Crabking Mobbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
CrabkingMobBrain is a brain component that defines the behavior tree for Crab King–associated mob entities (e.g., Crabkin guards or minions). It implements a priority-based behavior tree using common behaviors like ChaseAndAttack, Wander, and a custom DoAction handler for abandoning a dying platform. It integrates with the health and knownlocations components to respond to platform degradation and remember the mob’s home position.
Usage example
local inst = CreateEntity()
inst:AddComponent("crabking_mobbrain")
-- The brain is automatically initialized and runs when the entity spawns,
-- using logic defined in OnStart and OnInitializationComplete
Dependencies & tags
Components used: health, knownlocations
Tags: None identified.
Properties
No public properties.
Main functions
OnStart()
- Description: Initializes the behavior tree with a priority node containing sequential behavior options: panic triggers, platform abandonment, combat pursuit, and wandering. This is called once when the brain starts.
- Parameters: None.
- Returns: Nothing.
OnInitializationComplete()
- Description: Records the mob's current position as the
"home"location for later use during wandering behavior. - Parameters: None.
- Returns: Nothing.
Events & listeners
- Listens to: None identified.
- Pushes: None identified.
Notes
- Uses
GetWanderPoint, which retrieves"home"from theknownlocationscomponent. - The
DoAbandonPlatformaction is only triggered if the mob’s current platform’s health is<= ABANDON_PLATFORM_HEALTH_THRESHOLD(i.e.,2). - The abandonment logic calculates escape vectors around the platform in 16 discrete angular steps and returns a
BufferedActiontargeting the first valid empty tile. - This brain inherits from
BrainviaClass(Brain, ...)and uses the common DST brain infrastructure (BT,PriorityNode,ChaseAndAttack,Wander,DoAction,BrainCommon).