Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/EventSystem/AI/Tools/Tool_CallPrefabAirdrop.cs
ProjectKoi-Kalo\Kalo b906a468b6 已把工具调用从 XML 改成 OpenAI 兼容 JSON,并统一解析/执行流程。改动概览如下:
新增 JSON tool_calls 解析/序列化并替换核心执行与提示词为 JSON-only:JsonToolCallParser.cs、AIIntelligenceCore.cs
工具基类移除 XML 解析,统一 JSON 参数读取与类型转换辅助:AITool.cs
工具实现统一 JSON args/UsageSchema(含重写/修复):Tool_ModifyGoodwill.cs、Tool_SendReinforcement.cs、Tool_GetMapPawns.cs、Tool_GetMapResources.cs、Tool_GetAvailablePrefabs.cs、Tool_CallPrefabAirdrop.cs、Tool_CallBombardment.cs、Tool_GetAvailableBombardments.cs、Tool_GetPawnStatus.cs、Tool_GetRecentNotifications.cs、Tool_SearchThingDef.cs、Tool_SearchPawnKind.cs、Tool_ChangeExpression.cs、Tool_SetOverwatchMode.cs、Tool_RememberFact.cs、Tool_RecallMemories.cs、Tool_SpawnResources.cs、Tool_AnalyzeScreen.cs
轰炸相关解析统一到 JSON 字典并增强数值解析:BombardmentUtility.cs
UI 对话展示改为剥离 JSON tool_calls:Overlay_WulaLink.cs、Dialog_AIConversation.cs
2025-12-31 01:45:38 +08:00

150 lines
6.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_CallPrefabAirdrop : AITool
{
public override string Name => "call_prefab_airdrop";
public override string Description => "Calls a large prefab building airdrop at the specified coordinates. " +
"You must specify the prefabDefName (e.g., 'WULA_NewColonyBase') and the coordinates (x, z). " +
"TIP: Use the 'get_available_prefabs' tool first to see which structures are available. " +
"The default skyfaller animation is 'WULA_Prefab_Incoming'.";
public override string UsageSchema => "{\"prefabDefName\":\"WULA_NewColonyBase\",\"skyfallerDef\":\"WULA_Prefab_Incoming\",\"x\":10,\"z\":20}";
public override string Execute(string args)
{
try
{
var parsed = ParseJsonArgs(args);
if (!TryGetString(parsed, "prefabDefName", out string prefabDefName) || string.IsNullOrWhiteSpace(prefabDefName))
{
return "Error: Missing 'prefabDefName'.";
}
if (!TryGetInt(parsed, "x", out int x) || !TryGetInt(parsed, "z", out int z))
{
return "Error: Missing or invalid target coordinates. Provide 'x' and 'z'.";
}
string skyfallerDefName = TryGetString(parsed, "skyfallerDef", out string sd) && !string.IsNullOrWhiteSpace(sd)
? sd.Trim()
: "WULA_Prefab_Incoming";
Map map = Find.CurrentMap;
if (map == null) return "Error: No active map.";
IntVec3 targetCell = new IntVec3(x, 0, z);
if (!targetCell.InBounds(map)) return $"Error: Target {targetCell} is out of bounds.";
// Check if prefab exists
PrefabDef prefabDef = DefDatabase<PrefabDef>.GetNamed(prefabDefName, false);
if (prefabDef == null)
{
return $"Error: PrefabDef '{prefabDefName}' not found.";
}
// Check if skyfaller exists
ThingDef skyfallerDef = DefDatabase<ThingDef>.GetNamed(skyfallerDefName, false);
if (skyfallerDef == null)
{
return $"Error: Skyfaller ThingDef '{skyfallerDefName}' not found.";
}
// Auto-Scan for valid position
IntVec3 validCell = targetCell;
bool foundSpot = false;
// Get prefab size from its size field. If not set, default to 1x1 (though prefabs are usually larger)
IntVec2 size = prefabDef.size;
// Simple check function for a given center cell
bool IsPositionValid(IntVec3 center, Map m, IntVec2 s)
{
if (!center.InBounds(m)) return false;
CellRect rect = GenAdj.OccupiedRect(center, Rot4.North, s);
if (!rect.InBounds(m)) return false;
foreach (IntVec3 c in rect)
{
// 1. Check Terrain Passability (water/impassable usually bad for buildings)
TerrainDef terr = c.GetTerrain(m);
if (terr.passability == Traversability.Impassable || terr.IsWater) return false;
// 2. Check Thick Roof (airdrops can't penetrate)
if (m.roofGrid.RoofAt(c) == RoofDefOf.RoofRockThick) return false;
// 3. Check Existing Buildings
if (c.GetFirstBuilding(m) != null) return false;
}
return true;
}
// Try original spot first
if (IsPositionValid(targetCell, map, size))
{
validCell = targetCell;
foundSpot = true;
}
else
{
// Spiral scan for a nearby valid spot.
// Radius ~20 should be enough to find a spot without deviating too far.
foreach (IntVec3 c in GenRadial.RadialCellsAround(targetCell, 20f, useCenter: false))
{
if (IsPositionValid(c, map, size))
{
validCell = c;
foundSpot = true;
break;
}
}
}
if (!foundSpot)
{
return $"Error: Could not find a valid clear space for '{prefabDefName}' (Size: {size.x}x{size.z}) near {targetCell}. Area may be blocked by thick roofs, water, or other buildings.";
}
// Spawning must happen on main thread
string resultMessage = $"Success: Scheduled airdrop for '{prefabDefName}' at valid position {validCell} (adjusted from {targetCell}) using {skyfallerDefName}.";
// Use the found valid cell
string pDef = prefabDefName;
ThingDef sDef = skyfallerDef;
IntVec3 cell = validCell;
Map targetMap = map;
LongEventHandler.ExecuteWhenFinished(() =>
{
try
{
var skyfaller = (Skyfaller_PrefabSpawner)SkyfallerMaker.MakeSkyfaller(sDef);
skyfaller.prefabDefName = pDef;
GenSpawn.Spawn(skyfaller, cell, targetMap);
WulaLog.Debug($"[WulaAI] Prefab airdrop spawned: {pDef} at {cell}");
}
catch (Exception ex)
{
WulaLog.Debug($"[WulaAI] Failed to spawn prefab airdrop on main thread: {ex.Message}");
}
});
return resultMessage;
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
}
}