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Wormwood Fruitdragonbrain

Based on game build 714014 | Last updated: 2026-02-27

Overview

This component defines the AI behavior for the Wormwood Fruit Dragon entity in Don't Starve Together. It implements a behavior tree-based AI system that coordinates panic responses, leader following, chasing/attacking enemies, and random wandering. The brain uses core DST behavior classes (Wander, Follow, ChaseAndAttack) and common utility triggers (PanicTrigger, ElectricFencePanicTrigger) to determine the entity's actions.

The component depends on the follower component to identify its leader and uses behavior logic provided by external modules (behaviours/ folder and brains/braincommon.lua). It initializes a priority-based behavior tree in OnStart() that evaluates behaviors in order of priority and executes the highest-priority one whose condition is met.

Usage example

This brain is intended to be assigned to an entity instance during its prefab initialization (typically in a prefab file). Example usage is implicit and handled by the game engine:

inst:AddBrain("wormwood_fruitdragonbrain")

The brain component does not expose manual configuration or function calls post-initialization; behavior is driven entirely by the internal behavior tree evaluation loop.

Dependencies & tags

Components used:

  • follower — accessed via inst.components.follower:GetLeader() to determine the entity's current leader.

Tags: None identified.

Properties

No public properties are initialized in the constructor. All state is encapsulated within the behavior tree structure and internal functions.

Main functions

OnStart()

  • Description: Initializes and assigns the behavior tree root node. This function is called automatically when the brain component starts managing the entity's AI.
  • Parameters: None (uses self.inst, which is the entity instance).
  • Returns: nil.
  • Error states: May fail silently if required modules (Follow, ChaseAndAttack, Wander, BrainCommon) are not loaded or if dependencies (e.g., follower component) are missing. No explicit error handling is present.

Events & listeners

None. This brain component does not register or fire any events directly. Its behavior is driven by the internal behavior tree and shared behavior modules.