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storybook/docs/reference/10-characters.md

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# Characters
Characters are the primary entities in Storybook—the people, creatures, and beings that inhabit your world. Each character has a set of attributes that define who they are, what they can do, and how they relate to the world around them.
## Syntax
```bnf
<character-decl> ::= "character" <identifier> <species-clause>? <template-clause>? <body>
<species-clause> ::= ":" <qualified-path>
<template-clause> ::= "from" <qualified-path> ("," <qualified-path>)*
<body> ::= "{" <body-item>* "}"
<body-item> ::= <field>
| <uses-behaviors>
| <uses-schedule>
<uses-behaviors> ::= "uses" "behaviors" ":" <behavior-link-list>
<uses-schedule> ::= "uses" ("schedule" | "schedules") ":" (<qualified-path> | <schedule-list>)
<behavior-link-list> ::= "[" <behavior-link> ("," <behavior-link>)* "]"
<behavior-link> ::= "{" <behavior-link-field>* "}"
<behavior-link-field> ::= "tree" ":" <qualified-path>
| "when" ":" <expression>
| "priority" ":" ("low" | "normal" | "high" | "critical")
<schedule-list> ::= "[" <qualified-path> ("," <qualified-path>)* "]"
<field> ::= <identifier> ":" <value>
<value> ::= <literal>
| <qualified-path>
| <list>
| <object>
| <prose-block>
| <override>
<prose-block> ::= "---" <identifier> <content> "---"
```
## Components
### Name
The character's identifier. Must be unique within its scope and follow standard identifier rules (alphanumeric + underscore, cannot start with digit).
### Species (Optional)
The species clause (`: SpeciesName`) defines what the character fundamentally *is*. This is distinct from templates, which define what attributes they *have*.
- **Purpose**: Ontological typing—what kind of being this is
- **Validation**: Must reference a defined `species` declaration
- **Single inheritance**: A character can only have one species
- **Default behavior**: Species fields are inherited automatically
Example:
```storybook
character Martha: Human {
age: 34
}
```
### Template Inheritance (Optional)
The template clause (`from Template1, Template2`) specifies templates from which the character inherits fields. Templates provide reusable attribute sets.
- **Purpose**: Compositional inheritance—mix-and-match capabilities and traits
- **Multiple inheritance**: Characters can inherit from multiple templates
- **Merge semantics**: Fields from later templates override earlier ones
- **Override allowed**: Character fields override all inherited fields
Example:
```storybook
character Martha: Human from Baker, BusinessOwner {
specialty: "sourdough"
}
```
### Fields
Fields define the character's attributes using the standard field syntax. All [value types](./18-value-types.md) are supported.
**Common field categories:**
- **Physical traits**: `height`, `weight`, `age`, `eye_color`
- **Personality**: `confidence`, `patience`, `dedication`
- **Professional**: `skill_level`, `specialty`, `recipes_mastered`
- **State tracking**: `energy`, `mood`, `orders_today`
- **Capabilities**: `can_teach`, `can_work_independently`
### Prose Blocks
Characters can contain multiple prose blocks for narrative content. Common tags:
- `---backstory`: Character history and origin
- `---appearance`: Physical description
- `---personality`: Behavioral traits and quirks
- `---motivation`: Goals and desires
- `---secrets`: Hidden information
Prose blocks are narrative-only and do not affect simulation logic.
### Behavior Integration
Characters can link to [behavior trees](./14-behavior-trees.md) using the `uses behaviors` clause.
```storybook
character Guard {
uses behaviors: [
{
tree: combat::patrol_route
priority: normal
},
{
tree: combat::engage_intruder
when: threat_detected
priority: high
}
]
}
```
Each behavior link includes:
- **`tree`**: Qualified path to the behavior tree (required)
- **`when`**: Condition expression for activation (optional)
- **`priority`**: Execution priority (optional, default: `normal`)
See [Behavior Trees](./11-behavior-trees.md) for details on behavior tree syntax and semantics.
### Schedule Integration
Characters can follow [schedules](./16-schedules.md) using the `uses schedule` or `uses schedules` clause.
```storybook
character Baker {
uses schedule: BakerySchedule
}
character Innkeeper {
uses schedules: [WeekdaySchedule, WeekendSchedule]
}
```
- Single schedule: `uses schedule: ScheduleName`
- Multiple schedules: `uses schedules: [Schedule1, Schedule2]`
The runtime selects the appropriate schedule based on temporal constraints. See [Schedules](./14-schedules.md) for composition and selection semantics.
## Species vs. Templates
The distinction between species (`:`) and templates (`from`) reflects ontological vs. compositional typing:
| Feature | Species (`:`) | Templates (`from`) |
|---------|--------------|-------------------|
| **Semantics** | What the character *is* | What the character *has* |
| **Cardinality** | Exactly one | Zero or more |
| **Example** | `: Human`, `: Dragon` | `from Warrior, Mage` |
| **Purpose** | Fundamental nature | Reusable trait sets |
| **Override** | Can override species fields | Can override template fields |
Example showing both:
```storybook
species Dragon {
max_lifespan: 1000
can_fly: true
}
template Hoarder {
treasure_value: 0..1000000
greed_level: 0.0..1.0
}
template Ancient {
age: 500..1000
wisdom: 0.8..1.0
}
character Smaug: Dragon from Hoarder, Ancient {
age: 850
treasure_value: 500000
greed_level: 0.95
}
```
## Field Resolution Order
When a character inherits from species and templates, fields are resolved in this order (later overrides earlier):
1. **Species fields** (base ontology)
2. **Template fields** (left to right in `from` clause)
3. **Character fields** (highest priority)
Example:
```storybook
species Human {
lifespan: 80
speed: 1.0
}
template Warrior {
speed: 1.5
strength: 10
}
template Berserker {
speed: 2.0
strength: 15
}
character Conan: Human from Warrior, Berserker {
strength: 20
}
// Resolved fields:
// lifespan: 80 (from Human)
// speed: 2.0 (Berserker overrides Warrior overrides Human)
// strength: 20 (character overrides Berserker)
```
## Validation Rules
The Storybook compiler enforces these validation rules:
1. **Unique names**: Character names must be unique within their module
2. **Species exists**: If specified, the species must reference a defined `species` declaration
3. **Templates exist**: All templates in the `from` clause must reference defined `template` declarations
4. **No circular inheritance**: Templates cannot form circular dependency chains
5. **Field type consistency**: Field values must match expected types from species/templates
6. **Reserved fields**: Cannot use reserved keywords as field names
7. **Behavior trees exist**: All behavior tree references must resolve to defined `behavior` declarations
8. **Schedules exist**: All schedule references must resolve to defined `schedule` declarations
9. **Prose tag uniqueness**: Each prose tag can appear at most once per character
## Examples
### Basic Character
```storybook
character SimpleMerchant {
name: "Gregor"
occupation: "Fish Merchant"
wealth: 50
---personality
A straightforward fish seller at the market. Honest, hardworking,
and always smells faintly of mackerel.
---
}
```
### Character with Species
```storybook
character Martha: Human {
age: 34
skill_level: 0.95
specialty: "sourdough"
---backstory
Martha learned to bake from her grandmother, starting at age
twelve. She now runs the most popular bakery in town.
---
}
```
### Character with Template Inheritance
```storybook
character Jane: Human from Baker, PastrySpecialist {
age: 36
specialty: "pastries"
recipes_mastered: 120
years_experience: 18
can_teach: true
---appearance
A focused woman with flour-dusted apron and steady hands.
Known for her intricate pastry decorations and precise
temperature control.
---
}
```
### Character with All Features
```storybook
character CityGuard: Human from CombatTraining, LawEnforcement {
age: 30
rank: "Sergeant"
// Physical traits
height: 175
strength: 12
// Equipment
has_weapon: true
armor_level: 2
// Behavior integration
uses behaviors: [
{
tree: guards::patrol_route
priority: normal
},
{
tree: guards::engage_hostile
when: threat_detected
priority: high
},
{
tree: guards::sound_alarm
when: emergency
priority: critical
}
]
// Schedule integration
uses schedules: [guards::day_shift, guards::night_shift]
---backstory
A veteran of the city watch, now responsible for training new recruits
while maintaining order in the merchant district.
---
---personality
Gruff exterior with a hidden soft spot for street children. Follows
the rules but knows when to look the other way.
---
}
```
### Character with Overrides
```storybook
template WeaponUser {
damage: 5..15
accuracy: 0.7
}
character MasterSwordsman: Human from WeaponUser {
// Override template range with specific value
damage: 15
accuracy: 0.95
// Add character-specific fields
signature_move: "Whirlwind Strike"
}
```
## Use Cases
### Protagonist Definition
Define rich, dynamic protagonists with complex attributes:
```storybook
character Elena: Human from Scholar, Diplomat {
age: 28
intelligence: 18
charisma: 16
languages_known: ["Common", "Elvish", "Draconic"]
books_read: 347
current_quest: "Broker peace between warring kingdoms"
---backstory
Raised in the Grand Library, Elena discovered ancient texts that
hinted at a forgotten alliance between humans and dragons. She now
seeks to revive that alliance to end the current war.
---
}
```
### NPC Templates
Create diverse NPCs from templates:
```storybook
template Villager {
occupation: "Farmer"
wealth: 10..50
disposition: 0.0..1.0 // 0=hostile, 1=friendly
}
character Oswald: Human from Villager {
occupation: "Blacksmith"
wealth: 45
disposition: 0.8
}
character Mildred: Human from Villager {
occupation: "Baker"
wealth: 35
disposition: 0.95
}
```
### Ensemble Casts
Define multiple related characters:
```storybook
template BakeryStaff {
punctuality: 0.5..1.0
teamwork: 0.5..1.0
}
template Apprentice {
skill_level: 0.0..0.5
dedication: 0.5..1.0
}
character Elena: Human from BakeryStaff, Apprentice {
age: 16
natural_talent: 0.8
dedication: 0.9
---backstory
Elena comes from a family of farmers who could never afford to
buy bread from the bakery. When Martha offered her an apprenticeship,
she jumped at the chance to learn a trade.
---
}
```
## Cross-References
- [Species](./16-other-declarations.md#species) - Species declarations
- [Templates](./16-other-declarations.md#templates) - Template definitions and strict mode
- [Value Types](./18-value-types.md) - All supported value types
- [Behavior Trees](./11-behavior-trees.md) - Character behavior integration
- [Schedules](./14-schedules.md) - Character schedule integration
- [Relationships](./15-relationships.md) - Relationships between characters
- [Life Arcs](./13-life-arcs.md) - Character state machines over time
## Related Concepts
- **Instantiation**: Characters are concrete instances; they cannot be instantiated further
- **Composition**: Prefer template composition over deep species hierarchies
- **Modularity**: Characters can reference behaviors and schedules from other modules
- **Narrative-driven**: Use prose blocks to embed storytelling directly with data