This commit is contained in:
2025-09-02 17:52:41 +08:00
parent 9acd5aac1e
commit b21de9de91
8 changed files with 514 additions and 42 deletions

Binary file not shown.

View File

@@ -21,6 +21,19 @@
<li>ARA_PlantCutting</li>
</trainables>
</li>
<li Class="ArachnaeSwarm.CompProperties_AnimalWorkSettings">
<workTypeMap>
<li>
<trainable>ARA_Sowing</trainable>
<workType>Growing</workType>
</li>
<li>
<trainable>ARA_PlantCutting</trainable>
<workType>PlantCutting</workType>
</li>
</workTypeMap>
</li>
<li Class="ArachnaeSwarm.CompProperties_NoTrainingDecay" />
</comps>
<tools>
<li>

View File

@@ -508,7 +508,7 @@
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>Spelopede</pawnKind>
<pawnKind>ArachnaeBase_Race_Scavenger</pawnKind>
<count>3</count>
<cooldownTicks>6000</cooldownTicks>
</li>

View File

@@ -5,9 +5,10 @@
<defName>ARA_Insect_WithPlanting</defName>
<thinkRoot Class="ThinkNode_Priority">
<subNodes>
<!-- Start of Copied Insect ThinkTree -->
<!-- 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>
@@ -101,34 +102,6 @@
<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>
@@ -230,7 +203,7 @@
<li Class="ThinkNode_Tagger">
<tagToGive>RestingForMedicalReasons</tagToGive>
<subNodes>
<li Class="JobGiver_PatientGoToBed"/> <!-- This was the problematic line -->
<li Class="JobGiver_PatientGoToBed"/>
</subNodes>
</li>
@@ -258,8 +231,10 @@
<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>
@@ -360,6 +335,31 @@
<insertTag>Insect_PreWander</insertTag>
</li>
<!-- OUR CUSTOM LOGIC INJECTION -->
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldSow">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>TrainedAnimalBehavior</tagToGive>
<subNodes>
<li Class="RimWorld.JobGiver_Work" />
</subNodes>
</li>
</subNodes>
</li>
<!-- END OF CUSTOM LOGIC -->
<!-- OUR CUSTOM LOGIC INJECTION FOR PLANT CUTTING -->
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldPlantCut">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>TrainedAnimalBehavior</tagToGive>
<subNodes>
<li Class="RimWorld.JobGiver_Work" />
</subNodes>
</li>
</subNodes>
</li>
<!-- Tame insect: wander near colony if possible -->
<li Class="ThinkNode_ConditionalOfPlayerFaction">
<subNodes>
@@ -388,7 +388,7 @@
<li Class="ThinkNode_ConditionalRandom">
<chance>0.1</chance>
<subNodes>
<li class="JobGiver_WanderInPen">
<li Class="JobGiver_WanderInPen">
<maxDanger>None</maxDanger>
<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
<expiryInterval>500</expiryInterval>
@@ -568,4 +568,394 @@
<!-- Lord directives (high priority) -->
<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
<dutyHook>HighPriority</dutyHook>
<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>

View File

@@ -96,6 +96,8 @@
<Compile Include="CompNoTrainingDecay.cs" />
<Compile Include="ThinkNode_ConditionalAnimalShouldSow.cs" />
<Compile Include="ThinkNode_ConditionalAnimalShouldPlantCut.cs" />
<Compile Include="CompProperties_AnimalWorkSettings.cs" />
<Compile Include="CompAnimalWorkSettings.cs" />
</ItemGroup>
<ItemGroup>
<Compile Include="WULA_AutoMechCarrier\CompAutoMechCarrier.cs" />

View File

@@ -0,0 +1,49 @@
using System.Collections.Generic;
using Verse;
using RimWorld;
namespace ArachnaeSwarm
{
public class CompAnimalWorkSettings : ThingComp
{
public CompProperties_AnimalWorkSettings Props => (CompProperties_AnimalWorkSettings)this.props;
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
Pawn pawn = this.parent as Pawn;
if (pawn == null) return;
// 关键:如果 pawn 没有 workSettings则为其创建一个
if (pawn.workSettings == null)
{
// Log.Message($"Initializing Pawn_WorkSettings for animal: {pawn.LabelShort}");
pawn.workSettings = new Pawn_WorkSettings(pawn);
pawn.workSettings.EnableAndInitializeIfNotAlreadyInitialized();
// 注意Pawn_WorkSettings 的构造函数和 EnableAndInitializeIfNotAlreadyInitialized()
// 通常会处理所有可用的 WorkTypeDef并将它们的优先级初始化为 0。
// 这正是我们想要的初始状态。具体的优先级将由其他逻辑(如你的 CompInstantTrain 或 ThinkNode来设置。
}
// 设置工作优先级
if (pawn.workSettings != null)
{
foreach (var entry in Props.workTypeMap)
{
TrainableDef trainable = entry.trainable;
WorkTypeDef workType = entry.workType;
// 检查动物是否学会了对应的 Trainable
if (pawn.training != null && pawn.training.HasLearned(trainable))
{
// 设置一个默认的非零优先级,例如 3 (Medium)
// 真正的"开关"由 ThinkNode_Conditional 的 GetWanted 控制
pawn.workSettings.SetPriority(workType, 3);
}
}
}
}
}
}

View File

@@ -4,7 +4,6 @@ using RimWorld;
namespace ArachnaeSwarm
{
// 定义在 XML 中使用的属性
public class CompProperties_InstantTrain : CompProperties
{
public List<TrainableDef> trainables = new List<TrainableDef>();
@@ -15,19 +14,15 @@ namespace ArachnaeSwarm
}
}
// 实现组件的逻辑
public class CompInstantTrain : ThingComp
{
// 方便地访问属性
public CompProperties_InstantTrain Props => (CompProperties_InstantTrain)this.props;
// 在 Pawn 生成到地图上后被调用
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
// 如果不是在加载存档时重生,则执行训练逻辑
if (!respawningAfterLoad)
if (!respawningAfterLoad) // 只在初次生成时执行
{
Pawn pawn = this.parent as Pawn;
if (pawn == null || pawn.training == null)
@@ -35,13 +30,11 @@ namespace ArachnaeSwarm
return;
}
// 遍历在 XML 中定义的需要训练技能列表
// 瞬间训练技能
foreach (TrainableDef trainableDef in Props.trainables)
{
// 检查 Pawn 是否还未学会此技能
if (!pawn.training.HasLearned(trainableDef))
{
// 调用原版方法,瞬间完成训练
pawn.training.Train(trainableDef, null, true);
}
}

View File

@@ -0,0 +1,25 @@
using System.Collections.Generic;
using Verse;
using RimWorld;
namespace ArachnaeSwarm
{
public class CompProperties_AnimalWorkSettings : CompProperties
{
// 使用列表存储键值对因为RimWorld的XML解析器对字典有特殊要求
public List<WorkTypeMapEntry> workTypeMap = new List<WorkTypeMapEntry>();
// 可以在这里添加一些配置选项,比如默认优先级等,但现在简单起见,可以留空或只做基本初始化
public CompProperties_AnimalWorkSettings()
{
this.compClass = typeof(CompAnimalWorkSettings);
}
}
// 定义键值对的结构
public class WorkTypeMapEntry
{
public TrainableDef trainable;
public WorkTypeDef workType;
}
}