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31 docs tagged with "behavior"

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Approach

A behavior node that moves an entity toward a target until it reaches a specified distance.

Avoidelectricfence

A behavior node that forces an entity to flee away from an active electric fence when it detects proximity or shock events.

Beefalometrics

Records and reports metric events related to beefalo domestication, riding, attacks, and death for analytics purposes.

Behaviourtree

Implements a behavior tree system for AI entity decision-making and task execution.

Chaseandattack

A behavior node that orchestrates chasing and attacking logic by interacting with the combat, locomotor, and health components.

Chattynode

A behavior node that periodically triggers speech or chatter from an entity during AI behavior execution.

CritterBrain

Defines AI behavior tree for critter entities including owner following, combat avoidance, playful interactions, and minigame watching.

Domesticatable

Manages the domestication and obedience mechanics for tameable entities, tracking changes via periodic decay tasks and broadcasting relevant events.

Faceentity

A behavior node that orients an entity toward a target entity, optionally triggering alert states and stopping locomotion during the facing operation.

Findclosest

AI behaviour node that finds and moves toward the nearest entity matching specified tag filters.

Findfarmplant

Selects a suitable farm plant for tending based on stress state and proximity, then initiates movement to it.

Findflower

Selects the nearest unoccupied flower within sight and plans a pollination action for the entity.

Findlight

A behavior tree node that moves an entity toward the nearest valid light source and maintains a safe distance within it.

Firelevel

Defines static configuration parameters for a fire-like entity's visual, thermal, and burning behavior.

Friendlyfruitflybrain

Controls the AI behavior of friendly fruit fly entities, managing tasks like following a leader, wandering, and interacting with farm plants.

Frogbrain

Controls the decision-making logic for frog entities, managing behaviors such as wandering, sleeping, chasing targets, and returning home during night or winter.

Leash

Controls entity movement to enforce a "leash" distance from a home point, guiding the entity toward home if it strays too far.

Mood

Manages timed and seasonal mood states for entities, such as mating behavior in beefalo, by tracking mood duration, season-based activation, and world settings multipliers.

Mushgnome Spawner

Manages the controlled spawning of Mushgnome entities in response to player proximity within a defined zone, using the ChildSpawner component.

Oceanfishable

Manages the fishable state and behavior of ocean creatures when interacting with fishing rods, including stamina-based struggle mechanics and movement speed adjustments based on line tension.

Oceanfishbrain

Controls the AI behavior of ocean-dwelling fish entities, including feeding, fishing hook interactions, fleeing, and wandering.

Otterbrain

AI behavior controller for the Otter character, managing foraging, looting, fishing, and home-stashing behaviors via a priority-based behavior tree.

Sgcharlie Heckler

Defines the state machine for Charlie's heckler entities, handling entrance, idle, exit, and interactive behaviors such as talking and giving playbills during YOTH events.

Sgcritter Bulbin

Defines the animation state machine and behavior logic for the Bulbin critter entity.

Sgdeciduoustree

Defines the state machine for deciduous tree entities, controlling animations and behavior during aggressive idle, chopping, burning, and electrocution states.

Shadow Bishopbrain

Controls the AI behavior of the Shadow Bishop boss entity, handling movement, facing, taunting, and timed despawn logic.

Shadowsubmissive

Grants an entity the `shadowsubmissive` tag and manages its behavioral response to shadow-dominant entities by tracking attacks and restoring the `shadowdominance` tag after a delay if conditions are met.

Standstill

A behavior node that forces an entity to stop moving and remain stationary, conditionally invoking start/keep functions to determine ongoing validity.

Tallbirdnest

Manages the tallbird nesting behavior, egg spawning, and seasonal reproduction cycle.

Wobsterbrain

AI controller for the Wobster entity that manages its behavior while fishing, including struggling when hooked, returning home during the day, and interacting with fishing lures.

Wobycommon

Provides shared AI behavior logic and utility functions for Woby, a companion entity in Don't Starve Together, including fetching, foraging, ammo retrieval, courier, and minigame watching.