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Alterguardian Phase3Brain

Based on game build 714014 | Last updated: 2026-03-03

Overview

AlterGuardian_Phase3Brain is the AI behavior controller for the Alter Guardian during its third phase. It implements a behavior tree (BT) that prioritizes attacking, returning to its spawn point, dodging, facing the nearest valid target, and remaining idle. It relies on the combat, knownlocations, and timer components to make decisions and execute actions, and integrates with several custom behaviours modules (doaction, standandattack, standstill).

Usage example

local inst = CreateEntity()
inst:AddComponent("alterguardian_phase3brain")
-- The brain automatically initializes and starts the behavior tree on game start.
-- Key dependencies (`combat`, `knownlocations`, `timer`) must be added separately.

Dependencies & tags

Components used: combat, knownlocations, timer
Tags: Checks notarget, _combat, INLIMBO, playerghost, character, monster, shadowminion

Properties

No public properties

Main functions

OnStart()

  • Description: Initializes the behavior tree with a priority-based node hierarchy. The tree first attempts attacking (if conditions met), then navigates home if too far, then dodges (if runaway_blocker timer is absent), then faces target, and finally defaults to standing still.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: None identified.

OnInitializationComplete()

  • Description: Records the entity's current position as "spawnpoint" in the knownlocations component for later home-finding logic.
  • Parameters: None.
  • Returns: Nothing.

Events & listeners

  • Listens to: None identified.
  • Pushes: None identified.