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.
Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.
AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.
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 controlling Shadow Rook entities that manages targeting, facing, wandering, and timed despawn behavior via behavior tree logic.
Defines the behavior tree for the Sharkboi entity when submerged in water, primarily using a simple wander task.
Manages the AI decision-making logic for sharks, controlling movement, aggression, feeding, and boat-following behavior in Don't Starve Together.
Controls the behavioral logic for the Spat creature, managing combat prioritization, movement, weapon switching, and threat response via a behavior tree.
Manages the AI behavior tree for spore-based entities by combining wandering and follow logic to track nearby characters.
Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.
Controls the behavior tree logic for tornado entities, prioritizing leashing to and wandering around a designated target location.
Manages AI behavior and movement for the rolling variant of the Wagdrone, handling target validation, destination calculation, recoil mechanics, and speed adjustment via locomotor integration.
Controls the decision-making logic and behavior tree for the walrus entity, managing movement, combat, following, and home-seeking behaviors.
Controls the AI behavior of the Wandering Trader, handling trading interactions, stock depletion chatter, path following, and wander movement.
Controls the AI behavior of a land-dwelling mob that attempts to escape into the ocean when threatened, using hop and wander logic.
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.