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).