# Example state machine (D15/D20: behavior language v2) — NPC schedule # placeholder. An anima/npc entity does not exist yet in this slice, so the # machine runs on a generic instance entity (id "sm:daily-routine", type # "statemachine") driven by time events and bus events. Demonstrates the # onSchedule time primitive with a when condition (first matching entry wins: # market day on day >= 28, normal work otherwise) and an event-driven # transition (item-acquire interrupts work). id: daily-routine initial: sleeping states: - id: sleeping - id: working onEnter: - action: emit-event event: behavior:daily-routine-working payload: state: working - id: resting transitions: - from: working to: resting on: item-acquire onSchedule: - at: day-start to: resting when: op: gte path: payload.day value: 28 - at: day-start to: working