Beefalobrain
Controls the AI behavior and decision-making logic for beefalo entities, including greeting feeders, loitering, wandering, and following leaders or herd members.
Controls the AI behavior and decision-making logic for beefalo entities, including greeting feeders, loitering, wandering, and following leaders or herd members.
Manages a critter entity's personality traits, including tracking scores for behaviors like combat, playfulness, and crafting, and determining the dominant trait that influences the critter's emotes and stats.
Implements the behavior tree for hound entities, governing movement, combat, and social behaviors based on hound type, leadership, and environmental state.
Defines the AI decision tree and behavior logic for merms, including combat, tool management, throne seeking, garden assistance, and social interactions.
AI controller for walrus entities, managing movement, combat, homing, and social behaviors like following leaders.