{
    FLEE = {
        ATTACKED = ( groupAttackTarget,  performFlee ) ;
        ENERGY_LOW = ( "sendTargetCommsMessage: [anarchies_tugger_letmego]", "setStateTo: FLEE" ) ;
        ENTER = ( "setDesiredRangeTo: 50000", "setSpeedFactorTo: 1.0",  performFlee ) ;
        INCOMING_MISSILE = ( setTargetToPrimaryAggressor,  broadcastDistressMessage,  groupAttackTarget,  fightOrFleeMissile ) ;
        REACHED_SAFETY = ( switchLightsOn,  performIdle, "setStateTo: GLOBAL" ) ;
        TARGET_DESTROYED = ( switchLightsOn,  performIdle, "setStateTo: GLOBAL" ) ;
        TARGET_LOST = ( switchLightsOn,  performIdle, "setStateTo: GLOBAL" ) ;
    };
    GLOBAL = {
        ENTER = ( "setStateTo: HEAD_FOR_STATION" ) ;
    };
    GO_TO_WAYPOINT = {
        ATTACKED = ( switchLightsOff,  setTargetToPrimaryAggressor,  broadcastDistressMessage,  groupAttackTarget, "setStateTo: FLEE" ) ;
        COURSE_OK = ( "setSpeedFactorTo: 0.7",  performFlyToRangeFromDestination ) ;
        DESIRED_RANGE_ACHIEVED = ( "setStateTo: HEAD_FOR_STATION" ) ;
        ENTER = ( "setDesiredRangeTo: 50.0",  checkCourseToDestination ) ;
        INCOMING_MISSILE = ( switchLightsOff,  setTargetToPrimaryAggressor,  broadcastDistressMessage,  groupAttackTarget,  fightOrFleeMissile, "setStateTo: FLEE" ) ;
        WAYPOINT_SET = ( "setDesiredRangeTo: 50.0",  checkCourseToDestination ) ;
    };
    HEAD_FOR_STATION = {
        ATTACKED = ( switchLightsOff,  setTargetToPrimaryAggressor,  broadcastDistressMessage,  groupAttackTarget, "setStateTo: FLEE" ) ;
        COURSE_OK = ( "setSpeedFactorTo: 0.7",  performFlyToRangeFromDestination ) ;
        DESIRED_RANGE_ACHIEVED = ( "setAITo: dockingAI.plist" ) ;
        INCOMING_MISSILE = ( switchLightsOff,  setTargetToPrimaryAggressor,  broadcastDistressMessage,  groupAttackTarget,  fightOrFleeMissile, "setStateTo: FLEE" ) ;
        UPDATE = ( setTargetToStation,  setDestinationToTarget, "setDesiredRangeTo: 5000",  checkCourseToDestination, "pauseAI: 10.0" ) ;
        WAYPOINT_SET = ( "setStateTo: GO_TO_WAYPOINT" ) ;
    };
}