slave_brain
{
    attackMasterTarget
    subBrain: conditionHasTarget(), slave_combat
    subBrain: conditionPropertyRatioRange(CURRENT_NUTRITION, 0.0, 0.5), slave_eat
    followMaster
    idle: 1000
}

slave_combat
{
    subBrain: conditionHasPathToTarget(), slave_combat_abilities
    moveOnTarget: 300
    followTarget
}

slave_combat_abilities
{
    useRandomAbilities: 1000
}

slave_eat
{
    setItemGrabTargetFromDiet: FOOD_TARGET
    useItemTarget: FOOD_TARGET
    goToItemTarget: FOOD_TARGET
}
