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Wobsterlandbrain

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

Overview

Wobsterlandbrain is a behavior tree-based AI component for the Wobster entity. It implements a state machine that prioritizes escaping to the ocean when land-based. When not in a jump state, the entity will first attempt to locate a valid point on the ocean surface near its current orientation to hop into; if successful, it moves toward that point via leash behavior. If no hop point is found or the ocean is already accessible, it falls back to standard wandering. The brain leverages the wander behavior and several utility functions to compute ocean-adjacent positions.

Usage example

local inst = CreateEntity()
inst:AddBrain("wobsterlandbrain")
-- The brain activates automatically on entity spawn via `OnStart()`

Dependencies & tags

Components used: transform, physics, sg (stategraph) Tags: Checks jumping state tag; no tags added or removed.

Properties

No public properties

Main functions

OnStart()

  • Description: Initializes and starts the behavior tree for the Wobster. Sets up a priority-based behavior hierarchy: if not jumping, attempts to find and hop into the ocean (via hop-point detection and leash), otherwise wanders.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: None — always initializes and starts the behavior tree.

Events & listeners

  • Listens to: None
  • Pushes: onhop — fired with {hop_pos = <Vector3>} when the entity commits to hopping into the ocean.