This commit is contained in:
2025-12-18 11:45:19 +08:00
parent 539e171e1b
commit b57d1dfdd2
10 changed files with 871 additions and 338 deletions

View File

@@ -31,7 +31,7 @@
<li Class="ThinkNode_QueuedJob"/>
<!-- Wait if drafted -->
<li Class="ThinkNode_ConditionalColonist">
<li Class="ThinkNode_ConditionalOfPlayerFaction">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>DraftedOrder</tagToGive>
@@ -139,7 +139,7 @@
</ThinkTreeDef>
<ThinkTreeDef>
<defName>ARA_Insect_WithPlanting</defName>
<defName>ARA_Insect_Beast</defName>
<thinkRoot Class="ThinkNode_Priority">
<subNodes>
<!-- Keep lying down if we have to -->
@@ -171,17 +171,67 @@
<!-- Do a queued job -->
<li Class="ThinkNode_QueuedJob"/>
<!-- Wild insects dig out if no path to map edge and starving -->
<!-- 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>
<li Class="ThinkNode_ConditionalHasFaction">
<invert>true</invert>
<subNodes>
<li Class="ThinkNode_ConditionalStarving">
<!-- 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_ConditionalBodySize">
<min>0.7</min>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>DigOutIfCannotReachMapEdge</treeDef>
<li Class="JobGiver_ExitMapRandom">
<defaultLocomotion>Walk</defaultLocomotion>
</li>
</subNodes>
</li>
@@ -190,19 +240,278 @@
</subNodes>
</li>
<!-- Leave if timed out -->
<li Class="ThinkNode_ConditionalExitTimedOut">
<!-- 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>
<!-- Tame insects -->
<li Class="ThinkNode_ConditionalOfPlayerFaction">
<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_AIFightEnemies">
<targetAcquireRadius>30</targetAcquireRadius>
<targetKeepRadius>35</targetKeepRadius>
</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>500</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"/>
</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>
<!-- 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>
</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>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_ExitMapRandom">
<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_Insect_WithPlanting</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">
@@ -454,13 +763,6 @@
<li Class="JobGiver_Mine" />
</subNodes>
</li>
<!-- Trained behavior: Mine
<li Class="ThinkNode_ConditionalTrainableCompleted" MayRequire="Ludeon.RimWorld.Odyssey">
<trainable>Dig</trainable>
<subNodes>
</subNodes>
</li>-->
<!-- OUR CUSTOM LOGIC INJECTION FOR PLANT HARVESTING -->
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldDoGrowingWork">
@@ -479,15 +781,7 @@
</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 -->
<!-- Tame animal: wander near colony if possible -->
<li Class="ThinkNode_ConditionalOfPlayerFaction">
<subNodes>
<li Class="ThinkNode_Tagger">
@@ -539,17 +833,17 @@
</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"/>
<li Class="JobGiver_PatientGoToBed" />
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
@@ -560,7 +854,7 @@
</li>
</subNodes>
</li>
<!-- Wander -->
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
@@ -573,10 +867,10 @@
</li>
</subNodes>
</li>
<li Class="JobGiver_WanderAnywhere">
<maxDanger>Deadly</maxDanger>
<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
</li>
</subNodes>
</li>