{ "LOOK_FOR_ROCKS" = { ENTER = (performIdle); UPDATE = (scanForRocks, "pauseAI: 10.0"); "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: BREAK_ROCKS"); "NOTHING_FOUND" = ("setStateTo: DOCK_WITH_STATION"); EXIT = (); ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE"); "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); }; "BREAK_ROCKS" = { ENTER = (performMining); UPDATE = (); "TARGET_DESTROYED" = ("setStateTo: LOOK_FOR_SPLINTERS"); "TARGET_LOST" = ("setStateTo: LOOK_FOR_SPLINTERS"); EXIT = (); ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE"); "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); }; "LOOK_FOR_SPLINTERS" = { ENTER = (performIdle); UPDATE = (scanForRandomLoot, "pauseAI: 10.0"); "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: COLLECT_STUFF"); "NOTHING_FOUND" = ("setStateTo: LOOK_FOR_ROCKS"); "HOLD_FULL" = ("setStateTo: DOCK_WITH_STATION"); EXIT = (); ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE"); "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); }; "COLLECT_STUFF" = { ENTER = (performCollect); UPDATE = (); FRUSTRATED = ("setStateTo: LOOK_FOR_SPLINTERS"); "CARGO_SCOOPED" = (checkForFullHold, "setStateTo: LOOK_FOR_SPLINTERS"); "TARGET_LOST" = ("setStateTo: LOOK_FOR_SPLINTERS"); "COLLISION" = ("setStateTo: LOOK_FOR_SPLINTERS"); EXIT = (); ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE"); "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); }; "DOCK_WITH_STATION" = { ENTER = (setTargetToStation, "setDesiredRangeTo: 5000.0", performIntercept); UPDATE = (); "DESIRED_RANGE_ACHIEVED" = ("setAITo: dockingAI.plist"); EXIT = (); ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: ATTACK_SHIP"); "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); }; FLEE = { ENTER = ("setDesiredRangeTo: 25600", performFlee); EXIT = (); "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); "REACHED_SAFETY" = ("setSpeedTo: 0.0", performIdle); "ENERGY_FULL" = (performIdle, "setStateTo: LOOK_FOR_SPLINTERS"); "TARGET_LOST" = (performIdle, "setStateTo: LOOK_FOR_SPLINTERS"); UPDATE = (); }; GLOBAL = {ENTER = ("setSpeedFactorTo: 0.1", "setStateTo: LOOK_FOR_SPLINTERS"); EXIT = (); UPDATE = (); }; }