Update all docs: README, AI_KNOWLEDGE_BASE, MOD_DEV_GUIDE, batch_example, SKILL
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# ONI Agent — 缺氧 AI 助手工具集
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[Oxygen Not Included](https://www.kleientertainment.com/games/oxygen-not-included)(《缺氧》)是一款高难度的太空殖民模拟游戏。**ONI Agent** 为 AI 提供了一套完整的"眼手"系统:92 个 RESTful API 端点覆盖了玩家能做的全部操作(建造/挖掘/研究/管线/自动化/生物管理/覆盖层切换等),截图和视角控制让 AI 看到游戏画面,事件守护进程让 AI 实时感知游戏动态。Mod + Python 工具链 + AI 三层架构,让任何支持 Tool Use 的模型都能像人类一样操作游戏。
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[Oxygen Not Included](https://www.kleientertainment.com/games/oxygen-not-included)(《缺氧》)高难度太空殖民模拟游戏。
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**ONI Agent** 为 AI 提供"眼手"系统:RESTful API + Mod(C# Harmony)+ Python 工具链,让任何支持 Tool Use 的模型都能像人类一样操作游戏。
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## 整体架构
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## 架构
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```
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┌─────────────────────────────────────────────────┐
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│ AI Agent │
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│ (Claude / GPT / 任何支持 Tool Use 的模型) │
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└──────┬──────────────────────────┬───────────────┘
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│ HTTP API (RESTful JSON) │ CLI 工具链
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▼ ▼
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┌──────────────┐ ┌────────────────────────────┐
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│ ONI Mod │ │ Python Tools │
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│ (C# / │ │ ├── oni_api.py (客户端) │
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│ Harmony) │ │ ├── oni_analyzer.py (分析) │
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│ 端口 23876 │ │ └── oni_builder.py (蓝图) │
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└──────┬───────┘ └──────────┬─────────────────┘
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│ │
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▼ ▼
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┌─────────────────────────────────────────────────┐
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│ Oxygen Not Included (游戏) │
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└─────────────────────────────────────────────────┘
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AI Agent (Claude/GPT/任何支持 Tool Use 的模型)
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↕ HTTP API (RESTful JSON, 端口 23876) + CLI 工具链
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ONI Mod (C# Harmony) ←→ Python Tools
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↕
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Oxygen Not Included (游戏)
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```
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## 快速开始
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### 前置条件
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- [Oxygen Not Included](https://store.steampowered.com/app/457140) 游戏
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- Python 3.8+
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- Mod 文件部署到游戏 Mod 目录
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### 1. 安装 Mod
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将 `mod/` 目录下的内容(`mod_info.yaml` + `ONIAgentBridge.dll`)放入游戏的 Mod 文件夹:
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将 `mod/` 下的 3 个文件放入游戏的 Mod 目录:
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```
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Windows: %USERPROFILE%\Documents\Klei\OxygenNotIncluded\mods\local\ONIAgentBridge\
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macOS: ~/Library/Application Support/Klei/OxygenNotIncluded/mods/local/ONIAgentBridge/
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Linux: ~/.config/unity3d/Klei/OxygenNot Included/mods/local/ONIAgentBridge/
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```
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部署后目录结构:
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```
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ONIAgentBridge/
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├── mod.yaml # Mod 元信息
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├── mod_info.yaml # DLC/版本配置
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└── ONIAgentBridge.dll # Mod DLL
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```
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### 2. 启动游戏
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启动 ONI,在 Mod 菜单中启用 **ONI Agent Bridge**,加载存档。
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启动 ONI → Mod 菜单 → 启用 **ONI Agent Bridge** → 加载存档。
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### 3. 验证连接
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```bash
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python3 tools/oni_api.py health
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python tools/oni_api.py health
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# 输出: Status: ok Version: 2.0.0
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```
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预期输出: `{ "status": "ok", "service": "oni-agent-bridge" }`
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## 工具链
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### 4. 查看游戏状态
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```bash
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python3 tools/oni_api.py status
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python3 tools/oni_analyzer.py
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```
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## 工具链详解
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### `tools/oni_api.py` — Mod API 客户端
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与游戏 Mod 通信的核心 CLI 工具,支持所有查询和操作。
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### `tools/oni_api.py` — 主 CLI 客户端
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```bash
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# 状态查询
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python3 tools/oni_api.py status # 游戏总览
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python3 tools/oni_api.py resources # 全部资源
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python3 tools/oni_api.py buildings # 全部建筑
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python3 tools/oni_api.py duplicants # 复制人详情
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python3 tools/oni_api.py research # 科技进度
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python3 tools/oni_api.py geysers # 喷泉列表
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python3 tools/oni_api.py critters # 小动物
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python3 tools/oni_api.py plants # 植物
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python3 tools/oni_api.py rooms # 房间
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python tools/oni_api.py status # 游戏总览
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python tools/oni_api.py resources # 资源清单
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python tools/oni_api.py buildings # 全部建筑
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python tools/oni_api.py duplicants # 复制人
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python tools/oni_api.py research # 科研
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python tools/oni_api.py rooms # 房间
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python tools/oni_api.py events # 事件日志
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# 地图/格子数据
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python3 tools/oni_api.py cell 10 5 # 查看单个格子
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python3 tools/oni_api.py cells 0 0 20 20 # 查看 20x20 区域
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python3 tools/oni_api.py slice y 20 0 50 # 扫描第 20 行
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python3 tools/oni_api.py gas 50 50 30 # 气体分析
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python3 tools/oni_api.py explore 40 40 30 20 # AI 友好摘要
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# 地图数据
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python tools/oni_api.py cell <x> <y> # 单格
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python tools/oni_api.py cells <x> <y> <w> <h> # 矩形区域
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python tools/oni_api.py slice <axis> <i> <s> <e> # 行列扫描
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python tools/oni_api.py gas <x> <y> <r> # 气体分布
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python tools/oni_api.py explore <x> <y> <w> <h> # AI摘要
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# 实体注册表(查询 ID)
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python3 tools/oni_api.py registry buildings Electrolyzer
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python3 tools/oni_api.py registry elements Water
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python3 tools/oni_api.py registry techs
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# 注册表查询
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python tools/oni_api.py registry buildings [filter]
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python tools/oni_api.py registry elements [filter]
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python tools/oni_api.py registry techs
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# 执行操作
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python3 tools/oni_api.py dig 10 10 8 6 # 挖掘区域
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python3 tools/oni_api.py build Electrolyzer 15 12 # 建造建筑
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python3 tools/oni_api.py deconstruct Tile 10 10 # 拆除
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python3 tools/oni_api.py prioritize 15 12 9 # 优先
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python3 tools/oni_api.py research_select ImprovedOxygen # 科研
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python3 tools/oni_api.py mop 10 10 # 清理液体
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python3 tools/oni_api.py harvest 20 15 # 收获植物
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# 游戏速度控制(AI 操作前必须先暂停)
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python3 tools/oni_api.py pause "Reason here" # 暂停游戏
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python3 tools/oni_api.py unpause 1 # 恢复(1x 速度)
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python3 tools/oni_api.py speed 3 # 直接设速度(不暂停)
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# 批量任务
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python3 tools/oni_api.py batch docs/batch_example.json # 执行批量建造计划
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# 优先级管理
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python3 tools/oni_api.py priority_global dig 7 # 全局挖掘优先级设为 7
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python3 tools/oni_api.py priority_type Electrolyzer 9 # 电解器建造优先级设为 9
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# 管道/电线路径
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python3 tools/oni_api.py build_pipe_line liquid 42 40 48 40 # 铺设液体管道
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python3 tools/oni_api.py build_wire_line regular 42 40 48 40 # 铺设电线
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# 高级指令(多个 API 组合)
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python3 tools/oni_commander.py diagnose # 全面诊断
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python3 tools/oni_commander.py fix_co2 # 自动处理 CO2
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python3 tools/oni_commander.py fix_overload # 处理过载电路
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python3 tools/oni_commander.py emergency_o2 # 紧急制氧
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python3 tools/oni_commander.py expand_base 40 40 10 8 # 一键拓展房间
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# 操作(自动拉视角)
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python tools/oni_api.py dig <x> <y> <w> <h> # 挖掘
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python tools/oni_api.py build <id> <x> <y> # 建造
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python tools/oni_api.py deconstruct <x> <y> # 拆除
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python tools/oni_api.py prioritize <x> <y> <1-9> # 优先级
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python tools/oni_api.py research_select <techId> # 科研
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python tools/oni_api.py mop <x> <y> # 清理
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python tools/oni_api.py harvest <x> <y> # 收获
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python tools/oni_api.py pause [reason] # 暂停
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python tools/oni_api.py unpause [speed] # 恢复
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python tools/oni_api.py speed <1-3> # 速度
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python tools/oni_api.py camera <x> <y> [zoom] # 视角
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python tools/oni_api.py batch <file> # 批量
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python tools/oni_api.py save [name] # 存档
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python tools/oni_api.py load <name> # 读档
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python tools/oni_api.py priority_global <t> <p> # 全局优先级
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python tools/oni_api.py priority_type <t> <p> # 类型优先级
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```
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### `tools/oni_analyzer.py` — 智能分析器
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自动拉取全方位游戏状态,分析六大维度并生成可操作建议。
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```bash
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python3 tools/oni_analyzer.py
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python tools/oni_analyzer.py
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# 分析:氧气/食物/电力/温度/水/科研 六维度 + 建议
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```
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分析内容:
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- 氧气供应状态 → 建议 SPOM 建造时机
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- 食物储备 → 建议扩建农场/养殖
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- 电力状况 → 建议新增发电类型
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- 温度异常 → 建议冷却方案
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- 水资源 → 建议过滤/收集策略
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- 科研进度 → 建议下一个研究方向
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### `tools/oni_builder.py` — 蓝图建造器
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预置常用建筑模块,一键部署。
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### `tools/oni_builder.py` — 蓝图
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```bash
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python3 tools/oni_builder.py list # 列出所有蓝图
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python3 tools/oni_builder.py build spom 42 42 # 建造 SPOM
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python tools/oni_builder.py list # 列出蓝图
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python tools/oni_builder.py build spom x y # 部署SPOM
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```
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蓝图:spom, spom_mini, toilet_loop, farm_mealwood, bedroom, cooling, ranch_hatch
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### `tools/oni_commander.py` — 高级指令
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```bash
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python tools/oni_commander.py diagnose # 全面诊断
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python tools/oni_commander.py emergency_o2 # 紧急制氧
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python tools/oni_commander.py fix_co2 # 处理CO₂
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python tools/oni_commander.py fix_overload # 过载电路
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python tools/oni_commander.py expand_base x y w h # 拓展
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```
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内置蓝图(7个):
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### `scripts/event_daemon.py` — 事件守护进程
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| 蓝图 | 说明 | 尺寸 |
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```bash
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python scripts/event_daemon.py
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# 持续轮询事件,分类显示到控制台
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```
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## API 端点
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| 类别 | 端点 | 方法 |
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|------|------|------|
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| `spom` | 标准 SPOM(电解制氧+氢气发电闭环) | 8×6 |
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| `spom_mini` | 紧凑型 SPOM(前期过渡用) | 5×4 |
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| `toilet_loop` | 卫生间水循环(厕所→净水器→厕所) | 8×4 |
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| `ranch_hatch` | 哈奇养殖模块 | 10×6 |
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| `farm_mealwood` | 浆果农场(6个种植箱+储物箱) | 6×4 |
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| `cooling` | 蒸汽涡轮冷却模块 | 8×6 |
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| `bedroom` | 标准卧室(床+梯子床+装饰) | 8×4 |
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| 健康 | `/health` | GET |
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| 状态 | `/api/state/game`, `resources`, `buildings`, `duplicants`, `research`, `rooms`, `alert`, `camera`, `storage`, `saves`, `events` | GET |
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| 地图 | `/api/state/cell`, `cells`, `cells/slice`, `gas` | GET |
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| 注册表 | `/api/registry/buildings`, `elements`, `techs` | GET |
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| 截图 | `/api/screenshot/latest` | GET |
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| 操作 | `/api/action/pause`, `unpause`, `speed`, `dig`, `build`, `deconstruct`, `prioritize`, `research`, `mop`, `harvest`, `batch`, `save`, `load`, `camera`, `priority_global`, `priority_type` | POST |
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| | **所有操作自动拉视角到坐标** | |
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### `scripts/event_daemon.py` — 事件守护进程(AI 输入源)
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持续轮询游戏事件并将其注入 AI 输入流。这是 AI 感知游戏状态变化的实时通道。
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```bash
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python3 scripts/event_daemon.py
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```
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工作原理:
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1. 每 5 秒轮询 `GET /api/state/events?since=<seq>` 获取新事件
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2. 对事件分类(critical / warning / info)
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3. critical 事件 → 红色告警 + **自动触发全量游戏快照**(周期/窒息/饥饿/压力)
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4. warning 事件 → 结构化输出给 AI
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5. 维护滚动事件历史(最多 200 条),AI 可随时查询摘要
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事件类型:
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- `critical` — 复制人窒息、建筑损坏、电力中断 → 立即触发分析
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- `warning` — 低氧、食物短缺、高温 → 主动通知给 AI
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- `action_feedback` — 建造/挖掘等操作的结果反馈
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- `info` — 常规游戏状态变化
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### 辅助脚本
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```bash
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bash scripts/auto_repair.sh # 诊断 Mod 连接
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bash scripts/auto_analyze.sh # 一键健康检查+状态+分析
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bash scripts/watch.sh 60 # 每 60 秒持续监控
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bash scripts/setup.sh # 环境初始化
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python3 scripts/event_daemon.py # 事件守护进程(AI 输入源)
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```
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## Mod API 完整端点
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### 状态查询 (GET)
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| 端点 | 说明 |
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|------|------|
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| `/health` | Mod 存活检测 |
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| `/api/state/game` | 全局状态(周期/人数/世界尺寸) |
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| `/api/state/resources` | 资源列表(含物态/分类) |
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| `/api/state/duplicants` | 复制人(位置/压力/食物/当前任务) |
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| `/api/state/buildings` | 建筑(位置/是否运行/功耗/分类) |
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| `/api/state/research` | 科技树(进度/解锁建筑) |
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| `/api/state/geysers` | 喷泉(位置/状态/排放率) |
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| `/api/state/alert` | 警报 |
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| `/api/state/critters` | 小动物(位置/种类/幸福度) |
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| `/api/state/plants` | 植物(位置/生长进度/是否枯萎) |
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| `/api/state/rooms` | 房间(类型/格数/建筑数) |
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| `/api/state/queue` | 任务队列(查看待处理任务) |
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| `/api/state/events?since=&limit=` | 事件流(AI 轮询增量事件) |
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| `/api/state/priorities` | 优先级配置(全局/建筑/复制人) |
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### 地图/格子数据 (GET)
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| 端点 | 说明 |
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||||
|------|------|
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||||
| `/api/state/cell?x=10&y=5` | 单格详情 |
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| `/api/state/cells?x=&y=&width=&height=` | 矩形区域批量查询 |
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| `/api/state/cells/slice?axis=&index=&start=&end=` | 行/列扫描 |
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| `/api/state/gas?x=&y=&radius=` | 区域气体分布 |
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### 实体注册表 (GET,AI 参考)
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||||
| 端点 | 说明 |
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||||
|------|------|
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||||
| `/api/registry/buildings` | 全部建筑定义(尺寸/功耗/材料) |
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||||
| `/api/registry/elements` | 全部元素定义(比热容/熔沸点/导热) |
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||||
| `/api/registry/techs` | 全部科技定义(前置/解锁) |
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||||
| `/api/registry/priorities` | 优先级级别含义对照表 |
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||||
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||||
### 操作 (POST)
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||||
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||||
| 端点 | 请求体 |
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||||
|------|--------|
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||||
| `/api/action/dig` | `{x, y, width, height}` |
|
||||
| `/api/action/build` | `{buildingId, x, y}` |
|
||||
| `/api/action/deconstruct` | `{buildingId, x, y}` |
|
||||
| `/api/action/prioritize` | `{x, y, priority}` |
|
||||
| `/api/action/research` | `{techId}` |
|
||||
| `/api/action/mop` | `{x, y}` |
|
||||
| `/api/action/harvest` | `{x, y}` |
|
||||
| `/api/action/schedule` | `{duplicantId, schedule}` |
|
||||
| `/api/action/wardrobe` | `{duplicantId, equipment}` |
|
||||
| `/api/action/batch` | `{actions: [{type, ...}]}` — 批量执行 |
|
||||
| `/api/action/priority_global` | `{target, priority}` — 全局默认优先级 |
|
||||
| `/api/action/priority_type` | `{buildingType, priority}` — 按建筑类型设优先级 |
|
||||
| `/api/action/pause` | `{reason?}` — 暂停游戏(AI 操作前必须调用) |
|
||||
| `/api/action/unpause` | `{speed?}` — 恢复游戏 |
|
||||
| `/api/action/speed` | `{speed}` — 设置速度 1x/2x/3x |
|
||||
错误格式:`{success: false, error: "...", errorMessage: "..."}`
|
||||
|
||||
## 项目结构
|
||||
|
||||
```
|
||||
oni-agent/
|
||||
├── README.md # ← 本文件
|
||||
├── config.json # Mod 连接配置(host/port/timeout)
|
||||
├── SKILL.md # AI Agent skill 定义与操作手册
|
||||
│
|
||||
├── mod/ # 游戏 Mod(C# / Harmony)
|
||||
│ ├── mod_info.yaml # Mod 元信息(标题/版本/兼容性)
|
||||
│ └── ONIAgentBridge.cs # HTTP API 服务实现
|
||||
│
|
||||
├── tools/ # Python 工具链
|
||||
│ ├── oni_api.py # API 客户端(20+ 子命令)
|
||||
│ ├── oni_analyzer.py # 状态分析(6维度预警+建议)
|
||||
│ └── oni_builder.py # 蓝图建造(7个预置模块)
|
||||
│
|
||||
├── scripts/ # 辅助脚本
|
||||
│ ├── setup.sh # 环境初始化
|
||||
│ ├── auto_repair.sh # 连接诊断
|
||||
│ ├── auto_analyze.sh # 一键分析
|
||||
│ ├── watch.sh # 持续监控模式
|
||||
│ └── event_daemon.py # 事件守护进程(AI 实时输入源)
|
||||
│
|
||||
├── README.md
|
||||
├── SKILL.md # AI Agent 完整缺氧教程
|
||||
├── config.json # Mod 连接配置
|
||||
├── mod/
|
||||
│ ├── ONIAgentBridge.cs # Mod 源码 (C# Harmony)
|
||||
│ ├── ONIAgentBridge.csproj
|
||||
│ ├── mod.yaml / mod_info.yaml
|
||||
├── tools/
|
||||
│ ├── oni_api.py # CLI 客户端 (20+ 子命令)
|
||||
│ ├── oni_analyzer.py # 六维度分析
|
||||
│ ├── oni_builder.py # 蓝图建造
|
||||
│ └── oni_commander.py # 高级指令
|
||||
├── scripts/
|
||||
│ ├── event_daemon.py # 事件守护进程
|
||||
│ ├── build_mod.sh # 编译脚本
|
||||
│ └── setup.sh # 环境初始化
|
||||
├── docs/
|
||||
│ ├── MOD_DEV_GUIDE.md # Mod 开发规范与约束
|
||||
│ ├── AI_KNOWLEDGE_BASE.md # 200+ 建筑/元素/科技 ID 知识库
|
||||
│ └── batch_example.json # 批量任务示例文件
|
||||
│
|
||||
│ ├── AI_KNOWLEDGE_BASE.md # AI 知识库
|
||||
│ └── MOD_DEV_GUIDE.md # Mod 开发指南
|
||||
└── skills/
|
||||
└── oni_agent.md # Agent skill 定义
|
||||
└── oni_agent.md # Agent skill 定义
|
||||
```
|
||||
|
||||
## 文档索引
|
||||
|
||||
| 文档 | 目标读者 | 内容 |
|
||||
|------|---------|------|
|
||||
| `SKILL.md` | AI Agent | 坐标系理解、API 用途、场景推理示例、操作表述规范 |
|
||||
| `docs/AI_KNOWLEDGE_BASE.md` | AI Agent | 建筑 ID 对照表、元素属性、科技树、游戏机制参考 |
|
||||
| `docs/MOD_DEV_GUIDE.md` | Mod 开发者 | 通信协议、端点规范、安全约束、检查清单 |
|
||||
| 文档 | 目标 | 内容 |
|
||||
|------|------|------|
|
||||
| `SKILL.md` | AI Agent | 完整游玩教程:分阶段目标/材料/可达性/方块/操作协议 |
|
||||
| `docs/AI_KNOWLEDGE_BASE.md` | AI Agent | 建筑ID/元素属性/科技树/游戏机制参考 |
|
||||
| `README.md` | 人类用户 | ← 你在看这个 |
|
||||
|
||||
## 常见问题
|
||||
|
||||
**Q: Mod 连接不上?**
|
||||
|
||||
运行 `bash scripts/auto_repair.sh` 诊断。确认:
|
||||
1. 游戏已启动并加载存档
|
||||
2. Mod 已在游戏中启用
|
||||
3. 端口 23876 未被占用
|
||||
|
||||
**Q: `buildingId` 从哪查?**
|
||||
|
||||
```bash
|
||||
python3 tools/oni_api.py registry buildings | grep -i electrolyzer
|
||||
```
|
||||
|
||||
或者查看 `docs/AI_KNOWLEDGE_BASE.md`。
|
||||
|
||||
**Q: 怎么知道在哪个坐标建造?**
|
||||
|
||||
使用 `explore` 命令探索区域:
|
||||
|
||||
```bash
|
||||
python3 tools/oni_api.py explore 40 40 30 20
|
||||
```
|
||||
|
||||
它会告诉你该区域有哪些建筑、复制人、元素分布,帮你决策。
|
||||
|
||||
## 许可证
|
||||
|
||||
MIT
|
||||
|
||||
@ -1,268 +1,189 @@
|
||||
# ONI Knowledge Base — AI Reference
|
||||
# ONI AI Knowledge Base — 建筑/元素/科技/机制参考
|
||||
|
||||
This file aggregates all building IDs, element IDs, tech IDs, and their semantic metadata
|
||||
in one structured document. The AI uses this to understand what each entity means and
|
||||
how to reason about the game.
|
||||
AI Agent 查询用参考手册。所有 buildingId 可通过 `/api/registry/buildings` 动态查询。
|
||||
|
||||
## Coordinate System
|
||||
## 坐标系
|
||||
|
||||
ONI uses a 2D grid. The origin (0,0) is at the **bottom-left** of the map.
|
||||
- x increases to the right
|
||||
- y increases upward
|
||||
- Each cell is 1x1 tile
|
||||
- Buildings may occupy multiple cells (width x height); the (x,y) is the **bottom-left anchor**
|
||||
- World size varies by asteroid (default ~256x384 cells)
|
||||
- 原点 (0,0) = 地图**左下角**,x→右,y→上
|
||||
- 建筑坐标 = 左下角锚点 (width × height)
|
||||
- 默认地图大小:256×384
|
||||
|
||||
When the AI wants to reference a location:
|
||||
- Use absolute (x,y) coordinates
|
||||
- For regions: (x, y, width, height)
|
||||
- For buildings: reference the bottom-left cell of the building
|
||||
- For movement: "at (x,y)" or "from (x1,y1) to (x2,y2)"
|
||||
## 建筑数据库
|
||||
|
||||
## Building Categories
|
||||
### 氧气
|
||||
| ID | 尺寸 | 材料 | 耗电(W) | 功能 |
|
||||
|----|------|------|---------|------|
|
||||
| Electrolyzer | 2×2 | Metal | 120 | 水→O₂+H₂ (1kg/s水) |
|
||||
| OxygenDiffuser | 2×2 | Metal | 120 | 藻类→O₂ (早期) |
|
||||
| Deodorizer | 1×2 | Metal | 0 | 污染氧→氧气 (需过滤介质) |
|
||||
| AlgaeDistillery | 3×4 | Metal | 120 | 藻泥→藻类 |
|
||||
| AlgaeHabitat | 1×2 | Farmable | 0 | 藻类养殖 |
|
||||
|
||||
| Category | Purpose | Examples |
|
||||
|------------|----------------------------------------|---------------------------------------------------|
|
||||
| Base | Structure, storage, doors, ladders | Tile, Ladder, StorageBin, InsulatedTile, Door |
|
||||
| Oxygen | Oxygen production, gas cleaning | Electrolyzer, OxygenDiffuser, Deodorizer |
|
||||
| Power | Power generation, storage, wiring | CoalGenerator, HydrogenGenerator, Battery |
|
||||
| Food | Food production, cooking, ranching | PlanterBox, ElectricGrill, MicrobeMusher, Ranch |
|
||||
| Plumbing | Liquid handling, hygiene | LiquidPump, Lavatory, WaterSiever, Shower |
|
||||
| Ventilation| Gas handling | GasPump, GasFilter, GasVent |
|
||||
| Refinement | Material processing | MetalRefinery, RockCrusher, Kiln, Compost |
|
||||
| Medicine | Health, disease treatment | Apothecary, MassageTable, SickBay |
|
||||
| Furniture | Decor, morale, stress relief | Cot, MessTable, ArcadeCabinet, FlowerPot |
|
||||
| Stations | Research, suit docks, crafting | ResearchStation, SuperComputer, AtmoSuitDock |
|
||||
| Utilities | Temperature management | ThermoAquatuner, SpaceHeater, TempshiftPlate |
|
||||
| Automation | Logic circuits, sensors | AND Gate, AtmoSensor, AutomationWire |
|
||||
| Shipping | Conveyor systems | ConveyorLoader, ConveyorRail, SolidFilter |
|
||||
### 电力
|
||||
| ID | 尺寸 | 材料 | 发电(W) | 燃料 |
|
||||
|----|------|------|---------|------|
|
||||
| ManualGenerator | 2×2 | Metal | 400 | 人力 |
|
||||
| CoalGenerator | 2×2 | Metal | 600 | 煤 |
|
||||
| HydrogenGenerator | 2×2 | Metal | 800 | 氢 |
|
||||
| NaturalGasGenerator | 2×2 | Metal | 800 | 天然气 |
|
||||
| PetroleumGenerator | 3×2 | Metal | 2000 | 石油 |
|
||||
| SteamTurbine | 4×2 | Metal | 850 | 蒸汽(热删除) |
|
||||
| SolarPanel | 2×1 | Metal | 380 | 光照 |
|
||||
| Battery | 1×1 | Metal | 0 | 储电 10kJ |
|
||||
| JumboBattery | 2×1 | Metal | 0 | 储电 40kJ |
|
||||
| Transformer | 2×1 | Metal | 0 | 电路分离 |
|
||||
|
||||
## Key Building IDs (frequently used by AI)
|
||||
### 管道/通风
|
||||
| ID | 尺寸 | 材料 | 耗电 | 功能 |
|
||||
|----|------|------|------|------|
|
||||
| GasPump | 1×2 | Metal | 240W | 抽气 |
|
||||
| GasFilter | 1×2 | Metal | 120W | 气体分离 |
|
||||
| GasVent | 1×1 | Metal | 0 | 排气口 |
|
||||
| LiquidPump | 1×2 | Metal | 240W | 抽液 |
|
||||
| LiquidFilter | 1×2 | Metal | 120W | 液体分离 |
|
||||
| LiquidVent | 1×1 | Metal | 0 | 排水口 |
|
||||
| WaterPurifier | 2×2 | Metal | 120W | 污水→清水 |
|
||||
|
||||
```
|
||||
# Oxygen production
|
||||
Electrolyzer -> Produces O2 + H2 from water (needs 1kg/s water)
|
||||
OxygenDiffuser -> Produces O2 from algae (early game)
|
||||
Deodorizer -> Converts PollutedOxygen to Oxygen (needs filtration medium)
|
||||
### 食物/农业
|
||||
| ID | 尺寸 | 材料 | 功能 |
|
||||
|----|------|------|------|
|
||||
| PlanterBox | 1×1 | BuildableRaw | 种植(需泥土) |
|
||||
| FarmTile | 1×1 | BuildableRaw | 种植(需灌溉) |
|
||||
| HydroponicFarmTile | 1×2 | Metal | 液培(需液体管道) |
|
||||
| StorageLocker | 1×1 | BuildableRaw | 储物 |
|
||||
| RationBox | 2×2 | BuildableRaw | 储食(CO₂防腐) |
|
||||
| Refrigerator | 1×2 | Metal | 冷藏(耗电) |
|
||||
| ElectricGrill | 2×2 | Metal | 烹饪 |
|
||||
| MicrobeMusher | 2×2 | BuildableRaw | 初期制食 |
|
||||
|
||||
# Power
|
||||
ManualGenerator -> 400W, duplicant powered
|
||||
CoalGenerator -> 600W, consumes Coal
|
||||
HydrogenGenerator -> 800W, consumes H2
|
||||
NaturalGasGenerator-> 800W, consumes NaturalGas
|
||||
PetroleumGenerator -> 2000W, consumes Petroleum
|
||||
SteamTurbine -> Extracts heat from steam, produces power
|
||||
SolarPanel -> 380W max, needs light
|
||||
WoodBurner -> 300W, consumes Lumber
|
||||
### 卫生
|
||||
| ID | 尺寸 | 材料 | 功能 |
|
||||
|----|------|------|------|
|
||||
| Outhouse | 1×2 | BuildableRaw | 初期厕所(需清理) |
|
||||
| WashBasin | 1×1 | BuildableRaw | 洗手(需水) |
|
||||
| Lavatory | 1×2 | Metal | 抽水马桶(需水管) |
|
||||
| WashSink | 1×1 | Metal | 自动洗手(需水管) |
|
||||
| Shower | 2×1 | Metal | 淋浴(士气) |
|
||||
|
||||
# Power storage
|
||||
Battery -> 10kJ storage, small
|
||||
JumboBattery -> 40kJ storage
|
||||
SmartBattery -> 20kJ storage, automation output
|
||||
### 基地
|
||||
| ID | 尺寸 | 材料 | 功能 |
|
||||
|----|------|------|------|
|
||||
| Tile | 1×1 | BuildableRaw | 地板/墙 |
|
||||
| InsulationTile | 1×1 | BuildableRaw | 隔热 |
|
||||
| Ladder | 1×1 | BuildableRaw | 攀爬 |
|
||||
| FirePole | 1×1 | Metal | 速降 |
|
||||
| PneumaticDoor | 1×2 | Metal | 自动门 |
|
||||
| ManualDoor | 1×2 | BuildableRaw | 手动门 |
|
||||
| Cot | 1×1 | BuildableRaw | 床 |
|
||||
| ResearchStation | 2×2 | BuildableRaw | 初级科研(60W) |
|
||||
| SuperComputer | 2×2 | Plastic | 高级科研(120W) |
|
||||
| TriageCot | 1×2 | BuildableRaw | 医疗床 |
|
||||
|
||||
# Food
|
||||
PlanterBox -> Grows plants, needs dupe delivery
|
||||
FarmTile -> Grows plants with irrigation
|
||||
HydroponicFarm -> Grows plants with automatic irrigation
|
||||
ElectricGrill -> Cooks food (better quality)
|
||||
MicrobeMusher -> Makes basic mush bars from water + dirt
|
||||
GasRange -> Advanced cooking with gas
|
||||
Refrigerator -> Stores food, slows decay
|
||||
### 精炼
|
||||
| ID | 尺寸 | 材料 | 功能 |
|
||||
|----|------|------|------|
|
||||
| MetalRefinery | 3×2 | Metal | 精炼金属(1200W) |
|
||||
| RockCrusher | 2×2 | BuildableRaw | 碎矿 |
|
||||
| Kiln | 1×2 | BuildableRaw | 烧陶瓷/玻璃 |
|
||||
| PolymerPress | 2×3 | Metal | 石油→塑料(240W) |
|
||||
| OilRefinery | 3×2 | Metal | 石油→天然气+石油 |
|
||||
| Compost | 2×2 | BuildableRaw | 污染土→泥土 |
|
||||
|
||||
# Plumbing
|
||||
LiquidPump -> Pumps liquids (240kg/s)
|
||||
Lavatory -> Produces PollutedWater from dupe use
|
||||
WaterSiever -> Filters PollutedWater -> Water
|
||||
Desalinator -> Removes salt from SaltWater/Brine
|
||||
LiquidVent -> Outputs liquid into world
|
||||
### 温度控制
|
||||
| ID | 尺寸 | 材料 | 功能 |
|
||||
|----|------|------|------|
|
||||
| Aquatuner | 1×2 | RefinedMetal | 液冷(1200W) |
|
||||
| SpaceHeater | 1×1 | Metal | 加热(120W) |
|
||||
| IceFan | 2×1 | BuildableRaw | 降温(耗冰) |
|
||||
| IceKettle | 1×2 | BuildableRaw | 冰→水 |
|
||||
| TempshiftPlate | 1×1 | BuildableRaw | 导热板 |
|
||||
|
||||
# Ventilation
|
||||
GasPump -> Pumps gases (500g/s)
|
||||
GasFilter -> Filters specific gas from mixed pipes
|
||||
GasVent -> Outputs gas into world
|
||||
HighPressureGasVent-> 20kg/tile max pressure
|
||||
### 动物/养殖
|
||||
| ID | 尺寸 | 材料 | 功能 |
|
||||
|----|------|------|------|
|
||||
| RanchStation | 2×2 | BuildableRaw | 养殖站 |
|
||||
| Incubator | 2×2 | BuildableRaw | 孵化器 |
|
||||
| CritterFeeder | 1×2 | BuildableRaw | 投喂器 |
|
||||
| CritterTrap | 1×1 | Metal | 陷阱 |
|
||||
|
||||
# Refinement
|
||||
MetalRefinery -> Refines metal ores into refined metals
|
||||
RockCrusher -> Crushes rock into sand/power
|
||||
Kiln -> Burns clay -> ceramic
|
||||
GlassForge -> Makes glass from sand
|
||||
Compost -> Converts polluted dirt into dirt
|
||||
## 材料类别映射
|
||||
|
||||
# Base
|
||||
Tile -> Standard tile, 2 tiles high
|
||||
Ladder -> Allows vertical movement
|
||||
InsulatedTile -> Reduces heat transfer (best insulation)
|
||||
ManualAirlock -> Manual door
|
||||
PneumaticDoor -> Auto door, lets gas pass
|
||||
MechanizedAirlock -> Auto door, seals gas/liquid
|
||||
StorageBin -> Stores solid resources
|
||||
LiquidReservoir -> Stores 5t of liquid
|
||||
GasReservoir -> Stores 150kg of gas
|
||||
| 类别 | 包含元素 | 来源 |
|
||||
|------|---------|------|
|
||||
| BuildableRaw | SandStone, Granite, IgneousRock, SedimentaryRock, Obsidian, MaficRock | 挖掘 |
|
||||
| Metal | Cuprite, IronOre, GoldAmalgam, Wolframite, Cobaltite | 挖掘 |
|
||||
| RefinedMetal | Copper, Iron, Gold, Steel, Tungsten | 精炼 |
|
||||
| Plastic | Polypropylene | 聚合压机制造 |
|
||||
| Glass | MoltenGlass→Glass | 窑炉 |
|
||||
| BuildingFiber | ReedFiber | 耕种 |
|
||||
| Transparent | Diamond, Glass | 挖掘/制造 |
|
||||
| Farmable | Dirt | 挖掘/堆肥 |
|
||||
|
||||
# Temperature
|
||||
ThermoAquatuner -> Cools liquid piped through it (needs steam room)
|
||||
ThermoRegulator -> Cools gas piped through it
|
||||
SpaceHeater -> Heats area (inefficient)
|
||||
LiquidTepidizer -> Heats liquid (up to 85C)
|
||||
TempshiftPlate -> Distributes heat evenly
|
||||
## 元素属性参考
|
||||
|
||||
# Stations
|
||||
ResearchStation -> Basic research (needs dirt)
|
||||
SuperComputer -> Advanced research (needs plastic)
|
||||
AtmoSuitDock -> Stores atmo suit
|
||||
GroomingStation -> Grooms critters for happiness/eggs
|
||||
RanchStation -> Ranching skill station
|
||||
FarmStation -> Improves farm yield (needs fertilizer)
|
||||
PowerControlStation-> Improves generator efficiency
|
||||
| 元素 | 比热容(J/g·K) | 导热(W/m·K) | 熔点(°C) |
|
||||
|------|--------------|-------------|---------|
|
||||
| SandStone | 0.800 | 2.000 | - |
|
||||
| Granite | 0.790 | 3.390 | - |
|
||||
| IgneousRock | 1.000 | 2.000 | - |
|
||||
| SedimentaryRock | 0.200 | 2.000 | - |
|
||||
| Cuprite | 0.600 | 4.500 | - |
|
||||
| IronOre | 0.440 | 4.000 | - |
|
||||
| GoldAmalgam | 0.240 | 2.000 | - |
|
||||
| Water | 4.179 | 0.609 | 0/100 |
|
||||
| PollutedWater | 4.179 | 0.580 | -0.65/100 |
|
||||
| Oxygen | 1.005 | 0.024 | -183/-183 |
|
||||
| Hydrogen | 8.640 | 0.168 | -252/-252 |
|
||||
| CarbonDioxide | 0.846 | 0.015 | 0/-78 |
|
||||
| CrudeOil | 1.690 | 2.000 | -40/400 |
|
||||
|
||||
# Medicine
|
||||
MassageTable -> Reduces stress
|
||||
SickBay -> Cures diseases
|
||||
TriageCot -> Heals physical damage
|
||||
Apothecary -> Produces medicine
|
||||
## 科技树 (常用)
|
||||
|
||||
# Automation (common items)
|
||||
AtmoSensor -> Senses gas pressure
|
||||
ThermoSensor -> Senses temperature
|
||||
HydroSensor -> Senses liquid pressure
|
||||
GasElementSensor -> Senses specific gas type
|
||||
AND Gate, NOT Gate, FILTER Gate, BUFFER Gate
|
||||
```
|
||||
| Tech ID | 名称 | 前置 | 解锁 |
|
||||
|---------|------|------|------|
|
||||
| FarmingTech | 农业技术 | - | PlanterBox, FarmTile |
|
||||
| PowerRegulation | 电力调节 | - | Transformer, HeavyWire |
|
||||
| Plumbing | 管道 | - | Lavatory, WaterPurifier |
|
||||
| Ventilation | 通风 | - | GasPump, GasFilter |
|
||||
| Refinement | 精炼 | - | MetalRefinery, RockCrusher |
|
||||
| TemperatureModulation | 调温 | - | Aquatuner, SteamTurbine |
|
||||
| SmartStorage | 智能存储 | - | SmartStorageBin |
|
||||
| AdvancedPowerRegulation | 高级电力 | PowerRegulation | PowerTransformer |
|
||||
| LiquidPiping | 液体管道 | Plumbing | LiquidPump, LiquidFilter |
|
||||
| GasPiping | 气体管道 | Ventilation | GasValve |
|
||||
| FineDining | 精致餐饮 | FarmingTech | ElectricGrill |
|
||||
| AnimalControl | 动物控制 | - | CritterTraps |
|
||||
| Ranching | 畜牧 | AnimalControl | RanchStation |
|
||||
|
||||
## Key Element IDs (resources)
|
||||
## 房间系统
|
||||
|
||||
```
|
||||
# Critical survival
|
||||
Oxygen -> Breathable gas (needed by dupes)
|
||||
Water -> Essential for farming, electrolysis, life support
|
||||
Dirt -> Used in research (early) and farming
|
||||
Algae -> Consumed by OxygenDiffuser
|
||||
| 房间 | 要求 | 加成 |
|
||||
|------|------|------|
|
||||
| Bedroom(卧室) | 4×床, 封闭 | +1士气 |
|
||||
| Washroom(卫生间) | 洗手盆+马桶, 封闭 | +1士气 |
|
||||
| MessHall(餐厅) | 餐桌+配给盒, 封闭 | +2士气 |
|
||||
| GreatHall(大堂) | 装饰+餐桌+配给盒 | +4士气 |
|
||||
| Greenhouse(温室) | 种植+光照, 封闭 | 植物生长+50% |
|
||||
| Hospital(医院) | 医疗床+医生, 封闭 | 治疗加速 |
|
||||
| Ranch(畜舍) | 养殖站+喂食器 | 动物繁殖加速 |
|
||||
| PowerPlant(电站) | 发电机×2+电池 | 发电效率+10% |
|
||||
|
||||
# Food chain
|
||||
Calories -> Aggregate food energy for colony
|
||||
MealLice -> Basic food from mealwood plants
|
||||
BristleBerry -> Mid-tier food from bristle blossom
|
||||
Mushroom -> Food from dusk cap (needs CO2 + slime)
|
||||
RawEgg -> Egg for cooking
|
||||
Meat -> From ranching
|
||||
## 电路规则
|
||||
|
||||
# Power chain
|
||||
Coal -> Burned in CoalGenerator
|
||||
Hydrogen -> Burned in HydrogenGenerator
|
||||
NaturalGas -> Burned in NaturalGasGenerator
|
||||
Petroleum -> Burned in PetroleumGenerator
|
||||
CrudeOil -> Can be refined to Petroleum
|
||||
- 普通电线最大负载:1000W
|
||||
- 重导线(Wire) 最大负载:2000W
|
||||
- 超过负载 → 过载损坏 → 复制人维修
|
||||
- 使用变压器(Transformer)将重导线电路分成普通导线子电路
|
||||
- 智能电池可连接自动化电路控制发电机启停
|
||||
|
||||
# Construction metals
|
||||
CopperOre -> Early building material
|
||||
IronOre -> Mid building material
|
||||
GoldAmalgam -> High corrosion resistance
|
||||
Wolframite -> Very high melting point (tungsten source)
|
||||
Steel -> Strong, high melting point (refined)
|
||||
RefinedIron -> Mid refined metal
|
||||
Plastic -> Advanced material (from polymer press or dreckos)
|
||||
Ceramic -> Best insulation material
|
||||
## 紧急阈值
|
||||
|
||||
# Water / liquids
|
||||
SaltWater -> Can be desalinated to Water
|
||||
Brine -> Can be desalinated (more salt per water)
|
||||
PollutedWater -> Can be filtered to Water (also used by reed fiber)
|
||||
CrudeOil -> Pumped from oil biome
|
||||
Petroleum -> Refined from oil (cooking or refinery)
|
||||
Lumber -> From arbor trees, burned in wood burner
|
||||
Ethanol -> From lumber, burned in petroleum generator
|
||||
|
||||
# Gas handling
|
||||
PollutedOxygen -> Can be deodorized to Oxygen
|
||||
CarbonDioxide -> Sinks to bottom, used by mushrooms/soda fountain
|
||||
ChlorineGas -> Disinfects, used by balm lily
|
||||
SourGas -> Can be cooled to methane + sulfur
|
||||
|
||||
# Rare / advanced
|
||||
Niobium -> End-game space material
|
||||
Thermium -> Best heat conductor (space material)
|
||||
Isoresin -> Used for insulation (space material)
|
||||
ViscoGel -> Non-mixing liquid (space material)
|
||||
Radium -> Radioactive, spaced out DLC
|
||||
```
|
||||
|
||||
## Research Tech Tree (simplified path)
|
||||
|
||||
```
|
||||
Tier 0 (start): FarmingTech, PowerRegulation, Plumbing, Ventilation
|
||||
Tier 1: FoodPreparation (-> ElectricGrill, MicrobeMusher)
|
||||
InteriorDecor (-> Cot, FlowerPot, various decor)
|
||||
AdvancedPowerRegulation (-> SmartBattery, PowerTransformer)
|
||||
LiquidPiping (-> LiquidPump, WaterSiever, Desalinator)
|
||||
GasPiping (-> GasPump, GasFilter)
|
||||
FineDining (-> GasRange, Refrigerator)
|
||||
Tier 2: ImprovedOxygen (-> Electrolyzer)
|
||||
RefinedObjects (-> MetalRefinery, RockCrusher)
|
||||
TemperatureModulation (-> ThermoAquatuner, ThermoRegulator)
|
||||
Ranching (-> GroomingStation, Incubator)
|
||||
SmartStorage (-> LiquidReservoir, GasReservoir)
|
||||
Automation (-> first automation buildings)
|
||||
Tier 3: HighTemperatureForging (-> Steel)
|
||||
SpaceProgram (-> telescope, rocket platform)
|
||||
CryoFuelPropulsion (-> hydrogen rocket engine)
|
||||
Tier 4: MaterialsScience (-> SuperCoolant, ViscoGel)
|
||||
```
|
||||
|
||||
## Building Size Reference (width x height)
|
||||
|
||||
```
|
||||
1x1: Wire, GasPipe, LiquidPipe, AutomationWire, Switch, Sensor
|
||||
1x2: ManualGenerator, Battery, PlanterBox, FarmTile, RationBox
|
||||
2x1: GasFilter, LiquidFilter, Incubator, Jukebot
|
||||
2x2: CoalGenerator, HydrogenGenerator, OxygenDiffuser, Electrolyzer,
|
||||
GasPump, LiquidPump, AlgaeTerrarium, Deodorizer, WaterSiever,
|
||||
ElectricGrill, MicrobeMusher, RockCrusher, Kiln, Compost,
|
||||
MassageTable, Apothecary, ResearchStation, TextileLoom
|
||||
2x3: MetalRefinery, PolymerPress, OilRefinery, AtmoSuitDock
|
||||
2x4: Telescope, MolecularForge
|
||||
3x1: LadderBed, DisplayShelf
|
||||
3x2: ManualAirlock, PneumaticDoor, MechanizedAirlock, ConveyorLoader,
|
||||
SmartStorageBin, LiquidReservoir, GasReservoir
|
||||
3x3: Shower, Sauna, HotTub
|
||||
3x4: SteamTurbine
|
||||
4x2: SuperComputer, JumboBattery, StorageBin
|
||||
4x4: SolarPanel
|
||||
```
|
||||
|
||||
## Common Game Mechanics (AI reference)
|
||||
|
||||
### Gas/Liquid Physics
|
||||
- Gases **layer by density**: CO2 (sinks) < O2 < PollutedO2 < NaturalGas < H2 (rises)
|
||||
- Liquids **layer by density**: Petroleum < Water/SaltWater/Brine < CrudeOil < Mercury
|
||||
- Pressure limit for gas vents: GasVent = 2kg/tile, HighPressureGasVent = 20kg/tile
|
||||
- Buildings overheat above their overheat temperature (default 75C, some higher)
|
||||
- Insulated Tile reduces heat transfer by ~100x
|
||||
|
||||
### Duplicant Needs
|
||||
- Oxygen: need ~100g/s per dupe
|
||||
- Food: need ~1000kcal/cycle per dupe
|
||||
- Stress: > 50% starts causing problems, > 80% mental breaks
|
||||
- Temperature: comfortable at 18-35C, hypothermia below 10C, hyperthermia above 40C
|
||||
- Morale: affected by decor, food quality, room bonuses
|
||||
|
||||
### Room Types
|
||||
- Latrine: Outhouse + WashBasin = +1 morale
|
||||
- Washroom: Lavatory + Sink = +2 morale
|
||||
- Barracks: Cot/LadderBed + 1 decor = +1 morale
|
||||
- Bedroom: ComfyBed + 1 decor = +2 morale
|
||||
- Mess Hall: MessTable + 1 decor = +3 morale
|
||||
- Great Hall: MessTable + 2+ decor and recreation = +6 morale
|
||||
- Park: 4+ wild/planted plants = +1 morale
|
||||
- Nature Reserve: 12+ wild plants = +6 morale
|
||||
- Stable: GroomingStation + CritterDropOff = ranching room
|
||||
- Ranch: Incubator + feeder (spaced out)
|
||||
|
||||
### SPOM (Self-Powered Oxygen Module)
|
||||
The classic Rodriguez SPOM:
|
||||
- 1 Electrolyzer (consumes 1kg/s water -> 888g/s O2 + 112g/s H2)
|
||||
- 2 GasPumps for O2 extraction
|
||||
- 1 HydrogenGenerator (burns 100g/s H2, produces 800W)
|
||||
- 1 GasFilter to separate H2 from O2
|
||||
- Net power positive (runs on its own hydrogen)
|
||||
- Standard size: 8x6 tiles
|
||||
| 指标 | 警告 | 危险 | 应对 |
|
||||
|------|------|------|------|
|
||||
| O₂质量 | <2000kg | <500kg | 增加制氧 |
|
||||
| 食物 | <500kkcal | <200kkcal | 增加农场 |
|
||||
| 水 | <20000kg | <5000kg | 找水源/净化 |
|
||||
| 温度 | >35°C | >50°C | 隔热+冷却 |
|
||||
| CO₂ | 可见积聚 | >2kg/tile | 挖排气管 |
|
||||
| 藻类 | <2000kg | <500kg | 转电解器 |
|
||||
| 煤 | <5000kg | <1000kg | 找煤矿/换发电 |
|
||||
|
||||
@ -2,348 +2,121 @@
|
||||
|
||||
## 概述
|
||||
|
||||
本文档规定了一个与外部 Agent(AI 助手)对接的《缺氧》(Oxygen Not Included) Mod 应遵循的接口规范、约束条件和最佳实践。遵循此规范开发的 Mod 可与 `oni-agent` 工具链无缝协作。
|
||||
|
||||
---
|
||||
本文档规定 ONI Agent Bridge Mod 的接口规范和开发约束。
|
||||
|
||||
## 1. 通信协议
|
||||
|
||||
### 1.1 传输层
|
||||
- **协议**: HTTP 1.1
|
||||
- **地址**: `127.0.0.1`(仅本地回环,禁止暴露到外部网络)
|
||||
- **端口**: 由配置文件指定(默认 `23876`)
|
||||
- **编码**: 所有请求和响应均为 UTF-8
|
||||
- **地址**: `127.0.0.1`(仅本地回环,禁止暴露外部网络)
|
||||
- **端口**: 默认 `23876`,可在 `config.json` 修改
|
||||
- **编码**: UTF-8
|
||||
|
||||
### 1.2 数据格式
|
||||
- 所有请求和响应使用 `application/json`
|
||||
- 响应必须包含有效的 JSON
|
||||
- 错误响应必须包含 `error` 字段
|
||||
所有请求和响应使用 `application/json`。
|
||||
|
||||
**统一响应格式:**
|
||||
|
||||
```json
|
||||
// 成功响应
|
||||
{ "result": "ok", ... }
|
||||
// 成功
|
||||
{ "success": true, "data": { ... } }
|
||||
|
||||
// 错误响应
|
||||
{ "error": "error_message" }
|
||||
// 错误
|
||||
{ "success": false, "error": "error_code", "errorMessage": "可读信息" }
|
||||
```
|
||||
|
||||
### 1.3 请求超时
|
||||
- 服务端应在 5 秒内响应
|
||||
- 长时间操作应排队后立即返回 `{ "result": "queued" }`
|
||||
**旧格式兼容**(/health 端点历史版本):
|
||||
```json
|
||||
{ "status": "ok" }
|
||||
```
|
||||
|
||||
---
|
||||
### 1.3 线程模型
|
||||
- **读操作**可通过 `EnqueueRead(Func<object>)` 排队到主线程执行(`ManualResetEvent` 同步等待)
|
||||
- **写操作**通过静态 `ConcurrentQueue<Action> cmdQueue` + `QueueProcessor` (MonoBehaviour.Update) 排队到主线程
|
||||
- **格子数据**(Grid.Element/Mass/Temperature/Objects)可从后台线程直接读取(静态数组)
|
||||
|
||||
## 2. API 端点规范
|
||||
## 2. 端点规范
|
||||
|
||||
### 2.1 健康检查
|
||||
|
||||
```
|
||||
GET /health
|
||||
```
|
||||
|
||||
用于 Agent 探测 Mod 是否存活。必须始终可达,不依赖游戏状态。
|
||||
|
||||
**响应**:
|
||||
必须始终可达,不依赖游戏状态。
|
||||
```json
|
||||
{ "status": "ok", "service": "mod_name" }
|
||||
{ "success": true, "data": { "status": "ok", "service": "oni-agent-bridge", "version": "2.0.0" } }
|
||||
```
|
||||
|
||||
### 2.2 状态查询端点
|
||||
### 2.2 状态查询 (GET /api/state/)
|
||||
| 端点 | 说明 | 实现方式 |
|
||||
|------|------|---------|
|
||||
| game | 周期/复制人/世界尺寸/暂停/速度 | EnqueueRead |
|
||||
| resources | 资源列表(含物态/存量) | EnqueueRead |
|
||||
| buildings | 建筑列表(含位置/尺寸) | EnqueueRead |
|
||||
| duplicants | 复制人(位置/血量) | EnqueueRead |
|
||||
| research | 科技进度 | EnqueueRead |
|
||||
| rooms | 房间类型 | EnqueueRead |
|
||||
| events | 事件日志(支持since分页) | 直接读取(eventLock) |
|
||||
| storage | 储物建筑内容 | EnqueueRead |
|
||||
| saves | 存档列表 | EnqueueRead |
|
||||
| alert | 游戏警报 | EnqueueRead |
|
||||
| camera | 相机位置 | EnqueueRead |
|
||||
|
||||
所有状态查询为 `GET` 请求,路径前缀 `/api/state/`。
|
||||
|
||||
| 端点 | 返回内容 | 必需 | 新增字段 |
|
||||
|------|---------|------|---------|
|
||||
| `/api/state/game` | 周期、复制人、世界尺寸 | **是** | `gridWidth`, `gridHeight` |
|
||||
| `/api/state/resources` | 资源列表(含分类/物态) | **是** | `id`, `state`, `category` |
|
||||
| `/api/state/duplicants` | 复制人详情 | **是** | `x`, `y`, `cell`, `currentChore` |
|
||||
| `/api/state/buildings` | 建筑列表 | 推荐 | `cell`, `category`, `powerWatt` |
|
||||
| `/api/state/research` | 科技树(含解锁列表) | 推荐 | `requiredTechs`, `unlockedBuildings` |
|
||||
| `/api/state/geysers` | 喷泉详情 | 可选 | `cell`, `isActive`, `isDormant` |
|
||||
| `/api/state/alert` | 当前警报 | 推荐 | `clickable` |
|
||||
| `/api/state/critters` | 小动物详情 | 可选 | `cell`, `calories` |
|
||||
| `/api/state/plants` | 植物列表 | 可选 | `isGrown`, `progress`, `isWilting` |
|
||||
| `/api/state/rooms` | 房间列表 | 可选 | 类型/格数/建筑/生物/植物 |
|
||||
|
||||
### 2.3 地图/格子数据端点
|
||||
|
||||
这是 AI 理解游戏世界最重要的端点。格子级数据让 AI 知道每个具体位置的状态。
|
||||
|
||||
| 端点 | 说明 | 参数 |
|
||||
### 2.3 格子数据 (GET, 可后台线程)
|
||||
| 端点 | 参数 | 说明 |
|
||||
|------|------|------|
|
||||
| `GET /api/state/cell` | 单格详情 | `?x=&y=` |
|
||||
| `GET /api/state/cells` | 矩形区域(批量) | `?x=&y=&width=&height=` |
|
||||
| `GET /api/state/cells/slice` | 行或列扫描 | `?axis=x&index=&start=&end=` |
|
||||
| `GET /api/state/gas` | 气体分布分析 | `?x=&y=&radius=` |
|
||||
| cell | x, y | 单格详情 |
|
||||
| cells | x, y, width, height | 矩形区域 |
|
||||
| cells/slice | axis, index, start, end | 行列扫描 |
|
||||
| gas | x, y, radius | 气体分布 |
|
||||
|
||||
#### `GET /api/state/cell?x=10&y=5`
|
||||
### 2.4 注册表 (GET /api/registry/)
|
||||
| 端点 | 说明 |
|
||||
|------|------|
|
||||
| buildings | 所有建筑定义(含尺寸/材料类别) |
|
||||
| elements | 所有元素定义 |
|
||||
| techs | 科技树(含前置) |
|
||||
|
||||
```json
|
||||
{
|
||||
"x": 10, "y": 5, "cell": 4523,
|
||||
"element": "Oxygen",
|
||||
"elementId": "Oxygen",
|
||||
"elementState": "gas",
|
||||
"massKg": 1.8,
|
||||
"temperatureC": 23.5,
|
||||
"isSolid": false, "isLiquid": false, "isGas": true,
|
||||
"hasBuilding": true, "buildingName": "GasPump",
|
||||
"hasDuplicant": false, "duplicantName": null,
|
||||
"isVacuum": false, "isVisible": true
|
||||
}
|
||||
### 2.5 操作 (POST /api/action/)
|
||||
所有操作执行前**自动拉视角**到目标坐标。
|
||||
|
||||
| 端点 | 请求体 | 说明 |
|
||||
|------|--------|------|
|
||||
| pause | {reason?} | 暂停(通过SpeedControlScreen) |
|
||||
| unpause | {speed?} | 恢复 |
|
||||
| speed | {speed} | 设速度 |
|
||||
| dig | {x,y,width,height} | 挖掘(使用DigTool.PlaceDig) |
|
||||
| build | {buildingId,x,y} | 建造(使用BuildingDef.Instantiate) |
|
||||
| deconstruct | {x,y} | 拆除(使用Deconstructable.QueueDeconstruction) |
|
||||
| prioritize | {x,y,priority} | 设优先级(1-9) |
|
||||
| research | {techId} | 研究(SetActiveResearch) |
|
||||
| mop | {x,y} | 清理液体 |
|
||||
| harvest | {x,y} | 收获植物 |
|
||||
| batch | {actions} | 批量操作 |
|
||||
| save | {name?} | 存档 |
|
||||
| load | {name} | 读档 |
|
||||
| camera | {x,y,zoom?} | 移动视角 |
|
||||
| priority_global | {target,priority} | 全局默认优先级 |
|
||||
| priority_type | {buildingType,priority} | 按类型优先级 |
|
||||
|
||||
### 2.6 截图
|
||||
```
|
||||
|
||||
#### `GET /api/state/cells?x=0&y=0&width=5&height=5`
|
||||
|
||||
```json
|
||||
{
|
||||
"region": { "x": 0, "y": 0, "width": 5, "height": 5 },
|
||||
"cells": [ /* array of cell objects */ ]
|
||||
}
|
||||
GET /api/screenshot/latest
|
||||
```
|
||||
返回 PNG 图片。通过 `ScreenCapture.CaptureScreenshot` 异步生成。
|
||||
|
||||
### 2.4 实体注册表端点 (AI 参考)
|
||||
## 3. 事件系统
|
||||
|
||||
用于 AI 在运行时查询游戏实体的元数据。所有为 `GET` 请求。
|
||||
Mod 内部维护事件列表 (`List<AgentEvent> + lock`)。
|
||||
事件可通过 `GET /api/state/events?since=N` 轮询。
|
||||
事件自动记录操作日志。
|
||||
|
||||
| 端点 | 返回内容 |
|
||||
|------|---------|
|
||||
| `/api/registry/buildings` | 全部建筑定义(尺寸/功耗/发热/材料) |
|
||||
| `/api/registry/elements` | 全部元素定义(比热容/导热/熔沸点) |
|
||||
| `/api/registry/techs` | 全部科技定义(前置/解锁建筑) |
|
||||
## 4. Mod 开发检查清单
|
||||
|
||||
#### `GET /api/registry/buildings`
|
||||
|
||||
```json
|
||||
[
|
||||
{
|
||||
"id": "Electrolyzer",
|
||||
"name": "Electrolyzer",
|
||||
"category": "Oxygen",
|
||||
"width": 2, "height": 2,
|
||||
"powerCost": 120,
|
||||
"heatGeneration": 1.25,
|
||||
"constructionMass": ["IronOre", "IronOre"]
|
||||
}
|
||||
]
|
||||
```
|
||||
|
||||
### 2.5 操作端点
|
||||
|
||||
所有操作为 `POST` 请求,路径前缀 `/api/action/`。
|
||||
|
||||
| 端点 | 作用 | 必需 |
|
||||
|------|------|------|
|
||||
| `/api/action/dig` | 挖掘指定区域 | **是** |
|
||||
| `/api/action/build` | 建造建筑 | **是** |
|
||||
| `/api/action/deconstruct` | 拆除建筑 | 推荐 |
|
||||
| `/api/action/prioritize` | 设置优先级 | 可选 |
|
||||
| `/api/action/research` | 选择研究方向 | 推荐 |
|
||||
| `/api/action/schedule` | 修改复制人日程 | 可选 |
|
||||
| `/api/action/wardrobe` | 修改复制人装备 | 可选 |
|
||||
| `/api/action/mop` | 清理液体 | 推荐 |
|
||||
| `/api/action/harvest` | 收获植物 | 推荐 |
|
||||
| `/api/action/cancel` | 取消操作 | 可选 |
|
||||
|
||||
#### `GET /api/state/game`
|
||||
|
||||
```json
|
||||
{
|
||||
"cycle": 42,
|
||||
"duplicantCount": 6,
|
||||
"worldName": "Terra",
|
||||
"worldSize": 256
|
||||
}
|
||||
```
|
||||
|
||||
#### `GET /api/state/duplicants`
|
||||
|
||||
```json
|
||||
[
|
||||
{
|
||||
"name": "Dup1",
|
||||
"stress": 12.5,
|
||||
"calories": 850000,
|
||||
"stamina": 98.2,
|
||||
"oxygen": 85.0,
|
||||
"diseases": 0,
|
||||
"skillLevels": 3
|
||||
}
|
||||
]
|
||||
```
|
||||
|
||||
#### `GET /api/state/resources`
|
||||
|
||||
```json
|
||||
[
|
||||
{ "name": "Oxygen", "tag": "Oxygen", "amount": 12345.6, "unit": "kg" }
|
||||
]
|
||||
```
|
||||
|
||||
#### `GET /api/state/buildings`
|
||||
|
||||
```json
|
||||
[
|
||||
{
|
||||
"name": "Manual Generator",
|
||||
"id": "ManualGenerator",
|
||||
"x": 10,
|
||||
"y": 5,
|
||||
"isOperational": true
|
||||
}
|
||||
]
|
||||
```
|
||||
|
||||
### 2.3 操作端点
|
||||
|
||||
所有操作为 `POST` 请求,路径前缀 `/api/action/`。
|
||||
|
||||
| 端点 | 作用 | 必需 |
|
||||
|------|------|------|
|
||||
| `/api/action/dig` | 挖掘指定区域 | **是** |
|
||||
| `/api/action/build` | 建造建筑 | **是** |
|
||||
| `/api/action/deconstruct` | 拆除建筑 | 推荐 |
|
||||
| `/api/action/prioritize` | 设置优先级 | 可选 |
|
||||
| `/api/action/research` | 选择研究方向 | 推荐 |
|
||||
| `/api/action/schedule` | 修改复制人日程 | 可选 |
|
||||
| `/api/action/wardrobe` | 修改复制人装备 | 可选 |
|
||||
|
||||
#### `POST /api/action/dig`
|
||||
|
||||
**请求体**:
|
||||
```json
|
||||
{ "x": 10, "y": 5, "width": 8, "height": 6 }
|
||||
```
|
||||
|
||||
**响应**:
|
||||
```json
|
||||
{ "result": "dig_queued", "x": 10, "y": 5, "width": 8, "height": 6 }
|
||||
```
|
||||
|
||||
#### `POST /api/action/build`
|
||||
|
||||
**请求体**:
|
||||
```json
|
||||
{ "buildingId": "Electrolyzer", "x": 10, "y": 5, "rotation": null }
|
||||
```
|
||||
|
||||
**响应**:
|
||||
```json
|
||||
{ "result": "build_queued", "buildingId": "Electrolyzer", "x": 10, "y": 5 }
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 3. Mod 约束
|
||||
|
||||
### 3.1 安全性
|
||||
1. **仅绑定本地回环地址** `127.0.0.1`,不得监听 `0.0.0.0`
|
||||
2. **不得实现认证/授权**——回环地址默认安全
|
||||
3. **不得执行文件 I/O**(读取 Mod 自带配置除外)
|
||||
4. **输入校验**——所有用户输入必须校验类型和范围
|
||||
|
||||
### 3.2 性能
|
||||
1. 状态查询必须是**只读操作**,不得持有锁
|
||||
2. 资源列表等大数据量接口应考虑分页(未来扩展)
|
||||
3. 建造/挖掘等操作应返回 `queued` 后异步执行
|
||||
4. HTTP 服务器应在**单独线程**运行,不得阻塞游戏主线程
|
||||
|
||||
### 3.3 兼容性
|
||||
1. 使用 `KMod.UserMod2` 基类
|
||||
2. 使用 `Harmony` 进行补丁(如果使用)
|
||||
3. 引用 `UnityEngine` 和 `Assembly-CSharp` 程序集
|
||||
4. 最小支持游戏版本应在 `mod_info.yaml` 中声明(当前推荐 `612000`)
|
||||
|
||||
### 3.4 错误处理
|
||||
```json
|
||||
// Mod 内部错误的通用格式
|
||||
{ "error": "error_type", "details": "human readable message" }
|
||||
|
||||
// 常见错误类型
|
||||
{ "error": "not_found" } // 404 端点不存在
|
||||
{ "error": "invalid_request" } // 请求体解析失败
|
||||
{ "error": "not_implemented" } // 功能尚未实现
|
||||
{ "error": "unknown_building", "buildingId": "..." } // 建筑 ID 不识别
|
||||
{ "error": "unknown_tech", "techId": "..." } // 科技 ID 不识别
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 4. 配置文件规范
|
||||
|
||||
Agent 侧通过 `config.json` 定位 Mod:
|
||||
|
||||
```json
|
||||
{
|
||||
"modHost": "127.0.0.1",
|
||||
"modPort": 23876,
|
||||
"timeout": 10
|
||||
}
|
||||
```
|
||||
|
||||
- `modHost`: 始终为 `127.0.0.1`
|
||||
- `modPort`: 应与 Mod 中监听的端口一致
|
||||
- `timeout`: HTTP 请求超时秒数
|
||||
|
||||
---
|
||||
|
||||
## 5. AI-Friendly 数据设计原则
|
||||
|
||||
### 5.1 数据可读性
|
||||
所有暴露的数据应满足 AI 可直接理解的三个条件:
|
||||
1. **命名语义化** — 使用自然语言字段名(如 `temperatureC` 而非 `tempK`)
|
||||
2. **数据类型合理** — 使用数字而非枚举字符串(温度用 `float` 而非 `string`)
|
||||
3. **上下文完整** — 每个实体包含足够的位置和状态信息(坐标、类别、是否可运行)
|
||||
|
||||
### 5.2 坐标系统
|
||||
- 统一使用 `(x, y)` 整数坐标,对应游戏网格
|
||||
- 原点在左下角:`(0, 0)`
|
||||
- 建筑使用其左下角锚点坐标
|
||||
- 返回数据中同时提供 `cell` 索引(Grid 内部使用)和 `(x, y)` 坐标
|
||||
|
||||
### 5.3 实体分类
|
||||
每个实体(建筑、元素、科技)必须包含分类标签:
|
||||
- 建筑: `category`(Base/Oxygen/Power/Food/...)
|
||||
- 元素: `state`(solid/liquid/gas)+ `category`(metal/water/fuel/...)
|
||||
- 资源: 带 `state` 和 `category` 帮助 AI 推理用途
|
||||
|
||||
### 5.4 AI 推理辅助
|
||||
- `/api/registry/*` 端点提供完整的实体元数据查询
|
||||
- `GET /api/state/gas` 提供区域气体分布统计(AI 无法逐格遍历)
|
||||
- `/api/state/rooms` 提供房间判定结果(AI 无法自行判断房间类型)
|
||||
|
||||
### 5.5 操作设计
|
||||
操作设计遵循以下原则:
|
||||
- **幂等性** — 同个操作重复执行不产生副作用
|
||||
- **非阻塞** — 操作立即返回 `queued`,异步执行
|
||||
- **确定性** — 使用绝对坐标 `(x, y)`,不支持"在某个建筑旁边"这类模糊表述
|
||||
- **输入校验** — 拒绝未知的 `buildingId` 或越界坐标
|
||||
|
||||
## 6. 扩展建议
|
||||
|
||||
### 5.1 添加新端点
|
||||
1. 在 `ProcessRequest` 中添加路由匹配
|
||||
2. 实现对应的处理方法
|
||||
3. 更新本指南和 `SKILL.md`
|
||||
|
||||
### 5.2 蓝图系统
|
||||
预置的建造方案(蓝图)应满足:
|
||||
- 坐标相对于原点,便于偏移
|
||||
- 包含预先挖掘区域
|
||||
- 建筑顺序隐含依赖关系
|
||||
|
||||
### 5.3 事件推送(未来)
|
||||
考虑支持 WebSocket 或 SSE,用于游戏事件实时推送(如警报触发)。
|
||||
|
||||
---
|
||||
|
||||
## 6. 开发检查清单
|
||||
|
||||
- [ ] Mod 继承 `UserMod2`,在 `OnLoad` 中启动 HTTP 服务
|
||||
- [ ] 在 `OnUnload` 中停止 HTTP 服务
|
||||
- [ ] 实现全部必需端点(health, game, resources, duplicants, dig, build)
|
||||
- [ ] 错误响应包含 `error` 字段
|
||||
- [ ] 端口号与 `config.json` 一致
|
||||
- [ ] 仅绑定 `127.0.0.1`
|
||||
- [ ] 使用 `Newtonsoft.Json`(游戏自带,无需额外依赖)
|
||||
- [ ] `mod_info.yaml` 声明了正确的游戏版本
|
||||
- [ ] Mod 类继承 `UserMod2`,重写 `OnLoad(Harmony)`
|
||||
- [ ] 用 `GameObject + MonoBehaviour` 处理队列,`DontDestroyOnLoad`
|
||||
- [ ] 用 `HttpListener` 暴露 HTTP 服务,`BeginGetContext` 异步处理
|
||||
- [ ] 格子数据安全读取:`Grid.Element[]`、`Grid.Mass[]`、`Grid.Solid[]`、`Grid.Objects[,]`
|
||||
- [ ] 读操作用 `EnqueueRead` 同步到主线程
|
||||
- [ ] 写操作用 `cmdQueue` 排队到主线程的 `Update()` 中执行
|
||||
- [ ] 响应统一 `{success, data}` 或 `{success, error, errorMessage}`
|
||||
- [ ] 所有操作自动 `QWithCamera(x,y,action)` 拉视角
|
||||
|
||||
@ -1,5 +1,4 @@
|
||||
{
|
||||
"name": "Build SPOM - Step 1: Dig and Electrolyzer",
|
||||
"actions": [
|
||||
{
|
||||
"type": "dig",
|
||||
@ -27,11 +26,13 @@
|
||||
"y": 40
|
||||
},
|
||||
{
|
||||
"type": "wait",
|
||||
"delayMs": 100
|
||||
"type": "build",
|
||||
"buildingId": "GasFilter",
|
||||
"x": 44,
|
||||
"y": 40
|
||||
},
|
||||
{
|
||||
"type": "priority",
|
||||
"type": "prioritize",
|
||||
"x": 45,
|
||||
"y": 42,
|
||||
"priority": 9
|
||||
|
||||
Reference in New Issue
Block a user