暂存工作寄生体
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<label>阿拉克涅拟线种寄生体</label>
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<description>阿拉克涅拟线种是虫群中最神秘的分支之一。它们与原虫种同源,但在进化之路上并未发展出高级智慧,而是走向了一条截然不同的道路:寄生。拟线种是无法脱离宿主独立存活的寄生虫。一旦寄生于生物体内,它们会长期潜伏,最终逐步接管宿主的神经与代谢系统,将其变为受其操控的行尸走肉——“寄生体”。得益于超凡的细胞复制与再生能力,拟线种能够模仿并替代宿主的细胞结构,这使得寄生体拥有了惊人的自我修复能力。然而,这种寄生关系也极具侵略性:拟线种的虫卵遍布寄生体体表,任何被寄生体攻击的生物都有可能被感染,最终沦为新的寄生体。尽管拟线虫将寄生体的新陈代谢维持在极低水平,但寄生体本身并不会主动觅食。因此,当能量耗尽后,它们终将迎来“死亡”。</description>
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<hediff>ARA_MimicNematodeShambler</hediff>
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<thinkTree>Shambler</thinkTree>
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<thinkTree>ARA_WorkingShambler</thinkTree>
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<thinkTreeConstant>ShamblerConstant</thinkTreeConstant>
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<hideLabel>true</hideLabel>
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<namePrefix>拟线种寄生体 </namePrefix>
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@@ -25,10 +25,10 @@
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<clearMutantStatusOnDeath>true</clearMutantStatusOnDeath>
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<canTravelInCaravan>false</canTravelInCaravan>
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<canAttackWhileCrawling>true</canAttackWhileCrawling>
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<respectsAllowedArea>false</respectsAllowedArea>
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<respectsAllowedArea>true</respectsAllowedArea>
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<disableFlying>true</disableFlying>
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<canGainXP>false</canGainXP>
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<canBeDrafted>false</canBeDrafted>
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<canBeDrafted>true</canBeDrafted>
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<disableHostilityResponse>true</disableHostilityResponse>
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<deathOnDownedChance>0.25</deathOnDownedChance>
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<woundColor>(0.3, 0.3, 0.0, 1.0)</woundColor>
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@@ -44,6 +44,19 @@
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<removesHediffs>
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<li>ARA_MimicNematode</li>
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</removesHediffs>
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<workDisables Inherit="false">
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<li>ManualSkilled</li>
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<li>Intellectual</li>
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<li>Artistic</li>
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<li>Caring</li>
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<li>Social</li>
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<li>PlantWork</li>
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<li>Mining</li>
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<li>Hunting</li>
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<li>Constructing</li>
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<li>Cooking</li>
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<li>Shooting</li>
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</workDisables>
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<!-- Rendering -->
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<renderNodeProperties>
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<li Class="PawnRenderNodeProperties_Overlay">
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66
1.6/1.6/Defs/ThinkTreeDefs/ARA_WorkingShambler_ThinkTree.xml
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66
1.6/1.6/Defs/ThinkTreeDefs/ARA_WorkingShambler_ThinkTree.xml
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@@ -0,0 +1,66 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- ================================================================== -->
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<!-- ===== 2. 定义我们的“工作僵尸”思考树,并引用上面的子树 ===== -->
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<!-- ================================================================== -->
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<ThinkTreeDef>
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<defName>ARA_WorkingShambler</defName>
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<thinkRoot Class="ThinkNode_Priority">
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<subNodes>
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<!-- 基础状态检查 (来自 Shambler) -->
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<li Class="ThinkNode_Subtree">
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<treeDef>Despawned</treeDef>
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</li>
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<li Class="ThinkNode_ConditionalDowned">
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<subNodes>
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<li Class="ThinkNode_ConditionalCanCrawl">
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<invert>true</invert>
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<subNodes>
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<li Class="ThinkNode_Subtree">
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<treeDef>Downed</treeDef>
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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_Subtree">
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<treeDef>BurningResponse</treeDef>
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</li>
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<!-- 响应直接命令和威胁 (来自 Shambler) -->
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<li Class="ThinkNode_QueuedJob" />
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<li Class="ThinkNodeConditional_EscapingHoldingPlatform">
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<subNodes>
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<li Class="JobGiver_EscapingHoldingPlatform" />
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</subNodes>
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</li>
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<li Class="JobGiver_ReactToCloseMeleeThreat" />
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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<!-- 主动战斗 (来自 Shambler) -->
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<li Class="JobGiver_ShamblerFight">
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<targetAcquireRadius>20</targetAcquireRadius>
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<targetKeepRadius>30</targetKeepRadius>
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</li>
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<!-- 工作逻辑 (引用我们自己的精简版工作核心) -->
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<li Class="JobGiver_SeekAllowedArea" />
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<li Class="JobGiver_Work">
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<emergency>true</emergency>
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</li>
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<!-- 核心工作循环,但使用我们的精简版 -->
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<li Class="JobGiver_Work"/>
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<!-- 空闲时徘徊 (来自 Shambler) -->
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<li Class="JobGiver_ShamblerWander">
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<wanderRadius>5</wanderRadius>
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</li>
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</subNodes>
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</thinkRoot>
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</ThinkTreeDef>
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</Defs>
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