Lightcrabbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
LightCrabBrain implements the AI logic for a light-crab entity using a behavior tree (BT). It inherits from the base Brain class and defines a priority-based behavior tree in OnStart. The AI prioritizes escaping danger (via panic triggers and RunAway), then attempts to eat accessible bait, followed by wandering. It integrates with the homeseeker component to return home when appropriate and respects state tags (e.g., trapped, jumping). This brain is designed for a small, prey-like creature that avoids larger entities and seeks food.
Usage example
local inst = CreateEntity()
inst:AddComponent("brain")
inst.components.brain:LoadBrain("lightcrabbrain")
-- The brain activates automatically on entity spawn via stategraph transitions
Dependencies & tags
Components used: homeseeker, eater, bait
Tags checked: INLIMBO, outofreach, planted, scarytoprey
Tags added: None identified.
Properties
No public properties.
Main functions
OnStart()
- Description: Initializes the behavior tree with a priority-ordered list of nodes. It constructs a
PriorityNodetree where the highest-priority valid action executes each tick. - Parameters: None.
- Returns: Nothing.
- Error states: Does not return errors; builds and assigns
self.bt(the behavior tree instance).
Events & listeners
- Listens to: None identified.
- Pushes: None identified.