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