Sgpowdermonkey Test
Based on game build 714014 | Last updated: 2026-03-08
Overview
SGpowdermonkey_test is a state graph that defines the animation and behavioral logic for the Powder Monkey character (or a test variant). It orchestrates transitions between states such as idle, action, eat, taunt, and throw, and integrates with CommonStates utilities for walking, sleeping, and combat animations. The state graph listens for events like doattack, animover, and common gameplay events (e.g., death, freeze) to drive state transitions, and it coordinates interactions with the combat, health, and locomotor components.
Usage example
-- This stategraph is typically loaded automatically for a prefab by the engine.
-- It is registered via `return StateGraph("powdermonkey_test", states, events, "idle", actionhandlers)` at the bottom.
-- No manual instantiation is required; the engine uses the name "powdermonkey_test" to resolve and attach this state graph.
Dependencies & tags
Components used: combat, health, locomotor
Tags: States add the following tags: idle, canrotate, busy, attack, throwing. The idle state is the initial state.
Properties
No public properties defined.
Main functions
StateGraph("powdermonkey_test", states, events, "idle", actionhandlers)
- Description: Constructs and returns the finalized state graph named
"powdermonkey_test"using the definedstates,events,actionhandlers, and"idle"as the initial state. This is the constructor call at module load time—not a runtime function—but it is the core output of the file. - Parameters:
states: Array of state definitions (e.g.,idle,throw,eat).events: Array of event handlers, includingCommonHandlers.*utilities and a customdoattackhandler."idle": The starting state name.actionhandlers: Array ofActionHandlermappings linking game actions (e.g.,ACTIONS.ATTACK) to state names (e.g.,"throw").
- Returns: A
StateGraphobject used by the game engine to manage state transitions for entities. - Error states: None documented; relies on correct definition of
states,events, andactionhandlers.
Events & listeners
- Listens to:
animover(per state) – triggers state transitions upon animation completion.doattack(global) – determines whether to useattackorthrowstate based on target distance and validity.OnLocomote,OnFreeze,OnAttacked,OnDeath,OnHop,OnSink,OnFallInVoid,OnSleep(viaCommonHandlers.*wrappers).
- Pushes: None identified — this state graph does not define custom events, only responds to them.