晕晕
This commit is contained in:
@@ -5,9 +5,10 @@
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<defName>ARA_Insect_WithPlanting</defName>
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<thinkRoot Class="ThinkNode_Priority">
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<subNodes>
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<!-- Start of Copied Insect ThinkTree -->
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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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@@ -101,34 +102,6 @@
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<insertTag>Insect_PreMain</insertTag>
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</li>
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<!-- OUR CUSTOM LOGIC INJECTION: PLANTING -->
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<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldSow">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>TrainedAnimalBehavior</tagToGive>
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<subNodes>
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<li Class="RimWorld.JobGiver_Work">
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<workType>Growing</workType>
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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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<!-- OUR CUSTOM LOGIC INJECTION: PLANT CUTTING -->
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<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldPlantCut">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>TrainedAnimalBehavior</tagToGive>
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<subNodes>
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<li Class="RimWorld.JobGiver_Work">
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<workType>PlantCutting</workType>
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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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<li Class="ThinkNode_ConditionalHasFaction">
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<invert>true</invert>
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<subNodes>
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@@ -230,7 +203,7 @@
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<li Class="ThinkNode_Tagger">
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<tagToGive>RestingForMedicalReasons</tagToGive>
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<subNodes>
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<li Class="JobGiver_PatientGoToBed"/> <!-- This was the problematic line -->
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<li Class="JobGiver_PatientGoToBed"/>
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</subNodes>
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</li>
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@@ -258,8 +231,10 @@
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<treeDef>SatisfyBasicNeeds</treeDef>
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</li>
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<!-- Tame insect: do useful things for the colony-->
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<li Class="ThinkNode_ConditionalHasFaction">
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<subNodes>
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<!-- Try to mate -->
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<li Class="ThinkNode_ChancePerHour_Mate">
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<subNodes>
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@@ -360,6 +335,31 @@
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<insertTag>Insect_PreWander</insertTag>
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</li>
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<!-- OUR CUSTOM LOGIC INJECTION -->
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<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldSow">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>TrainedAnimalBehavior</tagToGive>
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<subNodes>
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<li Class="RimWorld.JobGiver_Work" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- END OF CUSTOM LOGIC -->
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<!-- OUR CUSTOM LOGIC INJECTION FOR PLANT CUTTING -->
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<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldPlantCut">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>TrainedAnimalBehavior</tagToGive>
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<subNodes>
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<li Class="RimWorld.JobGiver_Work" />
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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 insect: wander near colony if possible -->
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<li Class="ThinkNode_ConditionalOfPlayerFaction">
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<subNodes>
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@@ -388,7 +388,7 @@
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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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<li Class="JobGiver_WanderInPen">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
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<expiryInterval>500</expiryInterval>
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@@ -568,4 +568,394 @@
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<!-- Lord directives (high priority) -->
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<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
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<dutyHook>HighPriority</dutyHook>
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<dutyHook>HighPriority</dutyHook>
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<subNodes>
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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</subNodes>
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</li>
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<!-- Insertion hook for modders -->
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<li Class="ThinkNode_SubtreesByTag">
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<insertTag>Humanlike_PostDuty</insertTag>
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</li>
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<!-- JobGiver_MaintainBuildings start -->
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<li Class="ThinkNode_ChancePerHour_Constant">
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<mtbHours>2.5</mtbHours>
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<subNodes>
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<li Class="ArachnaeSwarm.JobGiver_MaintainBuildings">
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<maintainableThingDefs>
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<li>ARA_InteractiveEggSac</li> <!-- 默认维护Hive -->
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</maintainableThingDefs>
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</li>
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</subNodes>
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</li>
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<li Class="ArachnaeSwarm.JobGiver_MaintainBuildings">
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<maintainableThingDefs>
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<li>ARA_InteractiveEggSac</li> <!-- 默认维护Hive -->
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</maintainableThingDefs>
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<onlyIfDamagingState>true</onlyIfDamagingState>
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</li>
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<!-- JobGiver_MaintainBuildings end -->
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<!-- Prisoner -->
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<li Class="ThinkNode_ConditionalPrisoner">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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<subNodes>
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<!-- If it's the player home map... -->
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<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
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<invert>true</invert>
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<subNodes>
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<!-- Wait instead of escaping if should -->
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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="JobGiver_PrisonerWaitInsteadOfEscaping">
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<maxDanger>Deadly</maxDanger>
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</li>
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</subNodes>
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</li>
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<!-- Escape -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>Escaping</tagToGive>
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<subNodes>
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<li Class="JobGiver_PrisonerEscape" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Exit map if released -->
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<li Class="ThinkNode_ConditionalReleased">
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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_ExitMapBest">
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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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<li Class="ThinkNode_Tagger">
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<tagToGive>RestingForMedicalReasons</tagToGive>
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<subNodes>
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<li Class="JobGiver_PatientGoToBed" />
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</subNodes>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>ChangingApparel</tagToGive>
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<subNodes>
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<li Class="JobGiver_PrisonerGetDressed" />
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</subNodes>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>SatisfyingNeeds</tagToGive>
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<subNodes>
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<li Class="ThinkNode_PrioritySorter">
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<subNodes>
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<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="JobGiver_GetFood"/>
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<li Class="JobGiver_GetRest"/>
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<li Class="JobGiver_SatisfyChemicalNeed"/>
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<li Class="JobGiver_SatifyChemicalDependency" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="JobGiver_GetHemogen" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="JobGiver_GetDeathrest" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="ThinkNode_Priority_GetJoy">
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<subNodes>
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<li Class="JobGiver_GetJoy"/>
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<li Class="JobGiver_GetJoyInBed"/>
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</subNodes>
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</li>
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<li Class="JobGiver_Meditate"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- If in non-PlayerHomeMap -->
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<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
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<subNodes>
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<!-- No colonist spawned in the map -->
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<li Class="ThinkNode_ConditionalAnyUndownedColonistSpawnedNearby">
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<invert>true</invert>
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Escaping</tagToGive>
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<subNodes>
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<li Class="JobGiver_PrisonerEscape" />
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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="JobGiver_WanderColony">
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<maxDanger>Deadly</maxDanger>
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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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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<li Class="JobGiver_WanderCurrentRoom">
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<maxDanger>Deadly</maxDanger>
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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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</li>
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<!-- If on colonist team, do forced and emergency work -->
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<li Class="ThinkNode_ConditionalColonist">
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<subNodes>
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<!-- Seek allowed area -->
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<li Class="JobGiver_SeekAllowedArea" />
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<!-- Seek safe temperatures -->
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<li Class="JobGiver_BringBabyToSafety" />
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<li Class="JobGiver_SeekSafeTemperature" />
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<!-- Drop unnused inventory -->
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<li Class="JobGiver_DropUnusedInventory" />
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<!-- Emergency work -->
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<li Class="JobGiver_Work">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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<emergency>true</emergency>
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</li>
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<!-- Get food (only if starving) -->
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<li Class="ThinkNode_ConditionalStarving">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>SatisfyingNeeds</tagToGive>
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<subNodes>
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<li Class="JobGiver_GetFood">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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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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<!-- Breastfeed -->
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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_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
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</subNodes>
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</li>
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<!-- Lord directives (medium priority) -->
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<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
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<dutyHook>MediumPriority</dutyHook>
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<subNodes>
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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</subNodes>
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</li>
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<!-- Pick up a weapon dropped while previously downed -->
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<li Class="JobGiver_PickupDroppedWeapon">
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<ignoreForbidden>true</ignoreForbidden>
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</li>
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<!-- Optimize apparel -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>ChangingApparel</tagToGive>
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<subNodes>
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<li Class="JobGiver_OptimizeApparel">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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</li>
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</subNodes>
|
||||
</li>
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||||
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<!-- Look change -->
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<li MayRequire="Ludeon.RimWorld.Ideology" Class="ThinkNode_ConditionalWantsLookChange">
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<subNodes>
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||||
<li Class="JobGiver_UseStylingStationAutomatic" />
|
||||
</subNodes>
|
||||
</li>
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<!-- Dye hair -->
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<li MayRequire="Ludeon.RimWorld.Ideology" Class="JobGiver_DyeHair" />
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<!-- Take for inventory stock -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>TakeForInventoryStock</tagToGive>
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<subNodes>
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||||
<li Class="JobGiver_TakeForInventoryStock">
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||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Unload your inventory -->
|
||||
<li Class="ThinkNode_Tagger">
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<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>
|
||||
Reference in New Issue
Block a user