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9 docs tagged with "behaviour-tree"

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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.

Buzzardbrain

AI behaviour tree for buzzards, managing corpse eating, food consumption, threat response, and fire avoidance based on mutation state.

Corpse Gestalt Brain

AI behaviour tree for the Corpse Gestalt entity, managing movement toward tracked corpses and infestation state transitions based on proximity thresholds.

Itemmimic Revealedbrain

AI behaviour tree for the revealed Item Mimic entity, managing player avoidance, leash constraints, and mimicry target selection.

Mermbrain

AI behaviour tree for merm entities, managing combat, trading, tool collection, throne seeking, and follower behaviours based on environmental state and player proximity.

MushgnomeBrain

AI behaviour tree for the Mush Gnome entity, prioritising spore spray attacks, panic responses, threat avoidance, and wandering.

Runawaytodist

BehaviourNode that calculates and moves to a safe distance away from a hunter entity; returns SUCCESS when safe distance is achieved.

StandAndAttack

BehaviourNode that makes an entity stand in place and attack a target until it dies or timeout expires.

WX-78 Possessed Body Brain

AI behavior tree for WX-78's possessed body entity, currently implementing only stand-still behavior with configurable update rate.