
dragon_brain
{
    setTargetWhenAttacked
    subBrain: conditionNearSpawn(30), dragon_target_humans
    subBrain: conditionHasTarget(), dragon_combat_abilities
    fleeWhenAttacked

    goToSpawn

    idle: 150
}

dragon_target_humans
{
    setTarget: humans_list
}

dragon_combat_abilities
{
    useRandomAbilities: 500
    fleeOnLowHealth: 30
    faceTarget: 500
    moveOnTarget: 500
    followTarget
}