11
This commit is contained in:
@@ -1,142 +1,5 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThinkTreeDef>
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||||
<defName>ARA_Larva_Thinktree</defName>
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<thinkRoot Class="ThinkNode_Priority">
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<subNodes>
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||||
<!-- Keep lying down if we have to -->
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<li Class="ThinkNode_ConditionalMustKeepLyingDown">
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<subNodes>
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||||
<!-- Do a queued job if possible -->
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||||
<!-- <li Class="ThinkNode_QueuedJob">
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<inBedOnly>true</inBedOnly>
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</li> -->
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||||
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<!-- Keep lying down -->
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<li Class="JobGiver_KeepLyingDown"/>
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</subNodes>
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||||
</li>
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||||
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<li Class="ThinkNode_Subtree">
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<treeDef>Downed</treeDef>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>BurningResponse</treeDef>
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</li>
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||||
<li Class="ThinkNode_Subtree">
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<treeDef>MentalStateCritical</treeDef>
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</li>
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||||
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<!-- Do a queued job -->
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<li Class="ThinkNode_QueuedJob"/>
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||||
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||||
<!-- Wait if drafted -->
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<li Class="ThinkNode_ConditionalOfPlayerFaction">
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||||
<subNodes>
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||||
<li Class="ThinkNode_Tagger">
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||||
<tagToGive>DraftedOrder</tagToGive>
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||||
<subNodes>
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||||
<li Class="JobGiver_MoveToStandable" />
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<li Class="JobGiver_Orders" />
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</subNodes>
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||||
</li>
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</subNodes>
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</li>
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||||
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<!-- Mental state non critical -->
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<li Class="ThinkNode_Subtree">
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<treeDef>MentalStateNonCritical</treeDef>
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</li>
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||||
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||||
<!-- Forced goto -->
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<li Class="ThinkNode_ConditionalForcedGoto">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ForcedGoto"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Tame animal: wander near colony if possible -->
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<li Class="ThinkNode_ConditionalOfPlayerFaction">
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<subNodes>
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||||
<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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||||
<!-- Wander near your current position if in hostile map -->
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<li Class="ThinkNode_ConditionalAnyEnemyInHostileMap">
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<subNodes>
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<li Class="JobGiver_WanderAnywhere">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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<li Class="ThinkNode_ConditionalRoamer">
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<subNodes>
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<li Class="JobGiver_WanderInRoofedCellsInPen">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
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<expiryInterval>500</expiryInterval>
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</li>
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<!-- tame roamers should not wander too far, and if unenclosed wander near a suitable pen marker 10% of the time -->
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<li Class="ThinkNode_ConditionalRandom">
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<chance>0.1</chance>
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<subNodes>
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<li Class="JobGiver_WanderInPen">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
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<expiryInterval>500</expiryInterval>
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</li>
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</subNodes>
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</li>
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<li Class="JobGiver_WanderAnywhere">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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<!-- Wander near colony -->
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<li Class="JobGiver_WanderColony">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Wander -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<li Class="ThinkNode_ConditionalHerdAnimal">
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<subNodes>
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<li Class="JobGiver_WanderHerd">
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<maxDanger>Deadly</maxDanger>
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<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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||||
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||||
<li Class="JobGiver_WanderAnywhere">
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<maxDanger>Deadly</maxDanger>
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<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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<li Class="JobGiver_IdleError"/>
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</subNodes>
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</thinkRoot>
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</ThinkTreeDef>
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<ThinkTreeDef>
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<defName>ARA_Insect_Beast</defName>
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@@ -893,6 +756,230 @@
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</thinkRoot>
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</ThinkTreeDef>
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<ThinkTreeDef>
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<defName>ARA_Insect_Larva_Thinktree</defName>
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<thinkRoot Class="ThinkNode_Priority">
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<subNodes>
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<!-- Keep lying down if we have to -->
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<li Class="ThinkNode_ConditionalMustKeepLyingDown">
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<subNodes>
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<!-- Do a queued job if possible -->
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<li Class="ThinkNode_QueuedJob">
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<inBedOnly>true</inBedOnly>
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</li>
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<!-- Keep lying down -->
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<li Class="JobGiver_KeepLyingDown"/>
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</subNodes>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>Downed</treeDef>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>BurningResponse</treeDef>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>MentalStateCritical</treeDef>
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</li>
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<!-- React to close melee threat -->
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<li Class="JobGiver_ReactToCloseMeleeThreat"/>
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|
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<!-- Do a queued job -->
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<li Class="ThinkNode_QueuedJob"/>
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||||
|
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<!-- Mental state non critical -->
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<li Class="ThinkNode_Subtree">
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<treeDef>MentalStateNonCritical</treeDef>
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</li>
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||||
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<!-- Forced goto -->
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<li Class="ThinkNode_ConditionalForcedGoto">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ForcedGoto"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Behavior when roped -->
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<li Class="ThinkNode_Subtree">
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<treeDef>RopedPawn</treeDef>
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</li>
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<!-- Lord directives -->
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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<li Class="ThinkNode_ConditionalHasFaction">
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<invert>true</invert>
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<subNodes>
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<!-- Wild insects with no lord will fight nearby enemies -->
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<li Class="JobGiver_AIFightEnemies">
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<targetAcquireRadius>30</targetAcquireRadius> <!-- Same as DefendAndExpandHive -->
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<targetKeepRadius>35</targetKeepRadius>
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</li>
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<!-- Wild insects leave map in some conditions -->
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<li Class="ThinkNode_Subtree">
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<treeDef>LeaveIfWrongSeason</treeDef>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>LeaveIfStarving</treeDef>
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</li>
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<!-- Wild insects randomly leave map -->
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<li Class="ThinkNode_ChancePerHour_Constant">
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<mtbDays>60</mtbDays>
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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||||
<li Class="JobGiver_ExitMapRandom">
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||||
<defaultLocomotion>Walk</defaultLocomotion>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Insects of a faction that's not the players without a lord leave randomly -->
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<li Class="ThinkNode_ConditionalOfPlayerFaction">
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<invert>true</invert>
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<subNodes>
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<li Class="ThinkNode_ConditionalHasFaction">
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<subNodes>
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||||
<li Class="ThinkNode_ConditionalNoLord">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
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||||
<mtbDays>60</mtbDays>
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<subNodes>
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||||
<li Class="ThinkNode_Tagger">
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||||
<tagToGive>Misc</tagToGive>
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||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapRandom">
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||||
<defaultLocomotion>Walk</defaultLocomotion>
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||||
</li>
|
||||
</subNodes>
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||||
</li>
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||||
</subNodes>
|
||||
</li>
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||||
</subNodes>
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||||
</li>
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||||
</subNodes>
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||||
</li>
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||||
</subNodes>
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||||
</li>
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<!-- Satisfy basic needs -->
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<li Class="ThinkNode_Subtree">
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||||
<treeDef>SatisfyBasicNeeds</treeDef>
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||||
</li>
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||||
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<!-- Tame animal: wander near colony if possible -->
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||||
<li Class="ThinkNode_ConditionalOfPlayerFaction">
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||||
<subNodes>
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||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Wander near your current position if in hostile map -->
|
||||
<li Class="ThinkNode_ConditionalAnyEnemyInHostileMap">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderAnywhere">
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||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
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||||
</li>
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||||
</subNodes>
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||||
</li>
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||||
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||||
<li Class="ThinkNode_ConditionalRoamer">
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||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInRoofedCellsInPen">
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||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
<expiryInterval>1200</expiryInterval>
|
||||
</li>
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||||
|
||||
<!-- tame roamers should not wander too far, and if unenclosed wander near a suitable pen marker 10% of the time -->
|
||||
<li Class="ThinkNode_ConditionalRandom">
|
||||
<chance>0.1</chance>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
<expiryInterval>1200</expiryInterval>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander near colony -->
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Of neutral faction: rest and then exit the map -->
|
||||
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>RestingForMedicalReasons</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PatientGoToBed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapBest">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalHerdAnimal">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderHerd">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_IdleError"/>
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Longpincer_Thinktree</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
@@ -1233,7 +1320,6 @@
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Acidcut_Thinktree</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
@@ -1488,7 +1574,6 @@
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Hivekeeping_Thinktree</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
@@ -1798,6 +1883,308 @@
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Scavenger_Thinktree</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
<subNodes>
|
||||
<!-- Keep lying down if we have to -->
|
||||
<li Class="ThinkNode_ConditionalMustKeepLyingDown">
|
||||
<subNodes>
|
||||
<!-- Do a queued job if possible -->
|
||||
<li Class="ThinkNode_QueuedJob">
|
||||
<inBedOnly>true</inBedOnly>
|
||||
</li>
|
||||
|
||||
<!-- Keep lying down -->
|
||||
<li Class="JobGiver_KeepLyingDown"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>Downed</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>BurningResponse</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- React to close melee threat -->
|
||||
<li Class="JobGiver_ReactToCloseMeleeThreat"/>
|
||||
|
||||
<!-- Do a queued job -->
|
||||
<li Class="ThinkNode_QueuedJob"/>
|
||||
|
||||
<!-- Mental state non critical -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateNonCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Forced goto -->
|
||||
<li Class="ThinkNode_ConditionalForcedGoto">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ForcedGoto"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Behavior when roped -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>RopedPawn</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Lord directives -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LordDuty</treeDef>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_ConditionalHasFaction">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<!-- Wild insects with no lord will fight nearby enemies -->
|
||||
<li Class="JobGiver_AIFightEnemies">
|
||||
<targetAcquireRadius>30</targetAcquireRadius> <!-- Same as DefendAndExpandHive -->
|
||||
<targetKeepRadius>35</targetKeepRadius>
|
||||
</li>
|
||||
|
||||
<!-- Wild insects leave map in some conditions -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LeaveIfWrongSeason</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LeaveIfStarving</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Wild insects randomly leave map -->
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbDays>60</mtbDays>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapRandom">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Insects of a faction that's not the players without a lord leave randomly -->
|
||||
<li Class="ThinkNode_ConditionalOfPlayerFaction">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalHasFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalNoLord">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbDays>60</mtbDays>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapRandom">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Satisfy basic needs -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>SatisfyBasicNeeds</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Tame insect: do useful things for the colony-->
|
||||
<li Class="ThinkNode_ConditionalHasFaction">
|
||||
<subNodes>
|
||||
|
||||
<!-- Try to mate -->
|
||||
<li Class="ThinkNode_ChancePerHour_Mate">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>SatisfyingNeeds</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Mate"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Nuzzle randoms -->
|
||||
<li Class="ThinkNode_ChancePerHour_Nuzzle">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Nuzzle"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Roamers gonna roam -->
|
||||
<li Class="ThinkNode_ChancePerDay_Roam">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_StartRoaming"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ArachnaeSwarm.ThinkNode_JobGiver_ExtractHoney"/>
|
||||
|
||||
<!-- OUR CUSTOM LOGIC INJECTION FOR PLANT HARVESTING -->
|
||||
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldDoGrowingWork">
|
||||
<subNodes>
|
||||
<!-- 统一的、智能的农业 JobGiver -->
|
||||
<li Class="ArachnaeSwarm.JobGiver_Grower" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Trained behavior: Haul-->
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbHours>0.15</mtbHours>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalRequireCapacities">
|
||||
<requiredCapacities>
|
||||
<li>Manipulation</li>
|
||||
</requiredCapacities>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalTrainableCompleted">
|
||||
<trainable>Haul</trainable>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>TrainedAnimalBehavior</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Haul"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Tame animal: wander near colony if possible -->
|
||||
<li Class="ThinkNode_ConditionalOfPlayerFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Wander near your current position if in hostile map -->
|
||||
<li Class="ThinkNode_ConditionalAnyEnemyInHostileMap">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_ConditionalRoamer">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInRoofedCellsInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
<expiryInterval>1200</expiryInterval>
|
||||
</li>
|
||||
|
||||
<!-- tame roamers should not wander too far, and if unenclosed wander near a suitable pen marker 10% of the time -->
|
||||
<li Class="ThinkNode_ConditionalRandom">
|
||||
<chance>0.1</chance>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
<expiryInterval>1200</expiryInterval>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander near colony -->
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Of neutral faction: rest and then exit the map -->
|
||||
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>RestingForMedicalReasons</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PatientGoToBed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapBest">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalHerdAnimal">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderHerd">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_IdleError"/>
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Humanlike</defName> <!-- 更改defName以避免与原版Humanlike冲突 -->
|
||||
|
||||
Reference in New Issue
Block a user