暂存
This commit is contained in:
@@ -1,7 +1,466 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
|
||||
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Humanlike</defName> <!-- 更改defName以避免与原版Humanlike冲突 -->
|
||||
<defName>ARA_Insect_WithPlanting</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
<subNodes>
|
||||
<!-- Start of Copied Insect ThinkTree -->
|
||||
<li Class="ThinkNode_ConditionalMustKeepLyingDown">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_QueuedJob">
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||||
<inBedOnly>true</inBedOnly>
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||||
</li>
|
||||
|
||||
<!-- Keep lying down -->
|
||||
<li Class="JobGiver_KeepLyingDown"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>Downed</treeDef>
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||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>BurningResponse</treeDef>
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||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- React to close melee threat -->
|
||||
<li Class="JobGiver_ReactToCloseMeleeThreat"/>
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||||
|
||||
<!-- Do a queued job -->
|
||||
<li Class="ThinkNode_QueuedJob"/>
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||||
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||||
<!-- Wild insects dig out if no path to map edge and starving -->
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||||
<li Class="ThinkNode_ConditionalHasFaction">
|
||||
<invert>true</invert>
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||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalStarving">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalBodySize">
|
||||
<min>0.7</min>
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||||
<subNodes>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>DigOutIfCannotReachMapEdge</treeDef>
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||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Leave if timed out -->
|
||||
<li Class="ThinkNode_ConditionalExitTimedOut">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapRandom">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- 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>
|
||||
|
||||
<!-- Insertion hook for modders -->
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Animal_PreMain</insertTag>
|
||||
</li>
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Insect_PreMain</insertTag>
|
||||
</li>
|
||||
|
||||
<!-- OUR CUSTOM LOGIC INJECTION: PLANTING -->
|
||||
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldSow">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>TrainedAnimalBehavior</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="RimWorld.JobGiver_Work">
|
||||
<workType>Growing</workType>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- OUR CUSTOM LOGIC INJECTION: PLANT CUTTING -->
|
||||
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldPlantCut">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>TrainedAnimalBehavior</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="RimWorld.JobGiver_Work">
|
||||
<workType>PlantCutting</workType>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</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>
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||||
</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>
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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">
|
||||
<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>
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||||
</li>
|
||||
</subNodes>
|
||||
</li>
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||||
|
||||
<!-- Tame insects -->
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||||
<li Class="ThinkNode_ConditionalOfPlayerFaction">
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||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>TrainedAnimalBehavior</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Trained behavior: obedience: Follow and defend master -->
|
||||
<li Class="ThinkNode_ConditionalTrainableCompleted">
|
||||
<trainable>Obedience</trainable>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalShouldFollowMaster">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_AIDefendMaster">
|
||||
<attackMeleeThreatEvenIfNotHostile>true</attackMeleeThreatEvenIfNotHostile>
|
||||
</li>
|
||||
<li Class="JobGiver_AIFollowMaster"/>
|
||||
<li Class="JobGiver_WanderNearMaster"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Trained behavior: Rescue-->
|
||||
<li Class="ThinkNode_ConditionalTrainableCompleted">
|
||||
<trainable>Rescue</trainable>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_RescueNearby">
|
||||
<radius>75</radius>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Take care of critical needs (below rescue - so heroic!)-->
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>RestingForMedicalReasons</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PatientGoToBed"/> <!-- This was the problematic line -->
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_SeekAllowedArea"/>
|
||||
<li Class="JobGiver_SeekSafeTemperature"/>
|
||||
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Eat random things out of curiosity -->
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbDays>60</mtbDays>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>SatisfyingNeeds</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_EatRandom"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Satisfy basic needs -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>SatisfyBasicNeeds</treeDef>
|
||||
</li>
|
||||
|
||||
<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>
|
||||
|
||||
<!-- Trained behavior: Haul-->
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbHours>1.5</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>
|
||||
|
||||
<!-- Trained behavior: Forage -->
|
||||
<li Class="ThinkNode_ConditionalTrainableCompleted" MayRequire="Ludeon.RimWorld.Odyssey">
|
||||
<trainable>Forage</trainable>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ChancePerHour_Forage">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalAnimalShouldForage">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Forage" />
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Trained behavior: Mine -->
|
||||
<li Class="ThinkNode_ConditionalTrainableCompleted" MayRequire="Ludeon.RimWorld.Odyssey">
|
||||
<trainable>Dig</trainable>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalAnimalShouldDig">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Mine" />
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Insertion hook for modders -->
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Animal_PreWander</insertTag>
|
||||
</li>
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Insect_PreWander</insertTag>
|
||||
</li>
|
||||
|
||||
<!-- Tame insect: 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>120~240</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_ConditionalRoamer">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInRoofedCellsInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
|
||||
<expiryInterval>500</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>120~240</ticksBetweenWandersRange>
|
||||
<expiryInterval>500</expiryInterval>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander near colony -->
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>120~240</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>120~240</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>120~240</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 -->
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
<subNodes>
|
||||
|
||||
@@ -20,7 +479,7 @@
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
|
||||
<!-- If we HAVE to keep lying down... -->
|
||||
<li Class="ThinkNode_ConditionalMustKeepLyingDown">
|
||||
<subNodes>
|
||||
@@ -45,12 +504,12 @@
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
|
||||
<!-- Keep lying down -->
|
||||
<li Class="JobGiver_KeepLyingDown" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>Downed</treeDef>
|
||||
</li>
|
||||
@@ -65,7 +524,7 @@
|
||||
<li Class="ThinkNode_Subtree" MayRequire="Ludeon.RimWorld.Biotech">
|
||||
<treeDef>Abilities_Escape</treeDef>
|
||||
</li>
|
||||
|
||||
|
||||
<!-- React to close melee threat -->
|
||||
<li Class="JobGiver_ReactToCloseMeleeThreat" />
|
||||
|
||||
@@ -83,7 +542,7 @@
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Humanlike_PostMentalState</insertTag>
|
||||
</li>
|
||||
|
||||
|
||||
<!-- Do a queued job -->
|
||||
<li Class="ThinkNode_QueuedJob" />
|
||||
|
||||
@@ -109,393 +568,4 @@
|
||||
|
||||
<!-- Lord directives (high priority) -->
|
||||
<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
|
||||
<dutyHook>HighPriority</dutyHook>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LordDuty</treeDef>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Insertion hook for modders -->
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Humanlike_PostDuty</insertTag>
|
||||
</li>
|
||||
|
||||
<!-- JobGiver_MaintainBuildings start -->
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbHours>2.5</mtbHours>
|
||||
<subNodes>
|
||||
<li Class="ArachnaeSwarm.JobGiver_MaintainBuildings">
|
||||
<maintainableThingDefs>
|
||||
<li>ARA_InteractiveEggSac</li> <!-- 默认维护Hive -->
|
||||
</maintainableThingDefs>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
<li Class="ArachnaeSwarm.JobGiver_MaintainBuildings">
|
||||
<maintainableThingDefs>
|
||||
<li>ARA_InteractiveEggSac</li> <!-- 默认维护Hive -->
|
||||
</maintainableThingDefs>
|
||||
<onlyIfDamagingState>true</onlyIfDamagingState>
|
||||
</li>
|
||||
<!-- JobGiver_MaintainBuildings end -->
|
||||
|
||||
<!-- Prisoner -->
|
||||
<li Class="ThinkNode_ConditionalPrisoner">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
<subNodes>
|
||||
<!-- If it's the player home map... -->
|
||||
<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<!-- Wait instead of escaping if should -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PrisonerWaitInsteadOfEscaping">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Escape -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Escaping</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PrisonerEscape" />
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Exit map if released -->
|
||||
<li Class="ThinkNode_ConditionalReleased">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapBest">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>RestingForMedicalReasons</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PatientGoToBed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>ChangingApparel</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PrisonerGetDressed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>SatisfyingNeeds</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_PrioritySorter">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
<li Class="JobGiver_GetFood"/>
|
||||
<li Class="JobGiver_GetRest"/>
|
||||
<li Class="JobGiver_SatisfyChemicalNeed"/>
|
||||
<li Class="JobGiver_SatifyChemicalDependency" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
<li Class="JobGiver_GetHemogen" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
<li Class="JobGiver_GetDeathrest" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
<li Class="ThinkNode_Priority_GetJoy">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_GetJoy"/>
|
||||
<li Class="JobGiver_GetJoyInBed"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
<li Class="JobGiver_Meditate"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- If in non-PlayerHomeMap -->
|
||||
<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
|
||||
<subNodes>
|
||||
<!-- No colonist spawned in the map -->
|
||||
<li Class="ThinkNode_ConditionalAnyUndownedColonistSpawnedNearby">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Escaping</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PrisonerEscape" />
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
<!-- Wander -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderCurrentRoom">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_IdleError" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- If on colonist team, do forced and emergency work -->
|
||||
<li Class="ThinkNode_ConditionalColonist">
|
||||
<subNodes>
|
||||
<!-- Seek allowed area -->
|
||||
<li Class="JobGiver_SeekAllowedArea" />
|
||||
|
||||
<!-- Seek safe temperatures -->
|
||||
<li Class="JobGiver_BringBabyToSafety" />
|
||||
<li Class="JobGiver_SeekSafeTemperature" />
|
||||
|
||||
<!-- Drop unnused inventory -->
|
||||
<li Class="JobGiver_DropUnusedInventory" />
|
||||
|
||||
<!-- Emergency work -->
|
||||
<li Class="JobGiver_Work">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
<emergency>true</emergency>
|
||||
</li>
|
||||
|
||||
<!-- Get food (only if starving) -->
|
||||
<li Class="ThinkNode_ConditionalStarving">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>SatisfyingNeeds</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_GetFood">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Breastfeed -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Lord directives (medium priority) -->
|
||||
<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
|
||||
<dutyHook>MediumPriority</dutyHook>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LordDuty</treeDef>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Pick up a weapon dropped while previously downed -->
|
||||
<li Class="JobGiver_PickupDroppedWeapon">
|
||||
<ignoreForbidden>true</ignoreForbidden>
|
||||
</li>
|
||||
|
||||
<!-- Optimize apparel -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>ChangingApparel</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_OptimizeApparel">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Look change -->
|
||||
<li MayRequire="Ludeon.RimWorld.Ideology" Class="ThinkNode_ConditionalWantsLookChange">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_UseStylingStationAutomatic" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Dye hair -->
|
||||
<li MayRequire="Ludeon.RimWorld.Ideology" Class="JobGiver_DyeHair" />
|
||||
|
||||
<!-- Take for inventory stock -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>TakeForInventoryStock</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_TakeForInventoryStock">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Unload your inventory -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>UnloadingOwnInventory</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_UnloadYourInventory" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Pack food if not hungry-->
|
||||
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
|
||||
<need>Food</need>
|
||||
<threshold>0.6</threshold>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PackFood">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Behavior from traits -->
|
||||
<li Class="ThinkNode_TraitBehaviors" />
|
||||
|
||||
<!-- Insertion hook for modders -->
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Humanlike_PreMain</insertTag>
|
||||
</li>
|
||||
|
||||
<!-- Main colonist behavior core -->
|
||||
<li Class="ThinkNode_ConditionalColonist">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MainColonistBehaviorCore</treeDef>
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
<!-- Main wild man behavior core -->
|
||||
<li Class="ThinkNode_ConditionalPawnKind">
|
||||
<pawnKind>WildMan</pawnKind>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MainWildManBehaviorCore</treeDef>
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Insertion hook for modders -->
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Humanlike_PostMain</insertTag>
|
||||
</li>
|
||||
|
||||
<!-- Idle colonist -->
|
||||
<li Class="ThinkNode_ConditionalColonist">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Do random joy activity -->
|
||||
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
|
||||
<need>Joy</need>
|
||||
<threshold>0.9</threshold>
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_IdleJoy" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander -->
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>None</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Idle wild man -->
|
||||
<li Class="ThinkNode_ConditionalPawnKind">
|
||||
<pawnKind>WildMan</pawnKind>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Wander -->
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- If you're a neutral guest, if you're not hurt exit the map, otherwise use a medical bed -->
|
||||
<li Class="ThinkNode_ConditionalGuest">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFactionOrFactionless">
|
||||
<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>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Final backup: If you're just here for no apparent reason, and not a colonist, leave the map
|
||||
e.g. This happens for pawns who are downed during combat, then later self-heal -->
|
||||
<li Class="ThinkNode_ConditionalColonist">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapBest">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- If you can't leave, just wander -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_IdleError" />
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
</Defs>
|
||||
<dutyHook>HighPriority</dutyHook>
|
||||
Reference in New Issue
Block a user