/datum/ai_planning_subtree/haunted/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick) var/obj/item/item_pawn = controller.pawn if(ismob(item_pawn.loc)) //We're being held, maybe escape? if(controller.blackboard[BB_LIKES_EQUIPPER])//don't unequip from people it's okay with return if(SPT_PROB(HAUNTED_ITEM_ESCAPE_GRASP_CHANCE, seconds_per_tick)) controller.queue_behavior(/datum/ai_behavior/item_escape_grasp) return SUBTREE_RETURN_FINISH_PLANNING if(!SPT_PROB(HAUNTED_ITEM_ATTACK_HAUNT_CHANCE, seconds_per_tick)) return var/list/to_haunt_list = controller.blackboard[BB_TO_HAUNT_LIST] for(var/mob/living/haunt_target as anything in to_haunt_list) if(to_haunt_list[haunt_target] <= 0) controller.remove_thing_from_blackboard_key(BB_TO_HAUNT_LIST, haunt_target) continue if(get_dist(haunt_target, item_pawn) <= 7) controller.set_blackboard_key(BB_HAUNT_TARGET, haunt_target) controller.queue_behavior(/datum/ai_behavior/item_move_close_and_attack/ghostly/haunted, BB_HAUNT_TARGET, BB_HAUNTED_THROW_ATTEMPT_COUNT) return SUBTREE_RETURN_FINISH_PLANNING