This commit is contained in:
2025-09-02 18:39:28 +08:00
parent b21de9de91
commit f74c2b844b
10 changed files with 308 additions and 98 deletions

View File

@@ -107,7 +107,7 @@
<subNodes>
<!-- Wild insects with no lord will fight nearby enemies -->
<li Class="JobGiver_AIFightEnemies">
<targetAcquireRadius>30</targetAcquireRadius> <!-- Same as DefendAndExpandHive -->
<targetAcquireRadius>30</targetAcquireRadius> <!-- Same as DefendAndExpandHive -->
<targetKeepRadius>35</targetKeepRadius>
</li>
@@ -324,6 +324,45 @@
</subNodes>
</li>
<!-- OUR CUSTOM LOGIC INJECTION FOR PLANT HARVESTING -->
<li Class="ThinkNode_ConditionalTrainableCompleted">
<trainable>ARA_Sowing</trainable> <!-- Harvesting is part of Sowing skill -->
<subNodes>
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldSow">
<subNodes>
<!-- 优先执行收割 -->
<li Class="ArachnaeSwarm.JobGiver_PlantHarvest" />
</subNodes>
</li>
</subNodes>
</li>
<!-- OUR CUSTOM LOGIC INJECTION FOR PLANT SOWING -->
<li Class="ThinkNode_ConditionalTrainableCompleted">
<trainable>ARA_Sowing</trainable>
<subNodes>
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldSow">
<subNodes>
<!-- 然后执行播种 -->
<li Class="ArachnaeSwarm.JobGiver_PlantSow" />
</subNodes>
</li>
</subNodes>
</li>
<!-- OUR CUSTOM LOGIC INJECTION FOR PLANT CUTTING -->
<li Class="ThinkNode_ConditionalTrainableCompleted">
<trainable>ARA_PlantCutting</trainable>
<subNodes>
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldPlantCut">
<subNodes>
<!-- 最后执行割除 -->
<li Class="ArachnaeSwarm.JobGiver_PlantCutting" />
</subNodes>
</li>
</subNodes>
</li>
</subNodes>
</li>
@@ -335,31 +374,6 @@
<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>