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Chesterbrain

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

Overview​

ChesterBrain implements the behavior tree for Chester, a boss entity that follows a designated leader (typically a player). It integrates common brain utilities (e.g., panic triggers), movement behaviors (Follow, Wander), and orientation (FaceEntity) to create responsive AI. It relies on the follower component to identify the leader and the knownlocations component to access the "home" location for wandering.

Usage example​

local inst = CreateEntity()
inst:AddComponent("follower") -- Required for leader tracking
inst:AddComponent("knownlocations") -- Required for "home" location
inst.brain = ChesterBrain(inst)
inst.brain:OnStart() -- Initialize behavior tree

Dependencies & tags​

Components used: follower, knownlocations
Tags: None identified.

Properties​

No public properties.

Main functions​

OnStart()​

  • Description: Initializes and assigns the behavior tree (BT) by constructing a priority node hierarchy. This defines the priority-ordered tasks Chester performs: panic responses, following the leader, facing the leader, and wandering near "home".
  • Parameters: None.
  • Returns: Nothing.
  • Error states: Requires the follower and knownlocations components to be attached to self.inst; missing components may cause runtime errors when behaviors attempt to access them.

Events & listeners​

None identified.