Babybeefalobrain
Based on game build 714014 | Last updated: 2026-02-27
Overview
BabyBeefaloBrain is a brain component that implements the decision-making logic for baby beefalo entities. It constructs a priority-based behavior tree (BT) with ordered behavior nodes: PanicTrigger, ElectricFencePanicTrigger, RunAway, Follow, and Wander. The brain prioritizes escaping threats (such as electric fences or characters) over following the herd leader and wandering when no immediate danger exists. It relies on the follower, knownlocations, and rider components to determine valid targets and terrain constraints.
Dependencies & Tags
- Components used:
follower— used viaself.inst.components.follower:GetLeader()knownlocations— used viaself.inst.components.knownlocations:GetLocation("herd")rider— used viaother.components.rider:GetMount()
- Tags: None added, removed, or directly checked by this brain itself. The behavior functions (
RunAway,Follow,Wander) utilize tags internally (e.g.,tags={"character"}inRunAway), but this component does not manipulate tags onself.inst.
Properties
No explicit properties are defined as public variables in the constructor. All configuration is provided as local constants at module scope.
Main Functions
BabyBeefaloBrain:OnStart()
- Description: Initializes and attaches the behavior tree (
self.bt) for the baby beefalo. This method is called when the brain is first activated and begins processing behavior nodes in priority order. - Parameters: None.
- Returns: None.
Events & Listeners
This component does not register or emit any events directly. It relies entirely on the behavior system (behaviours/wander, behaviours/panic, behaviours/follow, behaviours/runaway) to handle internal event interactions (e.g., triggering panic or movement completion).