Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/EventSystem/AI/Tools/Tool_GetAvailablePrefabs.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

69 lines
2.7 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_GetAvailablePrefabs : AITool
{
public override string Name => "get_available_prefabs";
public override string Description => "Returns a list of available building prefabs (blueprints) that can be summoned. " +
"Use this to find the correct 'prefabDefName' for the 'call_prefab_airdrop' tool.";
public override string UsageSchema => "{}";
public override string Execute(string args)
{
try
{
var prefabs = DefDatabase<PrefabDef>.AllDefs.ToList();
if (prefabs.Count == 0)
{
return "No prefabs found in the database.";
}
StringBuilder sb = new StringBuilder();
sb.AppendLine($"Found {prefabs.Count} available prefabs:");
// Group by prefix to help AI categorize
var wulaPrefabs = prefabs.Where(p => p.defName.StartsWith("WULA_", StringComparison.OrdinalIgnoreCase)).ToList();
var otherPrefabs = prefabs.Where(p => !p.defName.StartsWith("WULA_", StringComparison.OrdinalIgnoreCase)).ToList();
if (wulaPrefabs.Count > 0)
{
sb.AppendLine("\n[Wula Empire Specialized Prefabs]:");
foreach (var p in wulaPrefabs)
{
string label = !string.IsNullOrEmpty(p.label) ? $" ({p.label})" : "";
sb.AppendLine($"- {p.defName}{label}, Size: {p.size}");
}
}
if (otherPrefabs.Count > 0)
{
sb.AppendLine("\n[Generic/Other Prefabs]:");
// Limit generic ones to avoid token bloat
var genericToShow = otherPrefabs.Take(20).ToList();
foreach (var p in genericToShow)
{
string label = !string.IsNullOrEmpty(p.label) ? $" ({p.label})" : "";
sb.AppendLine($"- {p.defName}{label}, Size: {p.size}");
}
if (otherPrefabs.Count > 20)
{
sb.AppendLine($"- ... and {otherPrefabs.Count - 20} more generic prefabs.");
}
}
return sb.ToString();
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
}
}