Skip to main content

Friendlyfruitflybrain

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

Overview

FriendlyFruitFlyBrain defines the behavior tree for friendly fruit fly entities. It inherits from Brain and orchestrates high-level behaviors such as following a leader (via the follower component), wandering within a radius, facing the leader, and seeking out farm plants to interact with. It relies on reusable behavior nodes from behaviours/ and common AI utilities from brains/braincommon.lua.

Usage example

local inst = CreateEntity()
-- Ensure 'follower' component is present for leader tracking
inst:AddComponent("follower")
inst:AddBrain("friendlyfruitflybrain")

Dependencies & tags

Components used: follower Tags: None identified.

Properties

No public properties.

Main functions

OnStart()

  • Description: Initializes the behavior tree root node, defining the priority-ordered behavior sequence for the entity.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: May behave unpredictably if required components (e.g., follower) are absent; GetLeader() returns nil in such cases, causing fallback behavior.

Events & listeners

  • Listens to: None identified.
  • Pushes: None identified.