Abigailbrain
Defines the behavior tree AI for Abigail, Wendy's ghost sister companion.
Defines the behavior tree AI for Abigail, Wendy's ghost sister companion.
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.
Controls the AI decision-making behavior of baby beefalos using a behavior tree to prioritize panic, fleeing, following, and wandering actions.
An unused and unmaintained brain class intended for a WerePig-style AI behavior in DST.
Implements a behavior tree system for AI entity decision-making and task execution.
Manages AI behavior for Bernie the bee, including leader following, combat targeting, and activation/deactivation logic.
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.
Controls the decision-making behavior of the Mutated Rift Bird, handling flight responses to threats and food/mining actions.
Controls flight behavior and panic-triggered flee responses for bird-type entities.
Manages AI behavior trees and scheduling for entity intelligence.
Provides shared utility functions and behavior tree nodes for AI brain construction.
Defines the behavior tree AI for the Brightmare Gestalt entity with level-based combat and avoidance patterns.
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 brain for the Brightmare Gestalt invader entity, managing aggression, pursuit, projectile spitting, and structural interaction during invasion behavior.
AI behaviour tree for buzzards, managing corpse eating, food consumption, threat response, and fire avoidance based on mutation state.
Defines the behavior tree AI for Catcoon entities, managing following, playing, hairball throwing, and homing behaviors.
Manages the AI behavior tree for the Cookiecutter entity, handling fleeing, wandering, boat boarding, and home return logic.
AI behaviour tree for the Corpse Gestalt entity, managing movement toward tracked corpses and infestation state transitions based on proximity thresholds.
AI behavior tree for the Crab King's claw entity, managing combat, positioning, and wandering behaviors.
Defines AI behavior tree for critter entities including owner following, combat avoidance, playful interactions, and minigame watching.
Manages the behavior tree for ghost entities, handling targeting of living characters and switching between following and wandering states.
Implements AI behavior for the Gingerbread Pig entity, handling panic, fleeing, leashing, and orientation logic.
Controls the AI behavior for Glommer, an entity that follows its leader while avoiding danger and wandering within proximity limits.
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).
AI behaviour tree for the revealed Item Mimic entity, managing player avoidance, leash constraints, and mimicry target selection.
Implements the AI behavior tree for the koalefant, managing movement, targeting, fleeing, and salt-lick anchoring.
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.
AI brain for Leif that manages behavior via a behavior tree, prioritizing wall attacks, combat, and wandering.
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.
Controls AI behavior for Lunar Thrall Gestalt entities, managing movement toward infestable plants and offscreen teleportation logic.
Implements the behavior tree for a lureplant entity, primarily delegating minion control and movement through behavior nodes.
Defines the behavior tree for a mandrake entity, managing its panic responses, following behavior, and movement patterns.
AI behaviour tree for merm entities, managing combat, trading, tool collection, throne seeking, and follower behaviours based on environmental state and player proximity.
Defines the AI behavior tree for the Moose entity, managing combat, egg-laying, and territorial behaviors.
Controls the AI decision-making behavior for the mosquito entity, coordinating movement, combat, and homing logic via behavior trees.
AI decision engine for mossling entities, coordinating foraging, stealing, guardian summoning, and panic responses via behavior trees.
AI behaviour tree for the Mush Gnome entity, prioritising spore spray attacks, panic responses, threat avoidance, and wandering.
Controls the AI behavior of ocean-dwelling fish entities, including feeding, fishing hook interactions, fleeing, and wandering.
Controls the behavior tree for the Perd character, managing movement, foraging, shrine interaction, and threat response.
AI behavior tree controlling pig NPC behaviors including following, trading, eating, combat, and event participation.
Controls the AI behavior of pig guard NPCs, managing combat, navigation, and environmental interactions via a behavior tree.
Controls the AI behavior of rabbit-like entities, managing panic responses to predators, home seeking, foraging for edible bait, and wandering.
Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.
Manages the AI behavior tree for the Rabbit King entity, handling distinct behavioral states such as passive trading, aggressive combat, and lucky fleeing.
Provides AI behavior for shadowheart-infused entities by prioritizing fleeing from players over standing still.
Controls the AI behavior for the Shadowthrall Mouth entity, managing transitions between combat, idle, and stealth states using a behavior tree.
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.
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.
Defines the behavior tree for the Sharkboi entity when submerged in water, primarily using a simple wander task.
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.
Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.
Controls the AI behavior of small birds, prioritizing survival (starvation, food), following leaders, evading players when not companions, and engaging in combat when necessary.
Manages AI behavior for spore-based entities by prioritizing follow or wander actions using a behavior tree.
Implements AI behavior for the Stagehand entity, prioritizing panic responses at night while seeking nearby light sources.
Manages the decision-making logic for storage robots to pick up, store, and return items based on inventory state and fuel levels.
Implements the behavior tree for the Toadstool entity, managing its channeling, homing, combat engagement, and fleeing states using custom logic and behavior nodes.
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.
Manages AI behavior for Werepigs, including panic responses, food-seeking when safe, combat aggression, and wandering with home-based navigation.
Controls the movement and ocean-escape behavior of the Wobster entity, prioritizing hopping into the ocean when near water while wandering otherwise.
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.
AI behavior tree controller that governs Carrat movement and interaction with the environment and leader in Don't Starve Together.
AI brain component for the Wormwood Fruit Dragon entity that manages its movement and combat behavior using a behavior tree.
Controls the behavior tree logic for the Wormwood Lightflier entity, primarily managing panic responses and walk speed adjustments via the locomotor component.
AI behavior tree for WX-78's possessed body entity, currently implementing only stand-still behavior with configurable update rate.
AI brain for WX-78's possessed body, enabling it to assist a leader player by mirroring their actions, managing combat, and handling survival needs.
AI brain for WX-78's scanner companion, managing target acquisition, scanning behaviour, and return-to-player logic after scan completion.