Brightmare Gestaltguardbrain
AI behaviour tree for the brightmare gestalt guard, managing aggressive chasing, player relocation, chassis possession, and idle wandering based on behaviour level and player proximity.
AI behaviour tree for the brightmare gestalt guard, managing aggressive chasing, player relocation, chassis possession, and idle wandering based on behaviour level and player proximity.
AI behaviour tree for buzzards, managing corpse eating, food consumption, threat response, and fire avoidance based on mutation state.
AI behaviour tree for the Corpse Gestalt entity, managing movement toward tracked corpses and infestation state transitions based on proximity thresholds.
AI behaviour tree for the revealed Item Mimic entity, managing player avoidance, leash constraints, and mimicry target selection.
AI behaviour tree for merm entities, managing combat, trading, tool collection, throne seeking, and follower behaviours based on environmental state and player proximity.
AI behaviour tree for the Mush Gnome entity, prioritising spore spray attacks, panic responses, threat avoidance, and wandering.
BehaviourNode that calculates and moves to a safe distance away from a hunter entity; returns SUCCESS when safe distance is achieved.
BehaviourNode that makes an entity stand in place and attack a target until it dies or timeout expires.
AI behavior tree for WX-78's possessed body entity, currently implementing only stand-still behavior with configurable update rate.