{
    ATTACK_TARGET = {
        CONTINUE_ATTACK = ( performAttack );
        DOCKING_REQUESTED = ( scanForHostiles, "setAITo: anarchiesBehemothReceiveDockingAI.plist" );
        ENERGY_LOW = ( launchDefenseShip, launchDefenseShip );
        ENTER = ( launchDefenseShip, checkGroupOddsVersusTarget, setTargetToPrimaryAggressor, performAttack );
        FRUSTRATED = ( groupAttackTarget, launchDefenseShip );
        INCOMING_MISSILE = ( fightOrFleeMissile );
        NOTHING_FOUND = ( "setStateTo: STAY_IN_SYSTEM" );
        ODDS_BAD = ( launchDefenseShip, launchDefenseShip );
        ODDS_LEVEL = ( launchDefenseShip );
        STATION_LAUNCHED_SHIP = ( "pauseAI: 3.0", performStop, "messageSelf: CONTINUE_ATTACK" );
        SWITCH_TARGET = ( groupAttackTarget );
        TARGET_DESTROYED = ( performStop, "pauseAI: 1.0" );
        TARGET_FOUND = ( setTargetToFoundTarget, groupAttackTarget, performAttack );
        TARGET_LOST = ( performStop, "pauseAI: 1.0" );
        UPDATE = ( scanForHostiles, "pauseAI: 10.0" );
    };
    GLOBAL = {
        ENTER = ( setUpEscorts, "setStateTo: STAY_IN_SYSTEM" );
    };
    STAY_IN_SYSTEM = {
        ACCEPT_DISTRESS_CALL = ( setTargetToFoundTarget, launchDefenseShip, groupAttackTarget );
        ATTACKED = ( setTargetToPrimaryAggressor, groupAttackTarget );
        DOCKING_REQUESTED = ( "setAITo: anarchiesBehemothReceiveDockingAI.plist" );
        ENTER = ( performStop, scanForHostiles, "pauseAI: 5.0" );
        GROUP_ATTACK_TARGET = ( setTargetToFoundTarget, "setStateTo: ATTACK_TARGET" );
        INCOMING_MISSILE = ( fightOrFleeMissile, setTargetToPrimaryAggressor, groupAttackTarget );
        OFFENCE_COMMITTED = ( setTargetToFoundTarget, "markTargetForOffence: 7", deployEscorts, groupAttackTarget );
        STATION_LAUNCHED_SHIP = ( "pauseAI: 10.0", performStop );
        TARGET_DECLOAKED = ( groupAttackTarget );
        TARGET_FOUND = ( setTargetToFoundTarget, groupAttackTarget );
        UPDATE = ( scanForHostiles, "pauseAI: 5.0" );
    };
}