Leifbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
Leifbrain is the AI brain component for Leif, implementing decision-making logic using a behavior tree (BT). It defines the order of behavior priorities via a PriorityNode containing AttackWall, ChaseAndAttack, and Wander actions. This brain is responsible for executing high-priority combat or environmental interaction behaviors before falling back to idle wandering.
Usage example
local inst = CreateEntity()
inst:AddComponent("leifbrain")
-- The brain automatically initializes its behavior tree on `OnStart()`
-- No manual initialization required after adding the component.
Dependencies & tags
Components used: None identified
Tags: None identified
Properties
No public properties
Main functions
OnStart()
- Description: Initializes the behavior tree root with a priority-ordered list of behaviors:
AttackWall,ChaseAndAttack, andWander. This must be called when the brain begins processing. - Parameters: None.
- Returns: Nothing.
- **Error states:**None.
Events & listeners
- Listens to: None identified
- Pushes: None identified