Lunar Grazer Brain
Based on game build 714014 | Last updated: 2026-03-03
Overview
LunarGrazerBrain defines the behavior tree for the Lunar Grazer entity in DST. It orchestrates combat engagement, strafing movement, and despawn mechanics using a hierarchical behavior tree (BT). The brain integrates with several components — combat, health, grogginess, sleeper, and knownlocations — to adapt its behavior based on the target’s state (e.g., sleeping/knocked out) and the entity’s own condition. It is added automatically to the Lunar Grazer prefab and is not intended for manual instantiation.
Usage example
This component is attached internally to the Lunar Grazer prefab and does not require manual setup. The behavior tree is initialized on entity spawn via OnStart().
Dependencies & tags
Components used:
combat—HasTarget(),InCooldown(),targethealth—IsHurt()grogginess—IsKnockedOut()sleeper—IsAsleep()knownlocations—GetLocation()
Tags: Uses debris and invisible via sg:HasStateTag(); checks dismounting state tag.
Properties
No public properties exposed for external modification.
Main functions
OnStart()
- Description: Constructs and initializes the behavior tree for the Lunar Grazer. Sets up a hierarchical state machine handling debris recovery, combat engagement (including strafing behavior and sleep-aware attacks), loitering while waiting for a target, and wandering near home. If no target appears after loitering, the entity triggers a
lunar_grazer_despawnevent. - Parameters: None.
- Returns: Nothing.
- Error states: Does not return errors; relies on behavioral node composition for state transitions.
Events & listeners
- Listens to: None directly — but pushes events via
inst:PushEvent(...). - Pushes:
lunar_grazer_respawn— fired when debris state ends and entity should re-engage.lunar_grazer_despawn— fired if the entity loiters without acquiring a target near its home location.