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