Grassgekkobrain
Based on game build 714014 | Last updated: 2026-02-27
Overview
The GrassgekkoBrain component defines the behavioral logic for grassgekko entities in Don't Starve Together. It implements an AI behavior tree (BT) using a priority-based node structure to handle panic responses (e.g., fleeing from players or scary entities), wanders to a herd location, and respects leash constraints via the leash behavior. This component is attached to grassgekko entities and coordinates movement through DST's behavior system.
Dependencies & Tags
- Components used:
knownlocations: Accessed viaself.inst.components.knownlocations:GetLocation("herd")to retrieve the herd's current position for wandering.
- Tags checked:
NO_TAGS = {"FX", "NOCLICK", "DECOR", "INLIMBO", "stump", "burnt"}is passed toRunAwayto exclude entities with these tags from triggering avoidance behavior.
- Behaviors used:
wander,faceentity,runaway,leash(referenced viarequirebut onlyWanderandRunAwayare used in the tree).
- Brain utilities:
BrainCommon.PanicTrigger,BrainCommon.ElectricFencePanicTriggerfrombrains/braincommon.lua.
Properties
No explicit properties are initialized in the constructor or elsewhere in this file beyond standard Brain inheritance. All configuration is done via local constants.
Main Functions
GrassgekkoBrain:OnStart()
- Description: Initializes the behavior tree root node when the brain starts. Constructs a priority node that evaluates behaviors in order of urgency: panic triggers first, followed by
RunAwayfor specific entity types, and finally aWanderaction targeting the herd location. - Parameters: None.
- Returns:
nil.
Events & Listeners
This component does not register or fire any events directly. All event-driven behavior is encapsulated within the behavior tree nodes (RunAway, Wander, BrainCommon.PanicTrigger, etc.) and their underlying logic.