可控机械族(未完成)
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169
1.6/1.6/Defs/ThinkTreeDefs/WULA_AutonomousMech.xml
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169
1.6/1.6/Defs/ThinkTreeDefs/WULA_AutonomousMech.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThinkTreeDef>
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<defName>WULA_AutonomousMech</defName>
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<thinkRoot Class="ThinkNode_Priority">
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<subNodes>
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<!-- Despawned -->
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<li Class="ThinkNode_Subtree">
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<treeDef>Despawned</treeDef>
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</li>
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<!-- Deactivated -->
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<li Class="ThinkNode_ConditionalDeactivated" MayRequire="Ludeon.RimWorld.Odyssey">
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<subNodes>
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<li Class="JobGiver_Deactivated" />
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</subNodes>
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</li>
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<!-- Downed -->
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<li Class="ThinkNode_Subtree">
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<treeDef>Downed</treeDef>
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</li>
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<!-- Self-Shutdown -->
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<li Class="ThinkNode_ConditionalLowEnergy" MayRequire="Ludeon.RimWorld.Biotech">
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<subNodes>
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<li Class="JobGiver_SelfShutdown" />
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</subNodes>
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</li>
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<!-- Mental state -->
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<li Class="ThinkNode_ConditionalMentalState">
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<state>BerserkMechanoid</state>
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<subNodes>
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<li Class="ThinkNode_Priority">
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<subNodes>
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<li Class="JobGiver_Berserk" />
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<li Class="JobGiver_WanderAnywhere">
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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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<!-- Do a queued job (支持右键强制高优先级工作) -->
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<li Class="ThinkNode_QueuedJob" />
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<!-- 征召行为:使用人类的条件节点 -->
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<li Class="ThinkNode_ConditionalDrafted">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>DraftedOrder</tagToGive>
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<subNodes>
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<li Class="JobGiver_MoveToStandable" />
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<li Class="JobGiver_Orders" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Lord -->
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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<!-- 自主机械族工作模式 -->
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<li Class="WulaFallenEmpire.ThinkNode_ConditionalAutonomousMech">
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<subNodes>
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<li Class="ThinkNode_ConditionalNotFormingCaravan">
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<subNodes>
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<!-- Keep charging if we're already charging -->
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<li Class="ThinkNode_ConditionalRecharging">
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<subNodes>
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<li Class="JobGiver_GetEnergy_Charger" />
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</subNodes>
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</li>
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<!-- Work modes -->
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<li Class="ThinkNode_ConditionalWorkMode" MayRequire="Ludeon.RimWorld.Biotech">
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<workMode>Work</workMode>
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<subNodes>
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<li Class="JobGiver_SeekAllowedArea" />
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<li Class="JobGiver_GetEnergy_Charger" />
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<!-- 紧急工作 -->
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<li Class="JobGiver_Work">
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<emergency>true</emergency>
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</li>
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<!-- 常规工作 -->
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<li Class="JobGiver_Work" />
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<!-- 非战斗机械族的巡逻行为 -->
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<li Class="ThinkNode_ConditionalWorkMech">
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<invert>true</invert>
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<subNodes>
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<li Class="JobGiver_AIFightEnemies">
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<targetAcquireRadius>65</targetAcquireRadius>
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<targetKeepRadius>72</targetKeepRadius>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>MiscWork</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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<reportStringOverride>Patrolling.</reportStringOverride>
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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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</subNodes>
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</li>
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<!-- 充电模式 -->
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<li Class="ThinkNode_ConditionalWorkMode" MayRequire="Ludeon.RimWorld.Biotech">
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<workMode>Recharge</workMode>
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<subNodes>
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<li Class="JobGiver_SeekAllowedArea" />
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<li Class="JobGiver_GetEnergy_Charger" />
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<li Class="JobGiver_GetEnergy_SelfShutdown">
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<forced>true</forced>
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</li>
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</subNodes>
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</li>
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<!-- 休眠模式 -->
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<li Class="ThinkNode_ConditionalWorkMode" MayRequire="Ludeon.RimWorld.Biotech">
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<workMode>SelfShutdown</workMode>
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<subNodes>
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<li Class="JobGiver_SeekAllowedArea" />
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<li Class="JobGiver_SelfShutdown" />
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</subNodes>
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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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<!-- 非玩家控制机械族的战斗行为 -->
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<li Class="ThinkNode_ConditionalPlayerControlledMech">
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<invert>true</invert>
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<subNodes>
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<li Class="JobGiver_AIFightEnemies">
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<targetAcquireRadius>30</targetAcquireRadius>
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<targetKeepRadius>35</targetKeepRadius>
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</li>
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</subNodes>
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</li>
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<!-- 空闲时的行为 -->
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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>None</maxDanger>
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</li>
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</subNodes>
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</li>
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<!-- Idle error -->
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<li Class="JobGiver_IdleError"/>
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</subNodes>
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</thinkRoot>
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</ThinkTreeDef>
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</Defs>
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