Bunnymanbrain
Based on game build 7140014 | Last updated: 2026-03-03
Overview
BunnymanBrain is a behavior tree-based AI controller for bunnyman entities. It implements a priority-based decision system that handles fleeing (from threats, fire, acid rain, low health), pursuing and attacking targets (including scarers), seeking food, trading with players, following a leader, and returning to a home when appropriate. It relies heavily on common DST components like health, combat, eater, homeseeker, follower, and trader, and uses a prioritized behavior tree to coordinate actions.
Usage example
local inst = CreateEntity()
inst:AddTag("bunnyman")
inst:AddComponent("health")
inst:AddComponent("combat")
inst:AddComponent("eater")
inst:AddComponent("homeseeker")
inst:AddComponent("follower")
inst:AddComponent("trader")
inst:AddComponent("hauntable")
inst:AddComponent("burnable")
-- ... (initialize home and leader if needed)
inst.brain = BunnymanBrain(inst)
inst.brain:OnStart()
Dependencies & tags
Components used: health, combat, eater, edible, equippable, follower, trader, hauntable, burnable, inventory, inventoryitem, homeseeker, playercontroller.
Tags: Checks "manrabbitscarer", "INLIMBO", "outofreach", "NOCLICK", "burnt"; adds no tags itself.
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
inst | Entity | assigned at construction | Reference to the entity instance the brain controls. |
bt | BehaviorTree | nil (set in OnStart) | The root behavior tree, initialized and assigned during OnStart. |
Main functions
OnStart()
- Description: Constructs and initializes the behavior tree using a priority-ordered sequence of conditionally activated nodes. It sets up a behavior tree that evaluates high-priority threats (panic triggers) first, then falls back to combat, trading, foraging, following, home-seeking, and wandering.
- Parameters: None.
- Returns: Nothing.
- Error states: Requires that
inst.componentshas all necessary components (health,combat,eater,homeseeker,follower,trader,hauntable,burnable,inventory,inventoryitem) attached before calling; otherwise node execution may fail.
Events & listeners
- Listens to: None — this brain uses a reactive behavior tree evaluated each tick rather than event-driven scheduling.
- Pushes: None — the brain itself does not fire events, though its sub-behaviours (e.g.,
Panic,RunAway) may.