Skip to main content

56 docs tagged with "brain"

View all tags

Alterguardian Phase4 Lunarriftbrain

Controls the combat and movement behavior of the Alterguardian during its Phase 4 Lunar Rift transition, prioritizing ranged attacks while chasing andwandering within the arena.

Babybeefalobrain

Controls the AI decision-making behavior of baby beefalos using a behavior tree to prioritize panic, fleeing, following, and wandering actions.

Beardbunnymanbrain

An unused and unmaintained brain class intended for a WerePig-style AI behavior in DST.

Behaviourtree

Implements a behavior tree system for AI entity decision-making and task execution.

Berniebigbrain

Manages AI behavior for Bernie the bee, including leader following, combat targeting, and activation/deactivation logic.

Berniebrain

Manages the AI behavior of Bernie the Big Bernie, including detecting when to transform, finding a leader to follow, taunting nearby sanity monsters, and switching between wandering and following states.

Bird Mutant Rift Brain

Controls the decision-making behavior of the Mutated Rift Bird, handling flight responses to threats and food/mining actions.

Birdbrain

Controls flight behavior and panic-triggered flee responses for bird-type entities.

Brain

Manages AI behavior trees and scheduling for entity intelligence.

Braincommon

Provides shared AI behavior utilities for followers and non-player entities, including panic triggers, saltlick navigation, and leader-assisted actions.

Brightmare Gestaltguardbrain

Implements the AI behavior tree for the Brightmare Gestaltguard, handling aggression, player proximity response, and target tracking using a hierarchical state machine.

Brightmare Gestaltinvaderbrain

AI brain for the Brightmare Gestalt invader entity, managing aggression, pursuit, projectile spitting, and structural interaction during invasion behavior.

Cookiecutterbrain

Manages the AI behavior tree for the Cookiecutter entity, handling fleeing, wandering, boat boarding, and home return logic.

Corpse Gestalt Brain

Controls movement and behavior of a corpse-infesting entity in relation to its tracked corpse target and nearby players.

Crabkingclawbrain

Controls the AI behavior of a Crab King claw unit, coordinating attack, circling, leashing, and wandering actions using a behavior tree.

CritterBrain

Defines AI behavior tree for critter entities including owner following, combat avoidance, playful interactions, and minigame watching.

Ghostbrain

Manages the behavior tree for ghost entities, handling targeting of living characters and switching between following and wandering states.

Gingerbreadpigbrain

Implements AI behavior for the Gingerbread Pig entity, handling panic, fleeing, leashing, and orientation logic.

Glommerbrain

Controls the AI behavior for Glommer, an entity that follows its leader while avoiding danger and wandering within proximity limits.

Hermitcrabbrain

Manages the AI behavior tree for the Hermit Crab, including trading, fishing, hotspring soaking, pet feeding, tea shop navigation, and environmental adaptation (weather, day/night).

Koalefantbrain

Implements the AI behavior tree for the koalefant, managing movement, targeting, fleeing, and salt-lick anchoring.

Lavaepetbrain

Implements the decision-making logic for the Lavae pet, handling hunger-driven behavior, following its owner, and interacting with food and the owner through a behavior tree.

Leifbrain

AI brain for Leif that manages behavior via a behavior tree, prioritizing wall attacks, combat, and wandering.

Lightcrabbrain

Controls the AI behavior of a light-crab entity by managing state execution through a behavior tree, including fleeing from threats, seeking bait, wandering, and returning home.

Lureplantbrain

Implements the behavior tree for a lureplant entity, primarily delegating minion control and movement through behavior nodes.

Mandrakebrain

Defines the behavior tree for a mandrake entity, managing its panic responses, following behavior, and movement patterns.

Moosebrain

Controls the AI behavior tree for the Moose entity, managing operations like returning home, leashing, chasing targets, laying eggs, facing players, and wandering.

Mosquitobrain

Controls the AI decision-making behavior for the mosquito entity, coordinating movement, combat, and homing logic via behavior trees.

Mosslingbrain

AI decision engine for mossling entities, coordinating foraging, stealing, guardian summoning, and panic responses via behavior trees.

Mushgnomebrain

AI brain component that governs the behavior of the Mushgnome enemy, managing combat, panic responses, and wandering actions through a behavior tree.

Oceanfishbrain

Controls the AI behavior of ocean-dwelling fish entities, including feeding, fishing hook interactions, fleeing, and wandering.

Perdbrain

Controls the behavior tree for the Perd character, managing movement, foraging, shrine interaction, and threat response.

Pigguardbrain

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

Rabbitbrain

Controls the AI behavior of rabbit-like entities, managing panic responses to predators, home seeking, foraging for edible bait, and wandering.

Rabbitking Bunnymanbrain

Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.

Rabbitkingbrain

Manages the AI behavior tree for the Rabbit King entity, handling distinct behavioral states such as passive trading, aggressive combat, and lucky fleeing.

Shadowheart Infusedbrain

Provides AI behavior for shadowheart-infused entities by prioritizing fleeing from players over standing still.

Shadowthrall Mouth Brain

Controls the AI behavior for the Shadowthrall Mouth entity, managing transitions between combat, idle, and stealth states using a behavior tree.

Shadowthrall Parasite Brain

Controls the movement and lifecycle behavior of a shadow thrall parasite entity by removing it when no players are nearby and fleeing from players and shadow rift portals.

Shadowwaxwellbrain

Controls AI behavior for Shadow Waxwell minions (e.g., shadowworker, shadowprotector, shadowduelist) by managing priority-based behavior trees focused on following, dancing, avoiding danger, performing work, and combat.

Sharkboi Waterbrain

Defines the behavior tree for the Sharkboi entity when submerged in water, primarily using a simple wander task.

Slurper

Equippable monster hat that attaches to characters, drains their hunger or health, and emits a pulsing light; it also acts as a hostile, autonomous creature when unequipped.

SlurtleSnailbrain

Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.

Smallbirdbrain

Controls the AI behavior of small birds, prioritizing survival (starvation, food), following leaders, evading players when not companions, and engaging in combat when necessary.

Sporebrain

Manages AI behavior for spore-based entities by prioritizing follow or wander actions using a behavior tree.

Stagehandbrain

Implements AI behavior for the Stagehand entity, prioritizing panic responses at night while seeking nearby light sources.

Storage Robotbrain

Manages the decision-making logic for storage robots to pick up, store, and return items based on inventory state and fuel levels.

Toadstoolbrain

Implements the behavior tree for the Toadstool entity, managing its channeling, homing, combat engagement, and fleeing states using custom logic and behavior nodes.

Wagstaff Npcbrain

Controls the behavior tree and state machine of the Wagstaff NPC, managing quest progression, clue-following, arena interactions, and dialogue triggers across different game contexts.

Werepigbrain

Manages AI behavior for Werepigs, including panic responses, food-seeking when safe, combat aggression, and wandering with home-based navigation.

Wobsterlandbrain

Controls the movement and ocean-escape behavior of the Wobster entity, prioritizing hopping into the ocean when near water while wandering otherwise.

Wobybigbrain

Controls the decision-making behavior of Woby (Walter's Woby), including following, combat avoidance, assisting with CHOP/MINE tasks, and interacting with players and the player link UI.

Wormwood Carratbrain

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

Wormwood Fruitdragonbrain

AI brain component for the Wormwood Fruit Dragon entity that manages its movement and combat behavior using a behavior tree.

Wormwood Lightflierbrain

Controls the behavior tree logic for the Wormwood Lightflier entity, primarily managing panic responses and walk speed adjustments via the locomotor component.

Wx78 Scannerbrain

AI behavior controller for the Wx78 Scanner that manages scanning target tracking, following, and return-to-player logic.