Carnivalgame Herding Chick Brain
Based on game build 714014 | Last updated: 2026-03-03
Overview
CarnivalGame_Herding_ChickBrain defines the behavior tree for a chick entity participating in the herding minigame. It orchestrates three core behaviors using a priority node:
- Running away from entities with tags
"minigame_participator"or"minigame_spectator"(e.g., other players or chicks). - Avoiding the herding station region (
"carnivalgame_herding_station"tag). - Wandering within a maximum radius of its home location.
The AI only activates when the entity has a locomotor component, and uses knownlocations to retrieve the "home" position for movement.
Usage example
local inst = CreateEntity()
inst:AddTag("carnivalgame_herding_chick")
inst:AddComponent("knownlocations")
inst:AddComponent("locomotor")
inst:AddComponent("behaviour")
inst:AddComponent("companion")
inst:AddBrain("carnivalgame_herding_chick_brain")
Dependencies & tags
Components used:
locomotor(required for activation)knownlocations(to fetch"home"location)
Tags:
- Adds
"minigame_participator"or"minigame_spectator"dynamically (viaRunAwaybehavior) - Checks for
"carnivalgame_herding_station"tag to avoid station areas
Properties
No public properties.
Main functions
OnStart()
- Description: Initializes the behavior tree with a priority-ordered node hierarchy: runaway (from players/spectators), runaway (from home station), then wandering. Only runs while the
locomotorcomponent exists. - Parameters: None.
- Returns: Nothing.
- Error states: Behavior tree (
self.bt) is only constructed ifself.inst.components.locomotoris non-nilat activation time.
Events & listeners
None identified.