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Carnivalgame Herding Chick Brain

Based on game build 714014 | Last updated: 2026-02-27

Overview

This brain component defines the behavior tree for a chicken-like entity participating in the herding minigame. It governs movement decisions using a priority-based behavior tree: the chick first flees from players or participants (minigame_participator/minigame_spectator tags) when within a critical distance, then avoids the designated home station area, and finally wanders within a bounded radius of the home location if no higher-priority actions apply. It depends on the locomotor and knownlocations components for movement and spatial referencing.

Dependencies & Tags

  • Components used: locomotor, knownlocations
  • Tags:
    • minigame_participator (used for runaway behavior triggering)
    • minigame_spectator (used for runaway behavior triggering)
    • carnivalgame_herding_station (used to define a zone to avoid)

Properties

No public properties are explicitly initialized in the constructor. Behavior parameters are defined as local constants at the top level of the file.

Main Functions

OnStart()

  • Description: Initializes and assigns the behavior tree for the entity. Constructs a priority node structure where fleeing and avoiding the station take precedence over wandering. The behavior tree is only active while the locomotor component exists.
  • Parameters: None.
  • Returns: None.

Events & Listeners

This component does not register or push any events directly. Behavior logic is encoded entirely within the behavior tree nodes.