Grassgatorbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
GrassgatorBrain defines the behavior tree for the grass gator entity (e.g., a boss or hostile mob). It orchestrates high-level decision-making by evaluating states such as diving, panic triggers, proximity to players, and terrain conditions. It leverages reusable behavior nodes from behaviours/ and integrates with BrainCommon utilities and external components like knownlocations and timer to control navigation, aggression, and evasion. The brain prioritizes panic responses over standard combat or wandering, and adjusts targeting based on player distance and salt-seeking behavior.
Usage example
local inst = CreateEntity()
inst:AddBrain("grassgatorbrain")
-- The brain automatically initializes via OnStart during entity spawn
-- No further manual setup required for basic operation
Dependencies & tags
Components used: knownlocations, timer
Tags: Checks notarget and character; internally relies on diving state tag.
Properties
No public properties
Main functions
OnStart()
- Description: Initializes and installs the behavior tree for the grass gator. Builds a priority-based node structure where panic responses take precedence over combat, fleeing, orientation, and wandering.
- Parameters: None.
- Returns: Nothing.
- Error states: May fail silently if required behavior modules (e.g.,
ChaseAndAttack,RunAway) are not registered or misconfigured externally.
Events & listeners
None identified. The brain does not register event listeners directly; it relies on state graph state tags (e.g., diving) and periodic node evaluation.