Klausbrain
AI brain component that controls Klaus's behavior, including rage states, combat, wandering, and chomp attacks.
AI brain component that controls Klaus's behavior, including rage states, combat, wandering, and chomp attacks.
Implements the AI behavior tree for the Lunar Grazer entity, managing combat, movement, and despawn logic based on target status and entity state.
Controls the AI behavior of pig guard NPCs, managing combat, navigation, and environmental interactions via a behavior tree.
Controls the AI decision-making logic for Shadowthrall Horns, orchestrating attack timing, movement, and coordination with teammate entities.
AI brain controlling small ghost behavior, including following leader, locating lost toys, hinting with jump-in actions, and avoiding combat.
Controls the behavioral logic for the Spat creature, managing combat prioritization, movement, weapon switching, and threat response via a behavior tree.
Manages the AI behavior tree for spiders, handling combat, following, hiding, foraging, and navigation based on spider type and state.
Manages the decision-making and behavior tree logic for Stalker entities, including ability usage, movement, combat, and phase transitions based on health and environmental state.
Implements the AI behavior tree for the Woby small variant, handling combat avoidance, playful interaction with other critters, affection towards its owner, and helper actions such as fetching and foraging.
AI behavior tree controller that governs Carrat movement and interaction with the environment and leader in Don't Starve Together.