Birdcage
Manages the behavior of a birdcage that houses birds, handles feeding, interaction, sleeping cycles, and loot generation based on bird state and food type.
Manages the behavior of a birdcage that houses birds, handles feeding, interaction, sleeping cycles, and loot generation based on bird state and food type.
Defines and instantiates bird prefabs with shared logic, including loot dropping, mutation behavior, and canary-specific gas poisoning mechanics.
A portable trap prefab that captures birds when baited and sprung, supporting multiple bird species with symbol swaps and finite uses.
Represents a poisoned canary entity that cannot be picked up while alive or dead, spoils over time, and drops spoiled food upon death.
Provides the definition and shared logic for two companion creatures: a flying bird (Polly Rogers) and a salt-shedding amphibious dog (Salty Dog), each with distinct behaviors, appearances, and interactions.
Manages the full state machine for bird entities, handling movement, idle behavior, flight states, combat hits, death, and lunar mutation transitions.
Controls the AI behavior of the Tallbird, implementing tasks such as nest defense, egg laying, homing, and threat response using a behavior tree.