Slurperbrain
Based on game build 714014 | Last updated: 2026-02-27
Overview
The SlurperBrain component implements AI behavior for the Slurper entity by constructing and running a behavior tree (BT). It inherits from the base Brain class and sets up a priority-based behavior tree during OnStart. The tree prioritizes panic responses (electric fence and general), followed by combat (ChaseAndAttack), and finally wandering back to a "home" location obtained via the KnownLocations component. This component is responsible solely for decision-making logic and does not manage entity state or rendering.
Usage example
-- Add the component to an entity instance
inst:AddComponent("slurperbrain")
-- The brain is automatically initialized when the entity enters the world
-- via the SGworld stategraph or other triggers that invoke OnStart()
Dependencies & tags
Components used: knownlocations (accessed via inst.components.knownlocations:GetLocation("home")).
Tags: None identified.
Properties
No public properties are defined in the constructor. The class inherits from Brain, which manages internal behavior tree state (self.bt).
Main functions
SlurperBrain:OnStart()
- Description: Initializes the behavior tree by constructing a priority node with ordered sub-tasks:
PanicTrigger,ElectricFencePanicTrigger,ChaseAndAttack, andWander. This function is called automatically when the entity's state graph enters theOnStarttransition. - Parameters: None.
- Returns: None.
- Error states: None. Will fail if
inst.components.knownlocationsis missing, causing a runtime error when accessingGetLocation.
Events & listeners
None. This component does not register or fire any events directly.