<!-- Author: David -->

me.Request
    when (WickedPeople.Lie<about>(me))
        GOD.Not(Silent)

WickedPeople.Hate(me)
WickedPeople.Attack<Cause.None>(me)

if (me.Offer<Friendship>(WickedPeople))
    WickedPeople.Attack(me)

if (me.Act<Good>(WickedPeople))
    WickedPeople.Act<Evil>(me)

if (me.Love(WickedPeople))
    WickedPeople.Hate(me)

me.Enemy = People.Where(Speak<Evil>(me))

GOD.Appoint<Accuser>(me.Enemy)
me.Enemy.Verdict = Guilty
me.Enemy.Prayers = Sin
me.Enemy.Lifespan--
me.Enemy.Lose(Job)
me.Enemy.Children.Lose(Father)
me.Enemy.Wife.Lose(Husband)
me.Enemy.Children.Beg()
me.Enemy.Children.Home.Remove()
me.Enemy.Possessions.All.Remove()
Strangers.Take(me.Enemy.Labor.Fruits)
People.All.Not<ShowKindness>(me.Enemy)
me.Enemy.Descendants.Stop()
HistoryBooks.Remove(me.Enemy.Name)
GOD.Not<Forget>(me.Enemy.Father.Sins)
GOD.Remember(me.Enemy.Mother.Sins)
GOD.Remember(me.Enemy.Family.Sins)
GOD.Destroy(me.Enemy.Family.Name)
me.Enemy.KindThoughts.Count => None
Assert<true>(me.Enemy.Hound(People.Where(Poor OR Needy OR BrokenHearted)))

for<every>(me.Enemy.CursesGiven.Count)
    Curse(me.Enemy)

for<every>(me.Enemy.BlessingsGiven.Count)
    Bless(me.Enemy)

Assert<None>(me.Enemy.BlessingsGiven.Count)
Assert<Many>(me.Enemy.CursesGiven.Count)
Surround<Curses>(me.Enemy)

GOD.Deliver(me)
Assert<true>(me.Poor)
Assert<true>(me.Needy)
Assert<true>(me.Heart.Is(Wounded))
me.Fade()
me.Treatment.Is<Comparable>(Locust.Treatment)
me.Fast()
me.Knees.Fail()
me.Body.Is(Weak) => true
me.Accusers.Shake(Heads)

me.Request(GOD.Help(me))
me.Request(GOD.Love.Save(me))
me.Request(me.Enemies.Know(me.Savior = GOD))

if (me.Enemies.Curse())
    GOD.Bless(me.Enemies)

if (me.Enemies.Attack(me))
    GOD.Shame(me.Enemies)
    me.Rejoice()

me.Request(GOD.Cover<Disgrace>(me.Enemies))
me.Request(GOD.Surround<Shame>(me.Enemies))

me.Mouth.Praise(GOD)

CrowdOf(Worshippers).Includes(me) => true

Assert<true>(GOD.Stands<with>(People.Where(Needy)))
Assert<true>(GOD.Save(People.Where(UnjustlyCondemned)))