Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/EventSystem/AI/Tools/Tool_CallBombardment.cs
2025-12-28 13:58:01 +08:00

530 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using UnityEngine;
using Verse;
using WulaFallenEmpire;
namespace WulaFallenEmpire.EventSystem.AI.Tools
{
public class Tool_CallBombardment : AITool
{
public override string Name => "call_bombardment";
public override string Description => "Calls orbital bombardment/support using an AbilityDef configuration (e.g., WULA_Firepower_Cannon_Salvo, WULA_Firepower_EnergyLance_Strafe). Supports Circular Bombardment, Strafe, Energy Lance, and Surveillance.";
public override string UsageSchema => "<call_bombardment><abilityDef>string</abilityDef><x>int</x><z>int</z><cell>x,z</cell><direction>x,z (optional)</direction><angle>degrees (optional)</angle><filterFriendlyFire>true/false</filterFriendlyFire></call_bombardment>";
public override string Execute(string args)
{
try
{
var parsed = ParseXmlArgs(args);
string abilityDefName = parsed.TryGetValue("abilityDef", out var abilityStr) && !string.IsNullOrWhiteSpace(abilityStr)
? abilityStr.Trim()
: "WULA_Firepower_Cannon_Salvo";
if (!TryParseTargetCell(parsed, out var targetCell))
{
return "Error: Missing target coordinates. Provide <x> and <z> (or <cell>x,z</cell>).";
}
Map map = Find.CurrentMap;
if (map == null) return "Error: No active map.";
if (!targetCell.InBounds(map)) return $"Error: Target {targetCell} is out of bounds.";
AbilityDef abilityDef = DefDatabase<AbilityDef>.GetNamed(abilityDefName, false);
if (abilityDef == null) return $"Error: AbilityDef '{abilityDefName}' not found.";
// Switch logic based on AbilityDef components
var circular = abilityDef.comps?.OfType<CompProperties_AbilityCircularBombardment>().FirstOrDefault();
if (circular != null) return ExecuteCircularBombardment(map, targetCell, abilityDef, circular, parsed);
var bombard = abilityDef.comps?.OfType<CompProperties_AbilityBombardment>().FirstOrDefault();
if (bombard != null) return ExecuteStrafeBombardment(map, targetCell, abilityDef, bombard, parsed);
var lance = abilityDef.comps?.OfType<CompProperties_AbilityEnergyLance>().FirstOrDefault();
if (lance != null) return ExecuteEnergyLance(map, targetCell, abilityDef, lance, parsed);
var skyfaller = abilityDef.comps?.OfType<CompProperties_AbilityCallSkyfaller>().FirstOrDefault();
if (skyfaller != null) return ExecuteCallSkyfaller(map, targetCell, abilityDef, skyfaller);
return $"Error: AbilityDef '{abilityDefName}' is not a supported bombardment/support type.";
}
catch (Exception ex)
{
return $"Error: {ex.Message}";
}
}
// Shared helper for determining direction and end point
private void ParseDirectionInfo(Dictionary<string, string> parsed, IntVec3 startPos, float moveDistance, bool useFixedDistance, out Vector3 direction, out IntVec3 endPos)
{
direction = Vector3.forward;
endPos = startPos;
if (parsed.TryGetValue("angle", out var angleStr) && float.TryParse(angleStr, out float angle))
{
direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
endPos = (startPos.ToVector3() + direction * moveDistance).ToIntVec3();
}
else if (TryParseDirectionCell(parsed, out IntVec3 dirCell))
{
// direction towards dirCell
direction = (dirCell.ToVector3() - startPos.ToVector3()).normalized;
if (direction == Vector3.zero) direction = Vector3.forward;
if (useFixedDistance)
{
endPos = (startPos.ToVector3() + direction * moveDistance).ToIntVec3();
}
else
{
endPos = dirCell;
}
}
else
{
// Default North
endPos = (startPos.ToVector3() + Vector3.forward * moveDistance).ToIntVec3();
}
}
private static bool TryParseTargetCell(Dictionary<string, string> parsed, out IntVec3 cell)
{
cell = IntVec3.Invalid;
if (parsed.TryGetValue("x", out var xStr) && parsed.TryGetValue("z", out var zStr) &&
int.TryParse(xStr, out int x) && int.TryParse(zStr, out int z))
{
cell = new IntVec3(x, 0, z);
return true;
}
if (parsed.TryGetValue("cell", out var cellStr) && !string.IsNullOrWhiteSpace(cellStr))
{
var parts = cellStr.Split(new[] { ',', '\uFF0C', ' ' }, StringSplitOptions.RemoveEmptyEntries);
if (parts.Length >= 2 && int.TryParse(parts[0], out int cx) && int.TryParse(parts[1], out int cz))
{
cell = new IntVec3(cx, 0, cz);
return true;
}
}
return false;
}
private static List<IntVec3> SelectTargetCells(Map map, IntVec3 center, CompProperties_AbilityCircularBombardment props, bool filterFriendlyFire)
{
var candidates = GenRadial.RadialCellsAround(center, props.radius, true)
.Where(c => c.InBounds(map))
.Where(c => IsValidTargetCell(map, c, center, props, filterFriendlyFire))
.ToList();
if (candidates.Count == 0) return new List<IntVec3>();
var selected = new List<IntVec3>();
foreach (var cell in candidates.InRandomOrder())
{
if (Rand.Value <= props.targetSelectionChance)
{
selected.Add(cell);
}
if (selected.Count >= props.maxTargets) break;
}
if (selected.Count < props.minTargets)
{
var missedCells = candidates.Except(selected).InRandomOrder().ToList();
int needed = props.minTargets - selected.Count;
if (needed > 0 && missedCells.Count > 0)
{
selected.AddRange(missedCells.Take(Math.Min(needed, missedCells.Count)));
}
}
else if (selected.Count > props.maxTargets)
{
selected = selected.InRandomOrder().Take(props.maxTargets).ToList();
}
return selected;
}
private static bool IsValidTargetCell(Map map, IntVec3 cell, IntVec3 center, CompProperties_AbilityCircularBombardment props, bool filterFriendlyFire)
{
if (props.minDistanceFromCenter > 0f)
{
float distance = Vector3.Distance(cell.ToVector3(), center.ToVector3());
if (distance < props.minDistanceFromCenter) return false;
}
if (props.avoidBuildings && cell.GetEdifice(map) != null)
{
return false;
}
if (filterFriendlyFire && props.avoidFriendlyFire)
{
var things = map.thingGrid.ThingsListAt(cell);
if (things != null)
{
for (int i = 0; i < things.Count; i++)
{
if (things[i] is Pawn pawn && pawn.Faction == Faction.OfPlayer)
{
return false;
}
}
}
}
return true;
}
private static int ScheduleBombardment(Map map, List<IntVec3> targets, CompProperties_AbilityCircularBombardment props, bool spawnImmediately)
{
int now = Find.TickManager?.TicksGame ?? 0;
int startTick = now + props.warmupTicks;
int launchesCompleted = 0;
int groupIndex = 0;
var remainingTargets = new List<IntVec3>(targets);
MapComponent_SkyfallerDelayed delayed = null;
if (!spawnImmediately)
{
delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
if (delayed == null)
{
delayed = new MapComponent_SkyfallerDelayed(map);
map.components.Add(delayed);
}
}
while (remainingTargets.Count > 0 && launchesCompleted < props.maxLaunches)
{
int groupSize = Math.Min(props.simultaneousLaunches, remainingTargets.Count);
var groupTargets = remainingTargets.Take(groupSize).ToList();
remainingTargets.RemoveRange(0, groupSize);
if (props.useIndependentIntervals)
{
for (int i = 0; i < groupTargets.Count && launchesCompleted < props.maxLaunches; i++)
{
int scheduledTick = startTick + groupIndex * props.launchIntervalTicks + i * props.innerLaunchIntervalTicks;
SpawnOrSchedule(map, delayed, props.skyfallerDef, groupTargets[i], spawnImmediately, scheduledTick - now);
launchesCompleted++;
}
groupIndex++;
}
else
{
int scheduledTick = startTick + groupIndex * props.launchIntervalTicks;
for (int i = 0; i < groupTargets.Count && launchesCompleted < props.maxLaunches; i++)
{
SpawnOrSchedule(map, delayed, props.skyfallerDef, groupTargets[i], spawnImmediately, scheduledTick - now);
launchesCompleted++;
}
groupIndex++;
}
}
return launchesCompleted;
}
private string ExecuteEnergyLance(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityEnergyLance props, Dictionary<string, string> parsed)
{
// Determine EnergyLanceDef
ThingDef lanceDef = props.energyLanceDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("EnergyLance");
if (lanceDef == null) return $"Error: Could not resolve EnergyLance ThingDef for '{def.defName}'.";
// Determine Start and End positions
// For AI usage, 'targetCell' is primarily the START position (focus point),
// but we need a direction to make it move effectively.
IntVec3 startPos = targetCell;
IntVec3 endPos = targetCell; // Default if no direction
// Determine direction/end position
Vector3 direction = Vector3.forward;
if (parsed.TryGetValue("angle", out var angleStr) && float.TryParse(angleStr, out float angle))
{
direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
endPos = (startPos.ToVector3() + direction * props.moveDistance).ToIntVec3();
}
else if (TryParseDirectionCell(parsed, out IntVec3 dirCell))
{
// If a specific cell is given for direction, that acts as the "target/end" point or direction vector
direction = (dirCell.ToVector3() - startPos.ToVector3()).normalized;
if (direction == Vector3.zero) direction = Vector3.forward;
// If using fixed distance, calculate end based on direction and distance
if (props.useFixedDistance)
{
endPos = (startPos.ToVector3() + direction * props.moveDistance).ToIntVec3();
}
else
{
// Otherwise, move TO the specific cell
endPos = dirCell;
}
}
else
{
// Default direction (North) if none specified, moving props.moveDistance
endPos = (startPos.ToVector3() + Vector3.forward * props.moveDistance).ToIntVec3();
}
try
{
EnergyLance.MakeEnergyLance(
lanceDef,
startPos,
endPos,
map,
props.moveDistance,
props.useFixedDistance,
props.durationTicks,
null // No specific pawn instigator available for AI calls
);
return $"Success: Triggered Energy Lance '{def.defName}' from {startPos} towards {endPos}. Type: {lanceDef.defName}.";
}
catch (Exception ex)
{
return $"Error: Failed to spawn EnergyLance: {ex.Message}";
}
}
private string ExecuteCircularBombardment(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityCircularBombardment props, Dictionary<string, string> parsed)
{
if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
bool filter = true;
if (parsed.TryGetValue("filterFriendlyFire", out var ffStr) && bool.TryParse(ffStr, out bool ff)) filter = ff;
List<IntVec3> selectedTargets = SelectTargetCells(map, targetCell, props, filter);
if (selectedTargets.Count == 0) return $"Error: No valid target cells near {targetCell}.";
bool isPaused = Find.TickManager != null && Find.TickManager.Paused;
int totalLaunches = ScheduleBombardment(map, selectedTargets, props, spawnImmediately: isPaused);
return $"Success: Scheduled Circular Bombardment '{def.defName}' at {targetCell}. Launches: {totalLaunches}/{props.maxLaunches}.";
}
private string ExecuteCallSkyfaller(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityCallSkyfaller props)
{
if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
var delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
if (delayed == null)
{
delayed = new MapComponent_SkyfallerDelayed(map);
map.components.Add(delayed);
}
// Using the delay from props
int delay = props.delayTicks;
if (delay <= 0)
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(props.skyfallerDef);
GenSpawn.Spawn(skyfaller, targetCell, map);
return $"Success: Spawned Skyfaller '{def.defName}' immediately at {targetCell}.";
}
else
{
delayed.ScheduleSkyfaller(props.skyfallerDef, targetCell, delay);
return $"Success: Scheduled Skyfaller '{def.defName}' at {targetCell} in {delay} ticks.";
}
}
private string ExecuteStrafeBombardment(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityBombardment props, Dictionary<string, string> parsed)
{
if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
// Determine direction
// Use shared helper - though Strafe uses width/length, the direction logic is same.
// Strafe doesn't really have a "moveDistance" in the same way, but it aligns along direction.
// We use dummy distance for calculation.
ParseDirectionInfo(parsed, targetCell, props.bombardmentLength, true, out Vector3 direction, out IntVec3 _);
// Calculate target cells based on direction (Simulating CompAbilityEffect_Bombardment logic)
// We use a simplified version here suitable for AI god-mode instant scheduling.
// Note: Since we don't have a Comp instance attached to a Pawn, we rely on a static helper or just spawn them.
// To make it look "progressive" like the real ability, we need a MapComponent or just reuse the SkyfallerDelayed logic.
var targetCells = CalculateBombardmentAreaCells(map, targetCell, direction, props.bombardmentWidth, props.bombardmentLength);
if (targetCells.Count == 0) return $"Error: No valid targets found for strafe at {targetCell}.";
// Filter cells by selection chance
var selectedCells = new List<IntVec3>();
var missedCells = new List<IntVec3>();
foreach (var cell in targetCells)
{
if (Rand.Value <= props.targetSelectionChance) selectedCells.Add(cell);
else missedCells.Add(cell);
}
// Apply min/max constraints
if (selectedCells.Count < props.minTargetCells && missedCells.Count > 0)
{
int needed = props.minTargetCells - selectedCells.Count;
selectedCells.AddRange(missedCells.InRandomOrder().Take(Math.Min(needed, missedCells.Count)));
}
else if (selectedCells.Count > props.maxTargetCells)
{
selectedCells = selectedCells.InRandomOrder().Take(props.maxTargetCells).ToList();
}
if (selectedCells.Count == 0) return $"Error: No cells selected for strafe after chance filter.";
// Organize into rows for progressive effect
var rows = OrganizeIntoRows(targetCell, direction, selectedCells);
// Schedule via MapComponent_SkyfallerDelayed
var delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
if (delayed == null)
{
delayed = new MapComponent_SkyfallerDelayed(map);
map.components.Add(delayed);
}
int now = Find.TickManager.TicksGame;
int startTick = now + props.warmupTicks;
int totalScheduled = 0;
foreach (var row in rows)
{
// Each row starts after rowDelayTicks
int rowStartTick = startTick + (row.Key * props.rowDelayTicks);
for (int i = 0; i < row.Value.Count; i++)
{
// Within a row, each cell is hit after impactDelayTicks
int hitTick = rowStartTick + (i * props.impactDelayTicks);
int delay = hitTick - now;
if (delay <= 0)
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(props.skyfallerDef);
GenSpawn.Spawn(skyfaller, row.Value[i], map);
}
else
{
delayed.ScheduleSkyfaller(props.skyfallerDef, row.Value[i], delay);
}
totalScheduled++;
}
}
return $"Success: Scheduled Strafe Bombardment '{def.defName}' at {targetCell}. Direction: {direction}. Targets: {totalScheduled}.";
}
private static bool TryParseDirectionCell(Dictionary<string, string> parsed, out IntVec3 cell)
{
cell = IntVec3.Invalid;
if (parsed.TryGetValue("dirX", out var xStr) && parsed.TryGetValue("dirZ", out var zStr) &&
int.TryParse(xStr, out int x) && int.TryParse(zStr, out int z))
{
cell = new IntVec3(x, 0, z);
return true;
}
// Optional: Support <direction>x,z</direction>
if (parsed.TryGetValue("direction", out var dirStr) && !string.IsNullOrWhiteSpace(dirStr))
{
var parts = dirStr.Split(new[] { ',', ' ' }, StringSplitOptions.RemoveEmptyEntries);
if (parts.Length >= 2 && int.TryParse(parts[0], out int dx) && int.TryParse(parts[1], out int dz))
{
cell = new IntVec3(dx, 0, dz);
return true;
}
}
return false;
}
// Logic adapted from CompAbilityEffect_Bombardment
private List<IntVec3> CalculateBombardmentAreaCells(Map map, IntVec3 startCell, Vector3 direction, int width, int length)
{
var areaCells = new List<IntVec3>();
Vector3 start = startCell.ToVector3();
Vector3 perpendicularDirection = new Vector3(-direction.z, 0, direction.x).normalized;
float halfWidth = width * 0.5f;
float totalLength = length;
int widthSteps = Math.Max(1, width);
int lengthSteps = Math.Max(1, length);
for (int l = 0; l <= lengthSteps; l++)
{
float lengthProgress = (float)l / lengthSteps;
float lengthOffset = UnityEngine.Mathf.Lerp(0, totalLength, lengthProgress);
for (int w = 0; w <= widthSteps; w++)
{
float widthProgress = (float)w / widthSteps;
float widthOffset = UnityEngine.Mathf.Lerp(-halfWidth, halfWidth, widthProgress);
Vector3 cellPos = start + direction * lengthOffset + perpendicularDirection * widthOffset;
IntVec3 cell = new IntVec3(
UnityEngine.Mathf.RoundToInt(cellPos.x),
UnityEngine.Mathf.RoundToInt(cellPos.y),
UnityEngine.Mathf.RoundToInt(cellPos.z)
);
if (cell.InBounds(map) && !areaCells.Contains(cell))
{
areaCells.Add(cell);
}
}
}
return areaCells;
}
private Dictionary<int, List<IntVec3>> OrganizeIntoRows(IntVec3 startCell, Vector3 direction, List<IntVec3> cells)
{
var rows = new Dictionary<int, List<IntVec3>>();
Vector3 perpendicularDirection = new Vector3(-direction.z, 0, direction.x).normalized;
foreach (var cell in cells)
{
Vector3 cellVector = cell.ToVector3() - startCell.ToVector3();
float dot = Vector3.Dot(cellVector, direction);
int rowIndex = UnityEngine.Mathf.RoundToInt(dot);
if (!rows.ContainsKey(rowIndex)) rows[rowIndex] = new List<IntVec3>();
rows[rowIndex].Add(cell);
}
// Sort rows by index (distance from start)
var sortedRows = rows.OrderBy(x => x.Key).ToDictionary(x => x.Key, x => x.Value);
// Sort cells within rows by width position
foreach (var key in sortedRows.Keys.ToList())
{
sortedRows[key] = sortedRows[key].OrderBy(c => Vector3.Dot((c.ToVector3() - startCell.ToVector3()), perpendicularDirection)).ToList();
}
return sortedRows;
}
private static void SpawnOrSchedule(Map map, MapComponent_SkyfallerDelayed delayed, ThingDef skyfallerDef, IntVec3 cell, bool spawnImmediately, int delayTicks)
{
if (!cell.IsValid || !cell.InBounds(map)) return;
if (spawnImmediately || delayTicks <= 0)
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(skyfallerDef);
GenSpawn.Spawn(skyfaller, cell, map);
return;
}
delayed?.ScheduleSkyfaller(skyfallerDef, cell, delayTicks);
}
}
}