Koalefantbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
Koalefantbrain is a brain component that defines the decision-making logic for the koalefant entity. It constructs a behavior tree using common DST behavior primitives (ChaseAndAttack, RunAway, FaceEntity, Wander, AnchorToSaltlick) and integrates with BrainCommon utilities such as panic triggers and salt-seeking logic. The brain prioritizes survival responses (panic, fleeing), then combat engagement, orientation toward targets, and finally default wander behavior when unthreatened.
Usage example
local inst = CreateEntity()
inst:AddBrain("koalefantbrain")
-- No additional setup is required; the brain initializes automatically on start
Dependencies & tags
Components used: None identified (relies entirely on brain and behavior classes, not entity components).
Tags: Checks for notarget and character tags on targets; uses BrainCommon.ShouldSeekSalt() logic.
Properties
No public properties
Main functions
OnStart()
- Description: Initializes and assigns the behavior tree root node by constructing a prioritized sequence of behaviors. This method is automatically called when the brain becomes active.
- Parameters: None.
- Returns: Nothing.
- Behavior tree order: Panic (electric fence/salt-related) > Chase & Attack > Run away + face > Face only > Anchor to saltlick > Wander.
Events & listeners
None identified.