Alterguardian Phase3Brain
Controls the AI behavior of the Alter Guardian in phase 3, managing combat prioritization, home-finding, and dodging via behavior trees.
Controls the AI behavior of the Alter Guardian in phase 3, managing combat prioritization, home-finding, and dodging via behavior trees.
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.
Manages automatic swimming state and animation bank switching for entities that transition between land and water tiles.
Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.
A behavior node that moves an entity toward a target until it reaches a specified distance.
A behavior node that forces an entity to flee away from an active electric fence when it detects proximity or shock events.
Controls an entity's movement to avoid being in direct light by changing direction periodically or when transitioning between light and shadow.
Controls the AI decision-making behavior of baby beefalos using a behavior tree to prioritize panic, fleeing, following, and wandering actions.
AI brain responsible for controlling bat behavior, including foraging, stealing nitre, escaping caves, and following team/formation rules.
Controls the behavior tree and AI logic for the Bearger boss, managing combat, foraging, and seasonal movement patterns.
Controls the AI behavior and decision-making logic for beefalo entities, including greeting feeders, loitering, wandering, and following leaders or herd members.
Implements the AI behavior tree for the Bee Guard entity, which patrols near the Bee Queen and engages threats while maintaining formation.
Simulates wind-driven movement and speed variation for an entity by accumulating velocity in the wind direction and applying it to the locomotor component.
Controls a boat's AI behavior by scanning for nearby sail-raised vessels and adjusting its own sail to follow them.
Calculates and applies drag and velocity modifiers to watercraft entities during movement.
Manages the magnetic attraction behavior of a boat toward a paired beacon, calculating forces and velocity to pull the boat toward the beacon's location while avoiding collisions and adapting to motion.
Manages boat movement, physics, steering, sail/magnet forces, drag, and collision response for watercraft entities.
Controls the behavior of a spectator dragonling that follows a boat race indicator entity during boat races.
Manages the rotation direction synchronization between a character entity and its current boat platform.
Generates visual water wake effects behind a boat entity as it moves.
Manages movement and trajectory tracking for a boat entity in the game world.
Controls combat and movement behavior for the Brightmare Gestalt boss based on its current behavior level and surrounding threats.
Monitors nearby terrain anomalies and adjusts walking speed to slow the entity when moving over uneven ground.
Controls the AI behavior of the carnival crow kid, managing movement, minigame spectating, decor interaction, campfire watching, and vocalizations based on game state and environment.
Controls the AI behavior of a herding minigame chick, managing movement via wandering and runaway responses relative to a home location and station markers.
Manages the AI behavior tree for the Carrat character, including racing logic, panic responses, and food foraging.
Implements the decision-making AI for the Catcoon entity, coordinating movement, play, loyalty, and home-returning behaviors.
Manages the physical structure and movement coordination of a multi-segment centipede-like entity, including segment spawning, constraint linking, rotation synchronization, and brain control handover.
Manages channeling state and item usage for entities performing channel-based actions, such as casting spells or using artifacts.
Manages AI behavior to chase, attack a target, and avoid obstacles when they are closer than a specified distance.
A behavior node that executes a charged ram attack toward a target, managing pursuit, alignment, and termination conditions such as distance, time, or attack count limits.
Positions and animates an entity in a circular orbit around a target entity, modulating speed and scale using sine-based interpolation.
Controls minion behavior to harvest, pick, or pick up nearby target entities within a defined radius.
Manages the AI behavior tree for the Cookiecutter entity, handling fleeing, wandering, boat boarding, and home return logic.
Manages the AI behavior of the Cozy Bunnyman during minigames and normal gameplay, including pillow fights, carrot-spinning contests, and home management.
Controls the AI behavior of a Crab King claw unit, coordinating attack, circling, leashing, and wandering actions using a behavior tree.
Manages the rowing behavior and boat association for entities acting as crew members on boats.
Manages AI behavior for small wildlife entities, handling movement toward owners, avoidance of combat zones, playful interactions with other critters, and observation of active minigames.
AI brain controlling the Daywalker 2 boss, coordinating combat behavior including rummaging, stalk chasing, tackling, and avoidance of junk entities.
Controls the AI behavior of the Daywalker boss, coordinating combat targeting, dodging, stalk-in, and home-leash mechanics via a behavior tree.
Manages the behavior tree for deer entities, coordinating solo and herd-based AI including fleeing, wandering, grazing, and alert responses.
Controls the decision-making behavior of the Deerclops boss, coordinating combat, movement, base destruction, and ice regeneration.
Manages collective behavior and movement logic for deer herds, including grazing, roaming, spook responses, and herd cohesion.
Tracks the distance an entity travels between update frames by recording its position and computing Euclidean displacement.
Manages AI behavior for the Dragonfly boss, including fight reset logic, Lavae spawning, chase/combat, and home patrolling.
Controls the AI decision-making behavior of the DustMoth entity, handling panic responses, home seeking, food consumption, dustable object interaction, and navigation.
Manages the movement and positioning of an entity during embarkation or disembarkation onto/from a platform or designated position.
Controls the AI behavior of the Eye of Terror boss, coordinating special attacks, leashing, facing, and spawning mini-eyes via behavior trees.
A behavior node that orients an entity toward a target entity, optionally triggering alert states and stopping locomotion during the facing operation.
AI behaviour node that finds and moves toward the nearest entity matching specified tag filters.
Selects the nearest unoccupied flower within sight and plans a pollination action for the entity.
Controls an entity's movement to maintain a specified distance from a target, supporting approach, retreat, and idle behaviors based on distance thresholds.
Manages an entity's participation in a formation, including leader detection, positioning updates, and sleep/wake lifecycle handling.
Controls the AI behavior of friendly fruit fly entities, managing tasks like following a leader, wandering, and interacting with farm plants.
Controls the decision-making logic for frog entities, managing behaviors such as wandering, sleeping, chasing targets, and returning home during night or winter.
Defines the AI behavior tree for fruit flies, governing their movement, targeting, planting, and spawning logic.
AI brain component for the fused shadeling enemy that manages combat behavior including leashing, chasing, and combat jumps.
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.
AI brain that governs the movement and combat behavior of the grass gator creature, handling panic, chasing, fleeing, orientation toward players, and land-based wandering.
Implements AI behavior for the grassgekko entity, coordinating panic responses, fleeing, and wandering.
Controls the AI behavior of a ghost entity in DST, including following living targets, playful interaction with other ghosts, and periodic despawning.
Tracks herd membership for an entity and manages herd creation or rejoining when enabled.
Manages teleportation and rotation-aware positioning of Hermitcrab-related entities (pearls and structures) relative to Monkey Island during world loading and relocation.
Manages the hitched state of an entity, allowing it to be attached to or detached from another entity via a hitching mechanic.
Implements the behavior tree for hound entities, governing movement, combat, and social behaviors based on hound type, leadership, and environmental state.
Manages joust-specific logic and callbacks for entities capable of performing jousting actions, including edge detection and custom validation.
Controls the behavior tree for the Lavae boss, including combat pursuit, wall breaking, and emergency return to a lava pool on reset.
Controls entity movement to enforce a "leash" distance from a home point, guiding the entity toward home if it strays too far.
Manages AI movement to return an entity toward a home location while optionally avoiding specified obstacles, used primarily for leash-based behavior in world navigation.
Controls the AI behavior of lightfliers, managing movement, threat response, home seeking, and formation following.
Controls the AI behavior of the Lightning Goat, managing state transitions between wandering, fleeing, facing, and attacking.
Manages entity movement, pathfinding, and speed calculations, including walking, running, platform hopping, and speed modifier interactions.
Controls the movement and行为 logic for a Lunar Thrall gestalt entity tasked with moving toward and infesting a lunar plant target.
Controls the AI behavior of the Malbatross boss, managing combat aggression, drowning logic, dive attacks, and land departure.
Manages moonstorm-related speed penalties for entities based on storm intensity and vision state.
Controls the AI behavior tree for the Moose entity, managing operations like returning home, leashing, chasing targets, laying eggs, facing players, and wandering.
Controls the AI decision-making behavior for the mosquito entity, coordinating movement, combat, and homing logic via behavior trees.
Acts as an inventory-based source of non-slip grit that can be applied to entities with slippery feet, enabling temporary traction.
Handles rowing mechanics for boats, applying directional force and managing rowing success/fail behavior.
Causes an entity to move in a random direction repeatedly with brief pauses, simulating a panic-flee behavior.
Triggers panicked movement in a random direction while avoiding nearby threats when a specified avoidance condition is met.
Manages externally applied velocity contributions to an entity's physics, aggregating multiple sources and updating physics and locomotor state.
Manages a delay period measured in frame ticks before allowing a platform-hopping action (e.g., moving between floating platforms) to occur.
Manages player input, locomotion prediction, targeting, placement, and combat actions for the player entity in Don't Starve Together.
Manages non-stacking speed multipliers for players by overriding the locomotor's runspeed, supporting both server-authoritative and client-predicted multipliers with optional hard caps.
Implements AI behavior for the Primemate character, managing actions like boat rowing, leak repair, fleeing, wandering, chasing, and abandoning a boat when it sinks.
Enables an entity to be pushed by another entity and maintains relative positioning during the push.
Manages the AI behavior tree for the Rabbit King entity, handling distinct behavioral states such as passive trading, aggressive combat, and lucky fleeing.
Manages the ability for an entity to be ridden, including saddle attachment, rider assignment, and ride-tick events.
Manages a player entity mounting and dismounting rideable creatures (such as beefalo), handling animations, physics, damage redirection, and serialization.
Causes an entity to flee from a detected hunter or threat by calculating a safe escape direction and moving away, optionally returning home if near a safe location.
Controls the AI behavior of the Shadow Rook chess piece, managing chasing, facing, taunting, and despawning logic.
Manages control succession between centipede head segments based on control priority and randomized switching logic.
Controls the AI behavior for shadow thrall hands, managing attack timing, movement, and coordination with allies (horns and wings) during boss encounters.
Manages the accumulation and decay of slippiness on an entity, enabling ice-related movement mechanics and slip events based on speed and environmental factors.
Provides AI behavior logic for the Slurper entity, managing panic responses, enemy chasing, and homing wandering using known locations.
A behavior node that forces an entity to stop moving and remain stationary, conditionally invoking start/keep functions to determine ongoing validity.
Manages the logic and state for a steering wheel entity that allows sailors to control boat movement.
Manages a character's interaction with a steering wheel to control boat movement, including state transitions and rudder direction updates.
Tracks active storms on a player entity and synchronizes storm-related properties and speed modifiers.
Manages strafing input and facing direction for player entities during movement, integrating with locomotion and player controller systems.
Monitors an entity's positional movement to determine if it has become stuck for a specified duration.
Manages the submersion logic and underwater placement for salvageable entities, ensuring proper positioning in ocean tiles.
Controls the targeting and movement logic for the Wagdrone in rolling mode, managing locomotion, recoil correction, and work target selection within a deploy radius.
Manages a physical platform (e.g., a boat or raft) that players and objects can stand on, handling entity attachment, detachment, and interaction with surrounding systems like drowning, physics halting, and network registration.
Manages the registration, lookup, and update of walkable platforms in the world.
Manages player behavior and camera integration when the player is on a walkable platform (such as a boat), including movement prediction, boat-based camera effects, and zoom handling.
Manages the state and lifecycle of a walking plank, including mounting, dismounting, extending, and retracting behaviors.
Manages a player's or entity's current mounting state on a walking plank.
AI controller for walrus entities, managing movement, combat, homing, and social behaviors like following leaders.
Controls an entity to move randomly within a defined area relative to a home position, using pathfinding and obstacle avoidance to navigate.
Manages path routes and interpolation for entities that follow wandering paths, used for AI navigation in maps.
Controls the movement and ocean-escape behavior of the Wobster entity, prioritizing hopping into the ocean when near water while wandering otherwise.
Coordinates movement along a predefined path in the world, handling walking, teleportation on failure, and sleep/wake synchronization.