Mandrakebrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
MandrakeBrain is the behavior tree definition for the mandrake entity. It implements a priority-based behavior tree that handles panic responses (e.g., from fire or electric fences), follows its leader when present, maintains proper orientation toward the leader, and defaults to wandering when neither panic nor leader presence demands action. It relies on external behavior modules (Follow, Wander) and common brain utilities (BrainCommon) to compose its logic.
Usage example
local inst = CreateEntity()
inst:AddComponent("brain")
inst.components.brain:SetBrain("mandrakebrain")
-- Additional setup (e.g., adding follower component) must occur before brain activation
Dependencies & tags
Components used: follower
Tags: None identified.
Properties
No public properties
Main functions
OnStart()
- Description: Initializes the mandrake's behavior tree root node with a prioritized sequence of behaviors. It sets up the internal
self.btbehavior tree instance. - Parameters: None.
- Returns: Nothing.
- Error states: Does not return errors; relies on
BrainCommonand behavior module functions to construct valid nodes.
Events & listeners
None identified.