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Sgminotaur

Based on game build 714014 | Last updated: 2026-03-08

Overview

SGminotaur defines the stategraph for the Minotaur boss, orchestrating its movement, attacks (bite, stomp, leap), stun recovery, and death sequences. It integrates with the combat, locomotor, groundpounder, health, timer, and workable components to execute combat actions, handle knockback, and manage environmental interactions like pushing objects and destroying destructible terrain nearby.

Usage example

-- Typically instantiated automatically by the Minotaur prefab via:
inst:AddStateGraph("SGminotaur")
-- This registers the stategraph and enables state transitions such as:
inst:PushEvent("doattack")
inst:PushEvent("dostomp")
inst:PushEvent("doleapattack", {target = target_entity})

Dependencies & tags

Components used: combat, groundpounder, health, locomotor, timer, workable
Tags added/checked: idle, moving, running, busy, attack, hit, death, stunned, leapattack, noelectrocute, canrotate, stun_pst, stun_loop, stun_hit, stun_pre, stun_jump_pre, stun_shock_loop, stun_shock_pst, NOCLICK, INLIMBO, mushroomsprout, NET_workable, _inventoryitem, locomotor, caninterrupt, frozen

Properties

No public properties.

Main functions

This file does not define any public functions outside the stategraph system. It only configures the StateGraph instance and returns it. All state-specific behavior is defined inline via onenter, onupdate, ontimeout, onexit, timeline, and events callbacks.

Events & listeners

  • Listens to:
    • animover, animqueueover — triggers state transitions upon animation completion.
    • attackstart — triggers attack from run_start to run.
    • doattack, dostomp, doleapattack — initiates attacks from interruptible states.
    • collision_stun, land_stun — enters hit/stun states.
    • attacked — handles incoming damage with context-aware state transitions (e.g., hit, stun_hit).
    • endstun — exits stun loop or enters post-stun.
    • OnLocomote, OnFallInVoid, OnSleep, OnFreeze, OnElectrocute, OnAttack, OnDeath, OnCorpseChomped — generic event handlers.
  • Pushes:
    • attackstart — broadcast when entering run from run_start.
    • locomote — via locomotor:Stop() when stopping movement.