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Birchnutdrakebrain

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

Overview

BirchNutDrakeBrain defines the decision-making logic for the Birch Nut Drake entity through a behavior tree. It integrates panic responses, ranged combat engagement (ChaseAndAttack), and a leash mechanism that restricts movement within a bounded radius of its spawn point. This component relies on the knownlocations component to store and retrieve the spawn position used for leash calculations.

Usage example

local inst = CreateEntity()
inst:AddComponent("knownlocations")
inst:AddComponent("brain")
inst.components.brain:SetBrain("birchnutdrakebrain")

Dependencies & tags

Components used: knownlocations
Tags: None identified.

Properties

No public properties.

Main functions

OnStart()

  • Description: Initializes the behavior tree root node, which evaluates high-priority behaviors in order: panic triggers (general and electric fence), leash enforcement, combat engagement (chase and attack with ranges 12–21), and finally a fallback action to exit and play idle animation.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: None documented.

OnInitializationComplete()

  • Description: Records the entity's current position as the "spawnpoint" location in the knownlocations component, which is used later for leash calculations.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: None documented.

Events & listeners

  • Listens to: None identified.
  • Pushes: exit — fired with { force = true, idleanim = true } when no higher-priority behavior triggers, prompting the entity to stop current actions and transition to idle animation.