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10 docs tagged with "behavior_tree"

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Klausbrain

AI brain component that controls Klaus's behavior, including rage states, combat, wandering, and chomp attacks.

Lunar Grazer Brain

Implements the AI behavior tree for the Lunar Grazer entity, managing combat, movement, and despawn logic based on target status and entity state.

Pigguardbrain

Controls the AI behavior of pig guard NPCs, managing combat, navigation, and environmental interactions via a behavior tree.

Shadowthrall Horns Brain

Controls the AI decision-making logic for Shadowthrall Horns, orchestrating attack timing, movement, and coordination with teammate entities.

Smallghostbrain

AI brain controlling small ghost behavior, including following leader, locating lost toys, hinting with jump-in actions, and avoiding combat.

Spatbrain

Controls the behavioral logic for the Spat creature, managing combat prioritization, movement, weapon switching, and threat response via a behavior tree.

Spiderbrain

Manages the AI behavior tree for spiders, handling combat, following, hiding, foraging, and navigation based on spider type and state.

Stalkerbrain

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.

Wobysmallbrain

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.

Wormwood Carratbrain

AI behavior tree controller that governs Carrat movement and interaction with the environment and leader in Don't Starve Together.