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Daywalkerbrain

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

Overview

DaywalkerBrain implements the behavior tree for the Daywalker boss entity in DST. It orchestrates state-dependent combat behavior—including kiting (dodging), stalking, chasing, and returning to its prison home—by evaluating conditions via the combat, knownlocations, and timer components. The brain uses custom utility functions to decide when to switch between states and leverages built-in behaviors (ChaseAndAttack, RunAway, Leash, Wander, FaceEntity) within a hierarchical priority structure.

Usage example

local inst = CreateEntity()
inst:AddComponent("combat")
inst:AddComponent("knownlocations")
inst:AddComponent("timer")
inst:AddComponent("brain")
inst.components.brain:SetBrainClass("DaywalkerBrain")
inst.components.brain:OnStart()

Dependencies & tags

Components used: combat, knownlocations, timer, brain Tags: Checks INLIMBO, playerghost, invisible, hidden, flight, shadowcreature, character, monster, largecreature, shadowminion; also relies on self.inst.canstalk, state tags jumping, tired.

Properties

No public properties.

Main functions

OnStart()

  • Description: Initializes and assigns the behavior tree root for the Daywalker entity. The behavior tree defines high-priority state guards (e.g., not jumping or tired) and priority-nested conditions for kiting, stalking, chasing, leash-return, and wandering.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: Requires self.inst.components.combat, self.inst.components.knownlocations, and self.inst.components.timer to be present; otherwise, runtime errors may occur during tree evaluation.

Events & listeners

None identified.