CaveventMiteBrain
Based on game build 714014 | Last updated: 2026-02-27
Overview
caveventmitebrain is a Brain component responsible for the behavior tree logic of the Cave Vent Mite. It orchestrates high-level decision-making through a prioritized sequence of Behaviors: fleeing from threats (including panic triggers and electric fences), using a damage-triggered shield in combat, chasing and attacking targets, foraging for edible items, and wandering within a defined radius. It integrates several core components (combat, eater, knownlocations, timer) to support autonomous, context-sensitive behavior.
Dependencies & Tags
- Components used:
combat: Used viainst.components.combat:HasTarget().eater: Used viainst.components.eater:CanEat()andinst.components.eater:GetEdibleTags().knownlocations: Used viainst.components.knownlocations:GetLocation("home")andinst.components.knownlocations:RememberLocation("home", pos).timer: Used viainst.components.timer:TimerExists("shield_cooldown").
- Tags: None added or removed by this component.
Properties
None identified. The component relies on locally defined constants and behavior functions, and does not declare custom properties in its constructor.
Main Functions
CaveVentMiteBrain:OnStart()
- Description: Initializes and sets up the behavior tree root node. It constructs a priority-based sequence of Behaviors, assigning higher priority to escape-related behaviors (panic, electric fence), followed by shield usage, combat, foraging, and wandering.
- Parameters: None.
- Returns: None.
CaveVentMiteBrain:OnInitializationComplete()
- Description: Records the entity's current position as its "home" location using
knownlocations. This anchor point is used by theWanderbehavior to constrain movement range. - Parameters: None.
- Returns: None.
Events & Listeners
None. This component does not register or fire any custom events. It relies entirely on the Behavior Tree system and built-in Behavior hooks (OnStart, OnInitializationComplete) for execution control.