Beargeroffscreen
Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.
Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.
Manages the physics and movement state of a boat entity, including drift detection, physics activation/deactivation, and wake test lifecycle.
Manages rotation behavior and bumper collision detection for a boat entity in the game world.
Implements AI behavior for centipede enemies, managing combat tracking, charging, face-targeting, and autonomous movement.
Provides reusable state definitions and event handlers for common entity behaviors such as movement, sleep, freezing, electrocution, death, and hopping.
Controls movement and behavior of a corpse-infesting entity in relation to its tracked corpse target and nearby players.
AI brain controlling deer gemmed behavior, managing responses to keeper status, combat, panic, and positioning relative to the keeper.
Manages the movement and positioning of an entity during embarkation or disembarkation onto/from a platform or designated position.
Manages camera positioning, movement, and update logic for following a target entity in the game world.
Manages a group of followers arranged in a dynamic formation around a target entity, handling formation membership, positioning, and disbanding.
Utilities for calculating valid wander points around a given location, primarily used for giant AI movement logic.
Manages temporary impairment effects including grogginess, knockouts, and associated speed penalties on an entity.
Manages a group of herd members (e.g., beefalo) around a central entity, handling membership, gathering, merging, position updates, and persistence.
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.
Creates and manages a haunted-doll-specific particle fire effect with dynamic smoke emission based on movement.
Manages entity movement, pathfinding, and speed calculations, including walking, running, platform hopping, and speed modifier interactions.
Defines the behavior tree for a mandrake entity, managing its panic responses, following behavior, and movement patterns.
Tracks whether an entity is inside a miasma cloud and applies movement speed penalties accordingly.
Controls AI behavior for mole entities, handling movement, home creation, bait stealing, and environmental avoidance.
Controls the AI behavior of the Moon Butterfly, prioritizing escape from threats, homing to a remembered location, and wandering within a limited radius.
Assigns a wandering behavior to an entity that restricts movement to land tiles within active moonstorm zones.
Manages nonslip grit sources (e.g., items) on an entity and propagates delta updates to them.
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.
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.
Prevents an entity from moving by stopping physics and applying a speed multiplier of 0 via the locomotor component, while managing lifecycle via sources.
Manages movement speed penalties during sandstorms based on vision state, mounting, and storm intensity.
Defines the state graph for the fused shadeling bomb entity, controlling its movement (walking), idle, spawn, and bounce behaviors.
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.
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.
Controls the AI behavior of the Shadow Knight entity, coordinating combat actions, movement, and despawning logic via a behavior tree.
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.
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 AI behavior for spore-based entities by prioritizing follow or wander actions using a behavior tree.
Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.
Implements decision-making logic for a tornado entity, directing it to move toward or wander near a target location.
Controls the AI behavior of the Wandering Trader, managing movement, face-targeting, stock exhaustion chattering, and route following.
Creates transient visual effects for Woby's dash ability, including a moving追随 trail and a static silhouette, managed via network-aware prefabs.
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.