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Lavaebrain

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

Overview​

LavaeBrain is a behavior tree–driven AI component for the Lavae boss entity. It defines high-level behavioral priorities using nodes from behaviours/ such as ChaseAndAttack, AttackWall, and a custom GoHome action. It integrates with BrainCommon.PanicTrigger for stress responses and contains logic to reset combat and return to a lava pool if no viable target exists.

Usage example​

This brain is automatically attached to the Lavae entity's prefab during world generation. Manual instantiation is not typical for modders.

-- Not intended for direct usage by modders.
-- The Lavae prefab internally adds this brain via:
-- inst:AddBrain("brains/lavaebrain")

Dependencies & tags​

Components used: None explicitly accessed via inst.components.X in this file. Relies on standard game infrastructure (Transform, TheSim, ACTIONS, BufferedAction, BT, PriorityNode, WhileNode, DoAction, ChaseAndAttack, AttackWall, StandStill, GetRandomItem).
Tags: Checks for tag "lava" (used internally in FindHome).

Properties​

No public properties are defined in this brain. All internal logic is encapsulated in methods and behavior tree structures.

Main functions​

OnStart()​

  • Description: Initializes and activates the behavior tree root for Lavae. The tree prioritizes resetting combat (returning to lava), then handles panic, wall attacks, chasing/attacking enemies, and finally standing still if idle.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: None documented.

Events & listeners​

None identified — LavaeBrain does not register or fire events directly. It interacts with the behavior tree system and behaviors, which may internally emit or respond to events.