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WinonaCatapultbrain

Based on game build 714014 | Last updated: 2026-02-27

Overview

WinonaCatapultBrain is a brain component that governs the behavior of Winona's summoned catapult entity. It extends the base Brain class and constructs a behavior tree (BT) during OnStart. The behavior tree contains a single StandAndAttack behavior as its root node, meaning the entity will continuously assess its environment and engage in standing-and-attacking logic when activated.

This component is part of the Entity Component System (ECS), attached to an entity instance via inst:AddComponent("brain") (typically with the name "winonacatapultbrain"). It interacts with the StandAndAttack behavior to determine combat actions such as target selection and attack execution.

Usage example

The component is typically added and initialized automatically by the game when spawning the catapult entity. For modding reference, the typical pattern is:

local inst = Entity("winonacatapult")
inst:AddComponent("brain")
inst.components.brain:SetBrain("winonacatapultbrain")
inst.components.brain:Start() -- implicitly calls OnStart() if not already set

Note: Direct usage of this component is uncommon; it is normally instantiated internally by the game engine using inst:PushEvent("onstart") after the brain is assigned.

Dependencies & tags

Components used: None explicitly accessed via inst.components.X in the provided code.

Tags: None identified.

Properties

No public properties are initialized in the constructor or documented in the source code. The class relies solely on inherited Brain behavior (e.g., self.bt, self.inst) which are not redeclared.

Main functions

OnStart()

  • Description: Initializes the behavior tree for the entity. Creates a PriorityNode containing a single StandAndAttack behavior as its root, then constructs a BT (behavior tree) instance and assigns it to self.bt. This is called when the brain component begins execution—typically triggered by the onstart event.
  • Parameters: None.
  • Returns: None.
  • Error states: If StandAndAttack or BT fails to construct (e.g., due to missing behavior definitions), the behavior tree will not execute as intended, but no explicit error handling is present in this snippet.

Events & listeners

Listens to: None explicitly registered in the provided code.

Pushes: None explicitly fired in the provided code.

The base Brain class likely listens to internal events (e.g., onstart, onfinish) to manage behavior tree execution, but these are not visible in this subclass.