<?xml version="1.0" encoding="utf-8" ?>
<ThinkTrees>

  <!--============= Burning ============-->
  <ThinkTreeDef>
		<defName>BurningResponse</defName>
		<thinkRoot Class="ThinkNode_ConditionalBurning">
			<subNodes>
				<li Class="ThinkNode_Priority">
					<subNodes>
						<li Class="JobGiver_ExtinguishSelf" />
						<li Class="JobGiver_RunRandom" />
					</subNodes>
				</li>
			</subNodes>
		</thinkRoot>
	</ThinkTreeDef>


  <!--============= Psychotic ============-->
  <ThinkTreeDef>
		<defName>Psychotic</defName>
		<thinkRoot Class="ThinkNode_ConditionalSanityState">
			<sanityState>Psychotic</sanityState>
			<subNodes>
				<li Class="ThinkNode_Priority">
					<subNodes>
						<li Class="JobGiver_Psychotic" />
						<li Class="JobGiver_WanderAnywhere" />
					</subNodes>
				</li>
			</subNodes>
		</thinkRoot>
	</ThinkTreeDef>


  <!--============= Self-defense ============-->
  <ThinkTreeDef>
		<defName>SelfDefense</defName>
		<thinkRoot Class="JobGiver_SelfDefense" />
	</ThinkTreeDef>



  <!--============= Test of insertion hooks ============-->
  <!-- If you remove the comments around this, it will inject
      this AI control node into all ThinkTrees where there is an
      insertion hook seeking a matching InsertTag.
      
      If there are several injections, they'll be ordered by priorty (highest first).
      
      This example just makes colonists beat on each other, but modders
      can add any behavior using these and they'll all work together.-->
  <!--
  <ThinkTreeDef>
    <defName>InsertHookTest</defName>
    <insertTag>Humanoid_PostBroken</insertTag>
    <insertPriority>100</insertPriority>
    <thinkRoot Class="JobGiver_Psychotic" />
  </ThinkTreeDef>
  -->





</ThinkTrees>