739 lines
16 KiB
Markdown
739 lines
16 KiB
Markdown
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# Life Arcs
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Life arcs are state machines that model how characters or other entities evolve over time. They define discrete states and the conditions under which an entity transitions between states. Life arcs capture character development, quest progress, relationship phases, and any other finite-state processes.
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## What is a Life Arc?
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A life arc is a finite state machine (FSM) composed of:
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- **States**: Discrete phases or modes (e.g., "happy", "angry", "sleeping")
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- **Transitions**: Conditional edges between states (e.g., "when health < 20, go to 'fleeing'")
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- **On-enter actions**: Field updates that occur when entering a state
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```
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[State A] --condition--> [State B] --condition--> [State C]
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on enter on enter on enter
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(set fields) (set fields) (set fields)
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```
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Life arcs run continuously, evaluating transitions every tick and moving between states as conditions become true.
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## Syntax
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```bnf
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<life-arc-decl> ::= "life_arc" <identifier> <body>
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<body> ::= "{" <prose-blocks>* <state>+ "}"
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<state> ::= "state" <identifier> "{" <state-body>* "}"
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<state-body> ::= <on-enter-block>
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| <transition>
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| <prose-block>
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<on-enter-block> ::= "on" "enter" "{" <field>+ "}"
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<transition> ::= "on" <expression> "->" <identifier>
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<prose-block> ::= "---" <identifier> <content> "---"
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```
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## States
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A state represents a discrete phase in an entity's lifecycle.
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### Basic State
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```storybook
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life_arc SimpleArc {
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state idle {
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---narrative
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The character is doing nothing, waiting for something to happen.
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---
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}
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state active {
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---narrative
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The character is engaged in their primary activity.
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---
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}
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}
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```
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### State Names
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State names are identifiers that must be unique within the life arc. Use descriptive names:
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- **Good**: `idle`, `combat`, `sleeping`, `enlightened`
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- **Avoid**: `state1`, `s`, `temp`
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## On-Enter Actions
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When entering a state, the `on enter` block updates entity fields.
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### Syntax
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```storybook
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state state_name {
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on enter {
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EntityName.field_name: value
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EntityName.other_field: other_value
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}
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}
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```
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### Examples
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```storybook
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life_arc CharacterMood {
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state happy {
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on enter {
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Martha.emotional_state: "happy"
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Martha.energy: 100
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}
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}
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state tired {
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on enter {
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Martha.emotional_state: "exhausted"
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Martha.energy: 20
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}
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}
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}
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```
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### Field Update Semantics
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- **Target**: `EntityName.field_name` must reference an existing character/entity
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- **Value**: Any valid [value type](./18-value-types.md)
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- **Effect**: Field is set to the specified value when state is entered
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- **Timing**: Happens immediately upon transition to the state
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### Multiple Field Updates
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```storybook
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state exhausted_baker {
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on enter {
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Martha.energy: 0.1
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Martha.mood: "stressed"
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Martha.quality_output: 0.7
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Martha.needs_break: true
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}
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---narrative
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After a sixteen-hour shift during the harvest festival,
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Martha's hands are shaking. She knows her bread quality is
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suffering and reluctantly steps away from the oven.
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---
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}
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```
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## Transitions
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Transitions define conditional edges between states. When a transition's condition becomes true, the state machine moves to the target state.
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### Syntax
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```storybook
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state source_state {
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on condition_expression -> target_state
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on another_condition -> another_target
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}
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```
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### Basic Transitions
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```storybook
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life_arc Combat {
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state fighting {
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on health < 20 -> fleeing
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on enemy_defeated -> victorious
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}
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state fleeing {
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on safe_distance_reached -> idle
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}
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state victorious {
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on celebration_complete -> idle
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}
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state idle {}
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}
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```
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### Expression Conditions
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Transitions use the full [expression language](./17-expressions.md):
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**Comparisons:**
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```storybook
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on health < 20 -> low_health
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on distance > 100 -> far_away
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on count == 0 -> empty
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```
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**Boolean fields:**
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```storybook
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on is_hostile -> combat
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on completed -> done
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on not ready -> waiting
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```
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**Logical operators:**
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```storybook
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on health < 20 and not has_potion -> desperate
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on is_day or is_lit -> visible
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```
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**Complex conditions:**
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```storybook
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on (health < 50 and enemy_count > 3) or surrounded -> retreat
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on forall e in enemies: e.defeated -> victory
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```
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### Multiple Transitions
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A state can have multiple outgoing transitions:
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```storybook
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state monitoring {
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on status is "active" -> active_state
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on status is "inactive" -> inactive_state
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on status is "error" -> error_state
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on shutdown_requested -> shutting_down
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}
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```
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**Evaluation order:**
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- Transitions are evaluated in declaration order (top to bottom)
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- First transition with a true condition is taken
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- If no conditions are true, state remains unchanged
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### Self-Transitions
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A state can transition to itself:
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```storybook
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state patrolling {
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on enemy_spotted -> combat
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on checkpoint_reached -> patrolling // Reset patrol state
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}
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```
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## Complete Examples
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### Elena's Career Journey
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```storybook
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life_arc ElenaCareer {
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---description
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Tracks Elena's progression from nervous apprentice to confident
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master baker. Each state represents a key phase of her career.
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---
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state early_apprentice {
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on enter {
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Elena.skill_level: novice
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Elena.confidence: timid
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}
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on recipes_mastered > 5 -> growing_apprentice
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---narrative
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Elena's hands shake as she measures flour. She checks the
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recipe three times before adding each ingredient. Martha
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patiently corrects her technique.
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---
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}
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state growing_apprentice {
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on enter {
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Elena.skill_level: beginner
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Elena.confidence: uncertain
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}
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on recipes_mastered > 15 -> journeyman
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---narrative
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The shaking stops. Elena can make basic breads without
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looking at the recipe. She still doubts herself but
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Martha's encouragement is taking root.
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---
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}
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state journeyman {
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on enter {
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Elena.skill_level: intermediate
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Elena.confidence: growing
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Elena.can_work_independently: true
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}
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on recipes_mastered > 30 -> senior_journeyman
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---narrative
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Elena runs the morning shift alone while Martha handles
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special orders. Customers start asking for "Elena's rolls."
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She begins experimenting with her own recipes.
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---
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}
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state senior_journeyman {
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on enter {
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Elena.skill_level: advanced
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Elena.confidence: steady
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}
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on recipes_mastered > 50 -> master
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---narrative
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Elena develops her signature recipe: rosemary olive bread
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that becomes the bakery's bestseller. She handles difficult
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customers with grace and trains new helpers.
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---
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}
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state master {
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on enter {
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Elena.skill_level: master
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Elena.confidence: commanding
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Elena.can_teach: true
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}
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---narrative
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Master Baker Elena. She has earned it. The guild acknowledges
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her mastery, and Martha beams with pride. Elena begins
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mentoring her own apprentice.
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---
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}
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}
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```
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### Quest Progress
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```storybook
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life_arc HeroQuest {
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state not_started {
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on talked_to_elder -> received_quest
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}
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state received_quest {
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on enter {
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Hero.quest_active: true
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Hero.quest_step: 0
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}
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on found_first_artifact -> collecting
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}
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state collecting {
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on enter {
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Hero.quest_step: 1
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}
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on artifact_count == 3 -> returning
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on failed_trial -> failed
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}
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state returning {
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on enter {
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Hero.quest_step: 2
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}
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on reached_elder -> completed
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}
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state completed {
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on enter {
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Hero.quest_active: false
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Hero.quest_completed: true
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Hero.reputation: 100
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}
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---narrative
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The hero returns triumphant, artifacts in hand. The elder
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bestows great rewards and the village celebrates.
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---
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}
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state failed {
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on enter {
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Hero.quest_active: false
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Hero.quest_failed: true
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}
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on retry_accepted -> received_quest
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}
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}
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```
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### Name Checker (Equality Examples)
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```storybook
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life_arc NameCheck {
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state checking {
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on name is "Martha" -> found_martha
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on name is "Jane" -> found_jane
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}
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state found_martha {
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on ready -> checking
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}
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state found_jane {
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on ready -> checking
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}
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}
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```
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### Status Monitor
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```storybook
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life_arc StatusMonitor {
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state monitoring {
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on status is active -> active_state
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on status is inactive -> inactive_state
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on status is error -> error_state
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}
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state active_state {
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on enter {
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System.led_color: "green"
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}
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on status is inactive -> inactive_state
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on status is error -> error_state
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}
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state inactive_state {
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on enter {
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System.led_color: "yellow"
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}
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on status is active -> active_state
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on status is error -> error_state
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}
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state error_state {
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on enter {
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System.led_color: "red"
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System.alarm: true
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}
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on error_cleared -> monitoring
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}
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}
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```
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### Character Mood Swings
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```storybook
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life_arc MoodSwings {
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state neutral {
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on provoked -> angry
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on complimented -> happy
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on tired -> sleepy
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}
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state angry {
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on enter {
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Character.aggression: 0.9
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Character.willingness_to_talk: 0.1
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}
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on calmed_down -> neutral
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on escalated -> furious
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|
}
|
||
|
|
|
||
|
|
state furious {
|
||
|
|
on enter {
|
||
|
|
Character.aggression: 1.0
|
||
|
|
Character.will_attack: true
|
||
|
|
}
|
||
|
|
|
||
|
|
on timeout_elapsed -> angry
|
||
|
|
on apologized_to -> neutral
|
||
|
|
}
|
||
|
|
|
||
|
|
state happy {
|
||
|
|
on enter {
|
||
|
|
Character.aggression: 0.0
|
||
|
|
Character.willingness_to_talk: 1.0
|
||
|
|
Character.gives_discounts: true
|
||
|
|
}
|
||
|
|
|
||
|
|
on insulted -> neutral
|
||
|
|
on bored -> neutral
|
||
|
|
}
|
||
|
|
|
||
|
|
state sleepy {
|
||
|
|
on enter {
|
||
|
|
Character.responsiveness: 0.2
|
||
|
|
}
|
||
|
|
|
||
|
|
on woke_up -> neutral
|
||
|
|
on fell_asleep -> sleeping
|
||
|
|
}
|
||
|
|
|
||
|
|
state sleeping {
|
||
|
|
on enter {
|
||
|
|
Character.responsiveness: 0.0
|
||
|
|
Character.is_vulnerable: true
|
||
|
|
}
|
||
|
|
|
||
|
|
on woke_up -> neutral
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
## Execution Semantics
|
||
|
|
|
||
|
|
### Tick-Based Evaluation
|
||
|
|
|
||
|
|
Life arcs evaluate transitions every "tick" (typically once per frame):
|
||
|
|
|
||
|
|
1. **Current state**: Start in the current state
|
||
|
|
2. **Evaluate transitions**: Check each outgoing transition's condition (in order)
|
||
|
|
3. **First true transition**: Take the first transition with a true condition
|
||
|
|
4. **Enter new state**: Execute the new state's `on enter` block
|
||
|
|
5. **Repeat next tick**
|
||
|
|
|
||
|
|
### Transition Priority
|
||
|
|
|
||
|
|
When multiple transitions could fire, the **first one in declaration order** is taken:
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
state combat {
|
||
|
|
on health < 10 -> desperate // Checked first
|
||
|
|
on health < 50 -> defensive // Checked second
|
||
|
|
on surrounded -> retreat // Checked third
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
If health is 5, only `desperate` transition fires (even though `defensive` condition is also true).
|
||
|
|
|
||
|
|
### State Persistence
|
||
|
|
|
||
|
|
The current state persists across ticks until a transition fires.
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
state waiting {
|
||
|
|
on signal_received -> active
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
The entity remains in `waiting` state indefinitely until `signal_received` becomes true.
|
||
|
|
|
||
|
|
### On-Enter Execution
|
||
|
|
|
||
|
|
`on enter` blocks execute **once** when entering the state, not every tick:
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
state combat {
|
||
|
|
on enter {
|
||
|
|
Character.weapon_drawn: true // Runs once when entering combat
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
## Validation Rules
|
||
|
|
|
||
|
|
1. **At least one state**: Life arc must contain at least one state
|
||
|
|
2. **Unique state names**: State names must be unique within the life arc
|
||
|
|
3. **Valid transitions**: Transition targets must reference defined states
|
||
|
|
4. **No orphan states**: All states should be reachable (warning, not error)
|
||
|
|
5. **Expression validity**: Transition conditions must be well-formed expressions
|
||
|
|
6. **Field targets**: On-enter field updates must reference valid entities/fields
|
||
|
|
7. **No cyclic immediate transitions**: Avoid transitions that fire immediately in a loop
|
||
|
|
|
||
|
|
## Design Patterns
|
||
|
|
|
||
|
|
### 1. Hub-and-Spoke
|
||
|
|
|
||
|
|
A central "hub" state with transitions to specialized states:
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
life_arc HubPattern {
|
||
|
|
state idle {
|
||
|
|
on combat_triggered -> combat
|
||
|
|
on quest_accepted -> questing
|
||
|
|
on entered_shop -> shopping
|
||
|
|
}
|
||
|
|
|
||
|
|
state combat {
|
||
|
|
on combat_ended -> idle
|
||
|
|
}
|
||
|
|
|
||
|
|
state questing {
|
||
|
|
on quest_completed -> idle
|
||
|
|
}
|
||
|
|
|
||
|
|
state shopping {
|
||
|
|
on left_shop -> idle
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
### 2. Linear Progression
|
||
|
|
|
||
|
|
States form a linear sequence (quests, tutorials):
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
life_arc Tutorial {
|
||
|
|
state intro {
|
||
|
|
on clicked_start -> movement
|
||
|
|
}
|
||
|
|
|
||
|
|
state movement {
|
||
|
|
on moved_forward -> combat
|
||
|
|
}
|
||
|
|
|
||
|
|
state combat {
|
||
|
|
on defeated_enemy -> inventory
|
||
|
|
}
|
||
|
|
|
||
|
|
state inventory {
|
||
|
|
on opened_inventory -> complete
|
||
|
|
}
|
||
|
|
|
||
|
|
state complete {}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
### 3. Cyclic States
|
||
|
|
|
||
|
|
States form a cycle (day/night, seasons):
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
life_arc DayNightCycle {
|
||
|
|
state dawn {
|
||
|
|
on hour >= 8 -> day
|
||
|
|
}
|
||
|
|
|
||
|
|
state day {
|
||
|
|
on hour >= 18 -> dusk
|
||
|
|
}
|
||
|
|
|
||
|
|
state dusk {
|
||
|
|
on hour >= 20 -> night
|
||
|
|
}
|
||
|
|
|
||
|
|
state night {
|
||
|
|
on hour >= 6 -> dawn
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
### 4. Hierarchical (Simulated)
|
||
|
|
|
||
|
|
Use multiple life arcs for hierarchical state:
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
// Top-level life arc
|
||
|
|
life_arc CharacterState {
|
||
|
|
state alive {
|
||
|
|
on health <= 0 -> dead
|
||
|
|
}
|
||
|
|
|
||
|
|
state dead {}
|
||
|
|
}
|
||
|
|
|
||
|
|
// Nested life arc (only active when alive)
|
||
|
|
life_arc CombatState {
|
||
|
|
state idle {
|
||
|
|
on enemy_nearby -> combat
|
||
|
|
}
|
||
|
|
|
||
|
|
state combat {
|
||
|
|
on enemy_defeated -> idle
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
## Best Practices
|
||
|
|
|
||
|
|
### 1. Use Descriptive State Names
|
||
|
|
|
||
|
|
**Avoid:**
|
||
|
|
```storybook
|
||
|
|
state s1 { ... }
|
||
|
|
state s2 { ... }
|
||
|
|
```
|
||
|
|
|
||
|
|
**Prefer:**
|
||
|
|
```storybook
|
||
|
|
state waiting_for_player { ... }
|
||
|
|
state engaged_in_combat { ... }
|
||
|
|
```
|
||
|
|
|
||
|
|
### 2. Add Narrative Prose Blocks
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
state master_baker {
|
||
|
|
---narrative
|
||
|
|
Master Baker Elena. She has earned it. The guild acknowledges
|
||
|
|
her mastery, and Martha beams with pride. Elena begins
|
||
|
|
mentoring her own apprentice.
|
||
|
|
---
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
### 3. Order Transitions by Priority
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
state health_check {
|
||
|
|
on health <= 0 -> dead // Most urgent
|
||
|
|
on health < 20 -> critical // Very urgent
|
||
|
|
on health < 50 -> wounded // Moderate
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
### 4. Avoid Orphan States
|
||
|
|
|
||
|
|
Ensure all states are reachable from the initial state.
|
||
|
|
|
||
|
|
**Avoid:**
|
||
|
|
```storybook
|
||
|
|
life_arc Broken {
|
||
|
|
state start {
|
||
|
|
on ready -> middle
|
||
|
|
}
|
||
|
|
|
||
|
|
state middle {
|
||
|
|
on done -> end
|
||
|
|
}
|
||
|
|
|
||
|
|
state unreachable {} // No transition leads here!
|
||
|
|
|
||
|
|
state end {}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
### 5. Use On-Enter for State Initialization
|
||
|
|
|
||
|
|
```storybook
|
||
|
|
state combat {
|
||
|
|
on enter {
|
||
|
|
Character.weapon_drawn: true
|
||
|
|
Character.combat_stance: "aggressive"
|
||
|
|
Character.target: nearest_enemy
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
## Cross-References
|
||
|
|
|
||
|
|
- [Characters](./10-characters.md) - Characters can have associated life arcs
|
||
|
|
- [Expression Language](./17-expressions.md) - Transition condition syntax
|
||
|
|
- [Value Types](./18-value-types.md) - On-enter field value types
|
||
|
|
- [Validation Rules](./19-validation.md) - Life arc validation constraints
|
||
|
|
|
||
|
|
## Related Concepts
|
||
|
|
|
||
|
|
- **Finite State Machines (FSM)**: Life arcs are FSMs
|
||
|
|
- **Character development**: Track character growth over time
|
||
|
|
- **Quest states**: Model quest progression
|
||
|
|
- **Mood systems**: Model emotional states
|
||
|
|
- **Lifecycle modeling**: Birth, growth, aging, death
|