Antlionbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
AntlionBrain implements the AI for the antlion boss entity using a behavior tree (BT). It coordinates high-priority rock-eating during health recovery, standard combat via StandAndAttack, and a post-fight calm phase where attack speed is reduced before resuming normal aggression. It relies on the health, combat, and worldsettingstimer components to make state-aware decisions.
Usage example
local inst = CreateEntity()
inst:AddComponent("antlionbrain")
-- The brain is automatically initialized when added
-- It will evaluate behaviors and trigger events like "eatrocks" and "antlionstopfighting"
Dependencies & tags
Components used: health, combat, worldsettingstimer
Tags: None identified.
Properties
No public properties.
Main functions
OnStart()
- Description: Initializes the behavior tree with a priority-based root node that sequences rock-eating (high-priority if recently attacked during a wall cooldown), standard combat, low-priority rock-eating, and a post-combat calm sequence. This function is automatically called when the brain is attached to an entity and starts running.
- Parameters: None.
- Returns: Nothing.
Events & listeners
- Listens to: None identified (the brain itself does not register listeners directly; it triggers events via
inst:PushEvent). - Pushes:
"eatrocks"— when the antlion begins eating rocks to heal (high or low priority)."antlionstopfighting"— to signal the end of the calm period and transition back to active combat behavior.