/datum/ai_planning_subtree/cursed/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick) var/obj/item/item_pawn = controller.pawn //make sure we have a target var/mob/living/carbon/curse_target = controller.blackboard[BB_CURSE_TARGET] if(!curse_target) controller.queue_behavior(/datum/ai_behavior/find_and_set, BB_CURSE_TARGET, /mob/living/carbon, CURSED_VIEW_RANGE) return //make sure attack is valid if(get_dist(curse_target, item_pawn) > CURSED_VIEW_RANGE) controller.clear_blackboard_key(BB_CURSE_TARGET) return controller.queue_behavior(/datum/ai_behavior/item_move_close_and_attack/ghostly/cursed, BB_CURSE_TARGET)