Followcamera
Manages camera positioning, movement, and update logic for following a target entity in the game world.
Manages camera positioning, movement, and update logic for following a target entity in the game world.
Manages procedural generation logic for a Voronoi region in the world map, including entity placement, tile generation, and population using custom functions or Voronoi-based sampling.
Provides a central registry of map-specific tags and spawner configurations used during level generation in DST's worldgen system.
Controls the AI behavior tree for pigs, handling movement, combat, foraging, trading, minigame spectating, and response to threats or environment.
AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.
Controls the AI behavior of rabbit-like entities, managing panic responses to predators, home seeking, foraging for edible bait, and wandering.
AI brain component that defines behavioral patterns for the Rabbit King boss, selecting between passive, aggressive, and lucky states based on game context.
Implements AI behavior for the Shadow Leech entity, coordinating jumping attacks, leash-based movement toward the Daywalker, facing the target, and wandering when no target is present.
Manages AI behavior for Shadowthrall Centipede segments, coordinating control negotiation, miasma consumption, and wandering.
Controls AI behavior for the shadowthrall parasite entity, causing it to flee from players and shadow rifts and self-remove when no players are nearby.
Manages the AI decision-making logic for sharks, controlling movement, aggression, feeding, and boat-following behavior in Don't Starve Together.
Controls AI behavior for squid entities, managing movement, combat, fishing interactions, and herd coordination.
Controls the behavior tree logic for tornado entities, prioritizing leashing to and wandering around a designated target location.
Controls the AI behavior of the Wandering Trader, handling trading interactions, stock depletion chatter, path following, and wander movement.
Generates waterlog terrain features and marker entities in ocean regions during world generation.
AI controller for the Wobster entity that manages its behavior while fishing, including struggling when hooked, returning home during the day, and interacting with fishing lures.