawn.RaceProps?.IsMechanoid ?? false,
"humanlike" => pawn.RaceProps?.Humanlike ?? false,
"prisoner" => pawn.IsPrisonerOfColony,
"slave" => pawn.IsSlaveOfColony,
"guest" => pawn.guest != null && pawn.Faction != null && pawn.Faction != Faction.OfPlayer,
"wild" => pawn.Faction == null && (pawn.RaceProps?.Animal ?? false),
"downed" => pawn.Downed,
"dead" => entry.IsDead || pawn.Dead,
_ => false
};
anyMatched |= matched;
}
return anyMatched;
}
private static bool IsHostileToPlayer(Pawn pawn)
{
return pawn != null && Faction.OfPlayer != null && pawn.HostileTo(Faction.OfPlayer);
}
private static bool IsFriendlyToPlayer(Pawn pawn)
{
if (pawn == null || Faction.OfPlayer == null) return false;
if (pawn.Faction == Faction.OfPlayer) return true;
if (pawn.Faction == null) return false;
return !pawn.HostileTo(Faction.OfPlayer);
}
private static bool IsNeutralToPlayer(Pawn pawn)
{
if (pawn == null || Faction.OfPlayer == null) return false;
if (pawn.Faction == null) return true;
if (pawn.Faction == Faction.OfPlayer) return false;
return !pawn.HostileTo(Faction.OfPlayer);
}
private static void AppendPawnLine(StringBuilder sb, MapPawnEntry entry)
{
Pawn pawn = entry.Pawn;
string name = pawn.Name?.ToStringShort ?? pawn.LabelShortCap;
string kind = pawn.def?.label ?? "unknown";
string faction = pawn.Faction?.Name ?? (pawn.RaceProps?.Animal == true ? "Wild" : "None");
string relation = IsHostileToPlayer(pawn) ? "Hostile" : (pawn.Faction == Faction.OfPlayer ? "Player" : "Non-hostile");
string tags = BuildTags(pawn, entry.IsDead);
string pos = entry.Position.IsValid ? entry.Position.ToString() : (pawn.Position.IsValid ? pawn.Position.ToString() : "?");
sb.Append($"- {name} ({kind})");
sb.Append($" faction={faction} relation={relation} pos={pos}");
if (!string.IsNullOrEmpty(tags)) sb.Append($" tags=[{tags}]");
sb.AppendLine();
}
private static string BuildTags(Pawn pawn, bool isDead)
{
var tags = new List<string>();
if (pawn.IsFreeColonist) tags.Add("colonist");
if (pawn.IsPrisonerOfColony) tags.Add("prisoner");
if (pawn.IsSlaveOfColony) tags.Add("slave");
if (pawn.guest != null && pawn.Faction != null && pawn.Faction != Faction.OfPlayer) tags.Add("guest");
if (pawn.Downed) tags.Add("downed");
if (isDead || pawn.Dead) tags.Add("dead");
if (pawn.InMentalState) tags.Add("mental");
if (pawn.Drafted) tags.Add("drafted");
if (pawn.RaceProps?.Humanlike ?? false) tags.Add("humanlike");
if (pawn.RaceProps?.Animal ?? false) tags.Add("animal");
if (pawn.RaceProps?.IsMechanoid ?? false) tags.Add("mech");
return string.Join(", ", tags.Distinct());
}
}
}