Gingerbreadpigbrain
Based on game build 714014 | Last updated: 2026-02-27
Overview
GingerBreadPigBrain is a behavior tree-based AI component assigned to the Gingerbread Pig entity. It implements a high-priority priority node-based behavior tree (BT) that orchestrates fleeing from threats, following a leash target when present, and orienting the pig toward its target. This brain emphasizes reactive responses over complex decision-making, incorporating standard behavior utilities (RunAway, Leash, FaceEntity) and common triggers from BrainCommon. The brain is initialized in OnStart, which constructs the behavior tree root node but does not execute any logic until activated.
Dependencies & Tags
- Components used: None explicitly accessed via
inst.components.Xin this file. All external interactions are through behavior modules and functions. - Tags: None added, removed, or checked directly by this brain. It relies on tag checks performed in helper functions like
KeepFaceTargetFn. - Behavior modules used:
behaviours/wander,behaviours/leash,behaviours/standstill,behaviours/runaway,behaviours/doaction,brains/braincommon.
Properties
No properties are defined as public instance variables in the constructor.
Main Functions
No custom methods beyond the overridden OnStart() are defined in this brain. The behavior tree is constructed in OnStart, but no additional public methods exist beyond the base Brain class.
GingerBreadPigBrain:OnStart()
- Description: Initializes the behavior tree root node by constructing a priority node with three major sub-behaviors: panic response (via
BrainCommon.PanicTrigger), fleeing viaRunAwayif chased, leash-following viaLeashif a target is assigned and not chased, and orientation viaFaceEntity. This method is called once when the brain is attached and activated. - Parameters: None.
- Returns:
nil.
Events & Listeners
No event listeners or event pushes are defined in this file. The brain does not register any inst:ListenForEvent calls or fire inst:PushEvent calls.