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<h1 id="integration-guide"><a class="header" href="#integration-guide">Integration Guide</a></h1>
<p>This chapter covers how to integrate Storybook into larger systems game engines, simulation frameworks, and custom applications.</p>
<h2 id="architecture-overview"><a class="header" href="#architecture-overview">Architecture Overview</a></h2>
<p>Storybook operates in two phases:</p>
<ol>
<li><strong>Compile time</strong>: <code>.sb</code> files are parsed, validated, and compiled into SBIR</li>
<li><strong>Runtime</strong>: A simulation engine consumes SBIR and drives character behavior</li>
</ol>
<pre><code> Compile Time Runtime
.sb files → [Storybook Compiler] → SBIR → [Simulation Engine] → Character Actions
</code></pre>
<h2 id="the-storybook-compiler"><a class="header" href="#the-storybook-compiler">The Storybook Compiler</a></h2>
<p>The compiler is a Rust library and CLI tool that processes <code>.sb</code> files.</p>
<h3 id="cli-usage"><a class="header" href="#cli-usage">CLI Usage</a></h3>
<pre><code class="language-bash"># Compile a directory of .sb files
storybook compile path/to/project/
# Compile with output path
storybook compile path/to/project/ -o output.sbir
# Validate without producing output
storybook check path/to/project/
</code></pre>
<h3 id="as-a-library"><a class="header" href="#as-a-library">As a Library</a></h3>
<p>The compiler can be embedded as a Rust dependency:</p>
<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>use storybook::syntax::parse_file;
use storybook::resolve::resolve_files;
// Parse .sb files into ASTs
let ast = parse_file(source_code)?;
// Resolve across multiple files
let resolved = resolve_files(vec![ast1, ast2, ast3])?;
// Access resolved data
for character in resolved.characters() {
println!("{}: {:?}", character.name, character.fields);
}
<span class="boring">}</span></code></pre></pre>
<h3 id="key-types"><a class="header" href="#key-types">Key Types</a></h3>
<p>The resolved output provides these primary types:</p>
<div class="table-wrapper"><table><thead><tr><th>Type</th><th>Description</th></tr></thead><tbody>
<tr><td><code>ResolvedFile</code></td><td>Container for all resolved declarations</td></tr>
<tr><td><code>ResolvedCharacter</code></td><td>Character with merged species/template fields</td></tr>
<tr><td><code>ResolvedBehavior</code></td><td>Behavior tree with resolved subtree references</td></tr>
<tr><td><code>ResolvedLifeArc</code></td><td>State machine with validated transitions</td></tr>
<tr><td><code>ResolvedSchedule</code></td><td>Schedule with resolved time blocks</td></tr>
<tr><td><code>ResolvedRelationship</code></td><td>Relationship with resolved participant references</td></tr>
<tr><td><code>ResolvedInstitution</code></td><td>Institution with resolved fields</td></tr>
<tr><td><code>ResolvedLocation</code></td><td>Location with resolved fields</td></tr>
<tr><td><code>ResolvedSpecies</code></td><td>Species with resolved includes chain</td></tr>
<tr><td><code>ResolvedEnum</code></td><td>Enum with variant list</td></tr>
</tbody></table>
</div>
<h2 id="runtime-integration"><a class="header" href="#runtime-integration">Runtime Integration</a></h2>
<h3 id="behavior-tree-execution"><a class="header" href="#behavior-tree-execution">Behavior Tree Execution</a></h3>
<p>Runtimes are responsible for:</p>
<ol>
<li><strong>Tick-based evaluation</strong>: Call the behavior tree root each frame/tick</li>
<li><strong>Action execution</strong>: Interpret action nodes (e.g., <code>MoveTo</code>, <code>Attack</code>)</li>
<li><strong>Condition evaluation</strong>: Evaluate expression nodes against current state</li>
<li><strong>Decorator state</strong>: Maintain timer/counter state for stateful decorators</li>
</ol>
<h3 id="life-arc-execution"><a class="header" href="#life-arc-execution">Life Arc Execution</a></h3>
<ol>
<li>Track the current state for each life arc instance</li>
<li>Evaluate transition conditions each tick</li>
<li>Execute on-enter actions when transitioning</li>
<li>Maintain state persistence across ticks</li>
</ol>
<h3 id="schedule-execution"><a class="header" href="#schedule-execution">Schedule Execution</a></h3>
<ol>
<li>Get the current simulation time</li>
<li>Find the matching schedule block (considering temporal constraints and recurrences)</li>
<li>Execute the associated behavior tree action</li>
</ol>
<h3 id="relationship-queries"><a class="header" href="#relationship-queries">Relationship Queries</a></h3>
<p>Provide APIs for querying the relationship graph:</p>
<ul>
<li>Find all relationships for a character</li>
<li>Get bond strength between two entities</li>
<li>Query perspective fields (self/other)</li>
</ul>
<h2 id="lsp-integration"><a class="header" href="#lsp-integration">LSP Integration</a></h2>
<p>Storybook includes a Language Server Protocol (LSP) implementation for editor support:</p>
<ul>
<li><strong>Hover information</strong>: Documentation for keywords and declarations</li>
<li><strong>Go to definition</strong>: Navigate to declaration sources</li>
<li><strong>Diagnostics</strong>: Real-time error reporting</li>
<li><strong>Completions</strong>: Context-aware suggestions</li>
</ul>
<p>The LSP server reuses the compilers parser and resolver, providing the same validation as the CLI.</p>
<h3 id="editor-setup"><a class="header" href="#editor-setup">Editor Setup</a></h3>
<p>The Storybook LSP works with any editor that supports LSP:</p>
<ul>
<li><strong>VS Code</strong>: Via the Storybook extension</li>
<li><strong>Zed</strong>: Via the zed-storybook extension</li>
<li><strong>Other editors</strong>: Any LSP-compatible editor</li>
</ul>
<h2 id="tree-sitter-grammar"><a class="header" href="#tree-sitter-grammar">Tree-sitter Grammar</a></h2>
<p>A Tree-sitter grammar is provided for syntax highlighting and structural queries:</p>
<pre><code>tree-sitter-storybook/
grammar.js # Grammar definition
src/ # Generated parser
</code></pre>
<p>The Tree-sitter grammar supports:</p>
<ul>
<li>Syntax highlighting in editors</li>
<li>Structural code queries</li>
<li>Incremental parsing for large files</li>
</ul>
<h2 id="file-organization-for-integration"><a class="header" href="#file-organization-for-integration">File Organization for Integration</a></h2>
<p>Organize your project to support both authoring and runtime consumption:</p>
<pre><code>my-game/
storybook/ # Storybook source files
schema/
core_enums.sb
templates.sb
beings.sb
world/
characters/
behaviors/
relationships/
assets/
narrative.sbir # Compiled output for runtime
src/
narrative_engine.rs # Runtime that consumes SBIR
</code></pre>
<h2 id="cross-references"><a class="header" href="#cross-references">Cross-References</a></h2>
<ul>
<li><a href="./21-sbir-format.html">SBIR Format</a> - The compiled binary format</li>
<li><a href="../reference/19-validation.html">Validation Rules</a> - What the compiler checks</li>
<li><a href="../reference/09-overview.html">Language Overview</a> - Compilation pipeline</li>
</ul>
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