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Carps, frogs and young lobstrosities now fear the fishing hat! (#85380)
## About The Pull Request Carps, frogs and young lobstrosities now fear legendary anglers wearing the legendary fishing hat and will flee. The item is skill-locked, so only those that have maxxed out the skill can wear it. Differently, adult lobstrosities and megacarps (and suicide frogs, which are used nowhere) do not flee but will still prioritize them over the rest. ## Why It's Good For The Game I'm putting some emphasis on the "fish fear me" _(lobstrosities and frogs aren't exactly fish but it'd been quite boring to only include carps)_ and also making the hat a bit more than just some cosmetic novelty. ## Changelog 🆑 add: Carps, frogs and young lobstrosities now fear people wearing fishing hats! Adults and megacarp favour the 'fight' part of the fear reflex however. fix: The hat stabilizer module now inherits the clothing traits of the attached hat. /🆑
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@@ -152,3 +152,15 @@ GLOBAL_LIST_INIT(target_interested_atoms, typecacheof(list(/mob, /obj/machinery/
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/// Returns the desired final target from the filtered list of targets
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/datum/ai_behavior/find_potential_targets/proc/pick_final_target(datum/ai_controller/controller, list/filtered_targets)
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return pick(filtered_targets)
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/// Targets with the trait specified by the BB_TARGET_PRIORITY_TRAIT blackboard key will be prioritized over the rest.
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/datum/ai_behavior/find_potential_targets/prioritize_trait
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/datum/ai_behavior/find_potential_targets/prioritize_trait/pick_final_target(datum/ai_controller/controller, list/filtered_targets)
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var/priority_targets = list()
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for(var/atom/target as anything in filtered_targets)
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if(HAS_TRAIT(target, controller.blackboard[BB_TARGET_PRIORITY_TRAIT]))
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priority_targets += target
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if(length(priority_targets))
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return pick(priority_targets)
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return ..()
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