/// Try to escape from your current target, without performing any other actions. /datum/ai_planning_subtree/flee_target /// Behaviour to execute in order to flee var/flee_behaviour = /datum/ai_behavior/run_away_from_target /datum/ai_planning_subtree/flee_target/SelectBehaviors(datum/ai_controller/controller, delta_time) . = ..() if (!controller.blackboard[BB_BASIC_MOB_FLEEING]) return var/datum/weakref/weak_target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET] var/atom/target = weak_target?.resolve() if(!target || QDELETED(target)) return controller.queue_behavior(flee_behaviour, BB_BASIC_MOB_CURRENT_TARGET, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION) return SUBTREE_RETURN_FINISH_PLANNING //we gotta get out of here.