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Babybeefalobrain

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

Overview

BabyBeefaloBrain is an AI brain component for baby beefalo entities. It implements behavior prioritization via a behavior tree (BT), delegating to common DST behaviors such as Panic, RunAway, Follow, and Wander. It integrates with the follower, rider, and knownlocations components to determine appropriate responses to environmental and social stimuli, such as leaders, mounted characters, and herd locations.

This brain does not define custom logic beyond configuring the behavior tree root node — all behavior logic is encapsulated in external behavior classes (e.g., RunAway, Follow) and trigger helpers from BrainCommon.

Usage example

local inst = CreateEntity()
inst:AddComponent("babybeefalobrain")
-- The brain is automatically initialized when the entity is spawned
-- and will begin selecting behaviors via its behavior tree.

Dependencies & tags

Components used:
follower, rider, knownlocations
Tags:
Checks beefalo (on mount candidate), character (on target for RunAway).
No tags are added or removed by this brain itself.

Properties

No public properties

Main functions

OnStart()

  • Description: Initializes and assigns the behavior tree root node. Called automatically when the brain component starts (e.g., on entity spawn or brain activation). Constructs a priority-based PriorityNode that evaluates behaviors in the order: panic triggers → fleeing → following → wandering.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: Fails silently if any required component (follower, rider, knownlocations) is missing — leading to incomplete or non-functional behavior (e.g., nil leader, unreachable herd location).

Events & listeners

This brain does not register event listeners or push custom events. It relies entirely on the underlying BT (behavior tree) infrastructure and external behavior classes for reactive updates.