Perdbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
PerdBrain implements the AI decision-making logic for the Perd character in DST. It uses a behavior tree (BT) to orchestrate high-priority threat responses, home-related actions (e.g., returning to a bush), shrine-seeking behavior during special events, food consumption, berry-picking, and routine wandering. This component depends on several other components and behavior modules (wander, runaway, leash, standstill, doaction) to execute its decisions.
Usage example
local inst = CreateEntity()
-- ... setup entity (add tags, components, etc.) ...
inst:AddBrain("perdbrain")
-- The brain is initialized automatically when added; no further setup required.
Dependencies & tags
Components used: burnable, eater, homeseeker, inventory, inventoryitem, pickable
Tags: Checks edible_veggie, INLIMBO, outofreach, scarytoprey, pickable, perdshrine, burnt, fire. Adds or removes seekshrine tag (not visible in this file—controlled externally).
Behavior modules used: wander, leash, standstill, runaway, doaction
Properties
No public properties.
Main functions
OnStart()
- Description: Constructs and assigns the main behavior tree for the Perd entity. It evaluates multiple priority levels, starting with panic triggers and night-time homing, then shrine-seeking (if enabled), followed by safe eating, fleeing, berry picking, and finally default wandering toward home (a bush).
- Parameters: None.
- Returns: Nothing.
- Error states: Assumes
self.instis a valid entity with required components (inventory,eater,homeseeker, etc.) and behavior modules loaded. Failure to meet these assumptions may result in no-op actions or nil behavior tree roots.
Events & listeners
None identified. This component manages its logic internally via the behavior tree and does not register event listeners directly.