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Klausbrain

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

Overview

Klausbrain is the AI behavior tree component for the boss entity Klaus. It orchestrates Klaus's core behavioral patterns—namely rage triggering when soldier count is low, chomp attacks when unchained and targeting an enemy, combat engagement via ChaseAndAttack, periodic reset of combat state, and wandering near his spawn point. It relies heavily on external components for target detection (combat), soldier count monitoring (commander), location tracking (knownlocations), and timing (timer).

Usage example

-- The component is automatically added and used by the Klaus prefab (prefabs/klaus.lua).
-- It is not intended for direct manual instantiation in mod code.
-- Standard usage is via the prefab definition, e.g.:
-- inst:AddComponent("brain")
-- inst.components.brain:SetBrainClass("klausbrain")

Dependencies & tags

Components used: combat, commander, knownlocations, timer Tags: None identified.

Properties

No public properties.

Main functions

OnStart()

  • Description: Initializes Klaus's behavior tree. Sets up priority-based behavior nodes for enraging (when soldier count < 2), chomping (when unchained and has a target), chasing/attacking, resetting combat engagement after 10 seconds, and wandering within 5 units of the home position.
  • Parameters: None.
  • Returns: Nothing.

OnInitializationComplete()

  • Description: Records Klaus's current ground-level position (with y clamped to 0) as "spawnpoint" in knownlocations. The dont_overwrite flag prevents overwriting if already set.
  • Parameters: None.
  • Returns: Nothing.

Events & listeners

  • Listens to: None identified.
  • Pushes:
    • enrage — fired when ShouldEnrage condition is met.
    • chomp — fired when ShouldChomp condition is met.
    • (Internally, ChaseAndAttack and Wander may push further events, but these are defined externally.)