# Example state machine (D15/D20 behavior language v2) — decision #9's # "produce rules via language". The engine emits animal-produce per eligible day # for a mature (final-stage) chicken; this machine turns that EVENT into an egg # grant via a give-item onEnter. The machine alternates on successive # animal-produce events (one transition per machine per event), so the egg is # granted on every second produce — frequency/quantity are exactly the kind of # rule the language (not the engine) owns. id: chicken-egg initial: waiting states: - id: waiting - id: laid onEnter: - action: give-item itemId: egg qty: 1 transitions: - from: waiting to: laid on: animal-produce when: op: eq path: payload.animalDefId value: chicken - from: laid to: waiting on: animal-produce when: op: eq path: payload.animalDefId value: chicken