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43 docs tagged with "movement"

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Beargeroffscreen

Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.

Boatdrifter

Manages the physics and movement state of a boat entity, including drift detection, physics activation/deactivation, and wake test lifecycle.

Boatring

Manages rotation behavior and bumper collision detection for a boat entity in the game world.

Centipedebrain

Implements AI behavior for centipede enemies, managing combat tracking, charging, face-targeting, and autonomous movement.

Commonstates

Provides reusable state definitions and event handlers for common entity behaviors such as movement, sleep, freezing, electrocution, death, and hopping.

Corpse Gestalt Brain

Controls movement and behavior of a corpse-infesting entity in relation to its tracked corpse target and nearby players.

Deergemmedbrain

AI brain controlling deer gemmed behavior, managing responses to keeper status, combat, panic, and positioning relative to the keeper.

Embarker

Manages the movement and positioning of an entity during embarkation or disembarkation onto/from a platform or designated position.

Followcamera

Manages camera positioning, movement, and update logic for following a target entity in the game world.

Formationleader

Manages a group of followers arranged in a dynamic formation around a target entity, handling formation membership, positioning, and disbanding.

Giantutils

Utilities for calculating valid wander points around a given location, primarily used for giant AI movement logic.

Grogginess

Manages temporary impairment effects including grogginess, knockouts, and associated speed penalties on an entity.

Herd

Manages a group of herd members (e.g., beefalo) around a central entity, handling membership, gathering, merging, position updates, and persistence.

Lightcrabbrain

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.

Lighterfire Haunteddoll

Creates and manages a haunted-doll-specific particle fire effect with dynamic smoke emission based on movement.

Locomotor

Manages entity movement, pathfinding, and speed calculations, including walking, running, platform hopping, and speed modifier interactions.

Mandrakebrain

Defines the behavior tree for a mandrake entity, managing its panic responses, following behavior, and movement patterns.

MiasmaWatcher

Tracks whether an entity is inside a miasma cloud and applies movement speed penalties accordingly.

Molebrain

Controls AI behavior for mole entities, handling movement, home creation, bait stealing, and environmental avoidance.

Moonbutterflybrain

Controls the AI behavior of the Moon Butterfly, prioritizing escape from threats, homing to a remembered location, and wandering within a limited radius.

Moonstormstaticbrain

Assigns a wandering behavior to an entity that restricts movement to land tiles within active moonstorm zones.

Nonslipgrituser

Manages nonslip grit sources (e.g., items) on an entity and propagates delta updates to them.

Oceanfishable

Manages the fishable state and behavior of ocean creatures when interacting with fishing rods, including stamina-based struggle mechanics and movement speed adjustments based on line tension.

Oceanshadowcreaturebrain

Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.

Powdermonkeybrain

AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.

Rabbitking Bunnymanbrain

Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.

Rooted

Prevents an entity from moving by stopping physics and applying a speed multiplier of 0 via the locomotor component, while managing lifecycle via sources.

Sandstormwatcher

Manages movement speed penalties during sandstorms based on vision state, mounting, and storm intensity.

Sgfused Shadeling Bomb

Defines the state graph for the fused shadeling bomb entity, controlling its movement (walking), idle, spawn, and bounce behaviors.

Sggrassgator

Manages the state machine for the Grass Gator entity, handling transitions between idle, attack, fall, dive, and death behaviors based on timers, events, and component states.

Sgmoose

Stategraph for the Moose/Moosegoose entity that manages movement, Idle, combat (including disarm), egg-laying, flying, and death animations via state transitions and event handling.

Shadow Knightbrain

Controls the AI behavior of the Shadow Knight entity, coordinating combat actions, movement, and despawning logic via a behavior tree.

Shadowthrall Parasite Brain

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.

Sharkboi Waterbrain

Defines the behavior tree for the Sharkboi entity when submerged in water, primarily using a simple wander task.

Sharkbrain

Manages the AI decision-making logic for sharks, controlling movement, aggression, feeding, and boat-following behavior in Don't Starve Together.

Spatbrain

Controls the behavioral logic for the Spat creature, managing combat prioritization, movement, weapon switching, and threat response via a behavior tree.

Sporebrain

Manages AI behavior for spore-based entities by prioritizing follow or wander actions using a behavior tree.

Stageusherbrain

Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.

Tornadobrain

Implements decision-making logic for a tornado entity, directing it to move toward or wander near a target location.

Wanderingtraderbrain

Controls the AI behavior of the Wandering Trader, managing movement, face-targeting, stock exhaustion chattering, and route following.

Woby Shadow Fx

Creates transient visual effects for Woby's dash ability, including a moving追随 trail and a static silhouette, managed via network-aware prefabs.

Wormwood Fruitdragonbrain

AI brain component for the Wormwood Fruit Dragon entity that manages its movement and combat behavior using a behavior tree.

Wormwood Lightflierbrain

Controls the behavior tree logic for the Wormwood Lightflier entity, primarily managing panic responses and walk speed adjustments via the locomotor component.