# Our entire LHS (don't delete anything) # Some man is afraid of some animal: man:RAM_Man animal:RAM_Animal manAfraidOfAnimal:RAM_afraidOf (man -> animal) # Both man and animal have an associated state: manState:RAM_ManState man2State:RAM_of (manState -> man) animalState:RAM_AnimalState animal2State:RAM_of (animalState -> animal) # Animal attacks man: :RAM_attacking(animalState -> manState) { RAM_starttime = `get_slot_value(get_all_instances("Clock")[0][1], "time")`; }