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Antlionbrain

Based on game build 714014 | Last updated: 2026-02-27

Overview

AntlionBrain is a behavior tree-based brain component for the antlion entity. It orchestrates high-priority rock-eating during healing, fallback low-priority rock-eating, combat engagement via StandAndAttack, and a post-combat cooldown sequence. It relies on the combat, health, and worldsettingstimer components to make decisions and control behavior timing.

Dependencies & Tags

  • Components used:
    • health (IsHurt())
    • combat (GetLastAttackedTime(), SetAttackPeriod())
    • worldsettingstimer (ActiveTimerExists("wall_cd"))
  • Tags: None identified.

Properties

No public properties are defined in the constructor. The component initializes only the behavior tree internally via self.bt.

Main Functions

AntlionBrain:OnStart()

  • Description: Initializes the behavior tree root node. Constructs a priority-based behavior sequence: highest priority is rock-eating under specific high-need conditions, followed by StandAndAttack, then low-priority rock-eating, and finally a post-combat cooldown sequence that resets attack period and pauses combat.
  • Parameters: None.
  • Returns: None.

ShouldEatRocksHighPrio(inst)

  • Description: Returns true if the antlion should eat rocks with high priority — i.e., it is hurt and the "wall_cd" timer is active and the last attack occurred more than 6 seconds ago (suggesting the antlion is behind cover and safe to eat).
  • Parameters: inst — the entity instance.
  • Returns: boolean.

ShouldEatRocksLowPrio(inst)

  • Description: Returns true if the antlion should eat rocks with low priority — i.e., it is hurt but does not meet the stricter high-priority conditions.
  • Parameters: inst — the entity instance.
  • Returns: boolean.

Events & Listeners

  • Listens to: None.
  • Pushes:
    • "eatrocks" — when rock-eating actions are triggered.
    • "antlionstopfighting" — at the end of the post-combat cooldown sequence.