Mushgnomebrain
AI brain component that governs the behavior of the Mushgnome enemy, managing combat, panic responses, and wandering actions through a behavior tree.
AI brain component that governs the behavior of the Mushgnome enemy, managing combat, panic responses, and wandering actions through a behavior tree.
Controls the AI behavior of ocean-dwelling fish entities, including feeding, fishing hook interactions, fleeing, and wandering.
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.
AI brain component that defines behavioral patterns for the Rabbit King boss, selecting between passive, aggressive, and lucky states based on game context.
AI brain controlling Rocky the Beefalo, managing combat behavior, shield usage, leadership loyalty, and movement strategies including wandering, chasing, and eating.
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 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.
Provides AI behavior for the Slurper character by managing behavior tree execution, including panic responses, combat, and homing to a known location.
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 the AI behavior tree for spore-based entities by combining wandering and follow logic to track nearby characters.
Implements AI behavior for the Stagehand entity, prioritizing panic responses at night while seeking nearby light sources.
Controls the behavior and death timing of stalker minions, ensuring they remain leashed to the stalker, idle while near it, and die after a delay following the stalker's death.
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.
Controls the decision-making logic and behavior tree for the walrus entity, managing movement, combat, following, and home-seeking behaviors.
Manages AI behavior for Werepigs, including panic responses, food-seeking when safe, combat aggression, and wandering with home-based navigation.
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 controller for the Wx78 Scanner that manages scanning target tracking, following, and return-to-player logic.