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Shadow Knightbrain

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

Overview

Shadow_KnightBrain implements the AI logic for the Shadow Knight entity using a behavior tree (BT) built from common DST behavior components. It manages combat engagement (chasing and attacking when no target is active), evasive dodging (run away) when a target is locked on and attacking, facing the nearest player for visual alignment, and autonomous wandering while waiting for a timer to trigger a despawn event. This brain relies heavily on the combat and health components for real-time state evaluation.

Usage example

local inst = CreateEntity()
inst:AddTag("shadowknight")
inst:AddComponent("combat")
inst:AddComponent("health")
inst:AddBrain("shadow_knightbrain")

Dependencies & tags

Components used: combat, health
Tags: Checks notarget, playerghost on potential targets; no tags added or removed by this component itself.

Properties

No public properties.

Main functions

OnStart()

  • Description: Initializes the behavior tree root node with a priority structure. The tree evaluates combat state to decide between attacking (via ChaseAndAttack), dodging (via RunAway), facing a nearby player (via FaceEntity), and performing concurrent wandering with a timed despawn action.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: None identified. Requires self.inst.components.combat and self.inst.components.health to be present for correct node evaluation.

Events & listeners

  • Listens to: None.
  • Pushes: despawn — fired when the timed despawn counter reaches TUNING.SHADOW_CHESSPIECE_DESPAWN_TIME via an ActionNode in the behavior tree.