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Bishopbrain

Based on game build 714014 | Last updated: 2026-03-03

Overview​

BishopBrain implements the behavior tree for the Clockwork Bishop, a boss entity in Don't Starve Together. It coordinates high-level AI decisions such as engaging enemies, returning to its home position, following a leader, and maintaining orientation toward targets or the leader. This component relies on the brain base class and integrates behaviors from behaviours/ to construct a prioritized action sequence. It uses clockwork_common utilities for home positioning and trader waiting logic, and interacts with the combat and follower components to determine target and leadership state.

Usage example​

local inst = CreateEntity()
inst:AddTag("boss")
inst:AddComponent("combat")
inst:AddComponent("follower")
inst.brain = BishopBrain(inst)
inst.brain:OnStart()

Dependencies & tags​

Components used: combat, follower Tags: None added or removed by this component (though the Bishop prefab it is attached to may use tags such as boss, clockwork, or notarget on entities).

Properties​

No public properties.

Main functions​

OnStart()​

  • Description: Initializes the behavior tree root node for the Bishop. It constructs a priority-based decision tree that includes panic responses, trader waiting, combat engagement, homing movement, leader following, target-facing, and idle standing.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: None documented.

Events & listeners​

  • Listens to: None identified (this component does not register any event listeners directly).
  • Pushes: None identified (this component does not fire events directly).