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Koalefantbrain

Based on game build 714014 | Last updated: 2026-02-27

Overview

Koalefantbrain is a brain component responsible for defining the Koalefant's AI behavior through a priority-based behavior tree. It orchestrates high-priority reactive actions (e.g., panic, fleeing, aggression) and lower-priority ambient behaviors (e.g., wandering, anchoring to saltlicks). The component relies on shared brain utilities from braincommon.lua, particularly PanicTrigger, ElectricFencePanicTrigger, and AnchorToSaltlick, as well as custom logic for face-targeting and ran-away behavior. It integrates standard DST behavior nodes (ChaseAndAttack, RunAway, Wander, FaceEntity) into a prioritized hierarchy to determine the Koalefant's current action based on environmental and state conditions.

Dependencies & Tags

  • Components used: None directly accessed via inst.components.X in this file (dependencies are limited to behavior and brain utilities).
  • Tags checked: notarget (used to filter out invalid face/rage targets during pursuit or facing decisions).
  • Tags added/removed: None identified.

Properties

No public instance properties are initialized in the constructor or OnStart. The component primarily holds an internal self.bt (behavior tree) reference set in OnStart, but this is not exposed as a documented property.

Main Functions

KoalefantBrain:OnStart()

  • Description: Initializes the behavior tree root node. This function configures the Koalefant's behavior tree using a PriorityNode, ordering behaviors by priority: panic (highest), aggression/chase, flee + face sequence, solo facing, salt-lick anchoring, and finally wandering (lowest). The tree is assigned to self.bt.
  • Parameters: None.
  • Returns: None.

Events & Listeners

This component does not register or fire any events directly. It operates entirely within the DST behavior tree system, relying on behavior node internals for state updates and event propagation.

Additional Notes

  • MAX_CHASE_TIME (6): Maximum duration (in seconds) the Koalefant will continue chasing a target.
  • WANDER_DIST_DAY (20) and WANDER_DIST_NIGHT (5): Distance thresholds used for wandering behavior; note these are referenced in wander.lua but not directly used in this file.
  • RUN_AWAY_DIST (6) and STOP_RUN_AWAY_DIST (12): Distances controlling when Koalefant begins and ceases fleeing from hunters.
  • START_FACE_DIST (14) and KEEP_FACE_DIST (20): Distances determining when Koalefant initiates and maintains facing behavior toward a target.
  • HUNTER_PARAMS: A table { tags = { "character" }, notags = { "notarget" } } used to define valid targets for RunAway.