release: Storybook v0.2.0 - Major syntax and features update
BREAKING CHANGES: - Relationship syntax now requires blocks for all participants - Removed self/other perspective blocks from relationships - Replaced 'guard' keyword with 'if' for behavior tree decorators Language Features: - Add tree-sitter grammar with improved if/condition disambiguation - Add comprehensive tutorial and reference documentation - Add SBIR v0.2.0 binary format specification - Add resource linking system for behaviors and schedules - Add year-long schedule patterns (day, season, recurrence) - Add behavior tree enhancements (named nodes, decorators) Documentation: - Complete tutorial series (9 chapters) with baker family examples - Complete reference documentation for all language features - SBIR v0.2.0 specification with binary format details - Added locations and institutions documentation Examples: - Convert all examples to baker family scenario - Add comprehensive working examples Tooling: - Zed extension with LSP integration - Tree-sitter grammar for syntax highlighting - Build scripts and development tools Version Updates: - Main package: 0.1.0 → 0.2.0 - Tree-sitter grammar: 0.1.0 → 0.2.0 - Zed extension: 0.1.0 → 0.2.0 - Storybook editor: 0.1.0 → 0.2.0
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# Design Patterns
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This chapter presents proven patterns for structuring Storybook projects. These patterns have emerged from building complex narrative simulations and represent best practices for maintainability, reuse, and clarity.
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## Behavior Tree Patterns
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### Priority Fallback Chain
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Use a selector to try increasingly desperate options:
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```storybook
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behavior Survival {
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choose survival_priority {
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then optimal {
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if(health > 70 and has_supplies)
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ProceedNormally
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}
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then cautious {
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if(health > 30)
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ProceedCarefully
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}
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then desperate {
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if(health > 10)
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SeekHelp
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}
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LastResortPanic
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}
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}
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```
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The tree naturally degrades: first tries the best option, then falls back through progressively worse alternatives.
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### Conditional Behavior Switching
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Use guards at the top level to switch between behavioral modes:
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```storybook
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behavior ModeSwitcher {
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choose mode {
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if(is_combat_mode) {
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include CombatBehavior
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}
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if(is_exploration_mode) {
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include ExplorationBehavior
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}
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if(is_social_mode) {
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include SocialBehavior
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}
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include IdleBehavior
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}
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}
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```
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### Composite Subtree Pattern
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Break complex behaviors into focused, reusable subtrees:
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```storybook
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// Atomic subtrees
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behavior Navigate { then nav { PlanPath, FollowPath } }
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behavior Interact { then talk { Approach, Greet, Converse } }
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behavior Trade { then exchange { ShowGoods, Negotiate, Exchange } }
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// Composed behavior
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behavior Merchant_AI {
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choose activity {
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then serve_customer {
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if(customer_present)
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include Interact
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include Trade
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}
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then travel_to_market {
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if(is_market_day)
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include Navigate
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}
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Idle
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}
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}
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```
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### Repeating Patrol with Interrupts
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Use a repeating patrol that can be interrupted by higher-priority events:
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```storybook
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character Guard {
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uses behaviors: [
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{
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tree: GuardCombat
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when: threat_detected
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priority: high
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},
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{
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tree: GuardPatrol
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priority: normal
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}
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]
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}
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behavior GuardPatrol {
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repeat {
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then patrol_loop {
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MoveTo(destination: "Waypoint1")
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WaitAndScan(duration: 5s)
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MoveTo(destination: "Waypoint2")
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WaitAndScan(duration: 5s)
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}
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}
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}
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```
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The combat behavior preempts patrol when threats appear, then patrol resumes.
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## Character Architecture Patterns
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### Species + Templates Composition
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Use species for identity and templates for capabilities:
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```storybook
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// Species: What they ARE
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species Human { lifespan: 70 }
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species Elf { lifespan: 1000 }
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// Templates: What they HAVE
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template Warrior { strength: 10..20, weapon_skill: 0.5..1.0 }
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template Scholar { intelligence: 15..20, books_read: 50..500 }
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template Leader { charisma: 12..18, followers: 5..50 }
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// Characters: Combine both
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character Aragorn: Human from Warrior, Leader {
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strength: 18
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charisma: 17
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}
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character Elrond: Elf from Scholar, Leader {
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intelligence: 20
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charisma: 18
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}
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```
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### Strict Templates for Schema Enforcement
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Use strict templates when you need controlled, uniform entities:
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```storybook
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template RecipeCard strict {
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recipe_name: string
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difficulty: Difficulty
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prep_time_minutes: 10..180
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}
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// This works:
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character SourdoughRecipe from RecipeCard {
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recipe_name: "Classic Sourdough"
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difficulty: intermediate
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prep_time_minutes: 120
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}
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// This would error (extra field not allowed):
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// character BadRecipe from RecipeCard {
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// recipe_name: "Mystery Bread"
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// difficulty: easy
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// favorite_color: "blue" // Error!
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// }
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```
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### Template Inheritance Chains
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Build template hierarchies for progressive specialization:
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```storybook
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template Worker {
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skill_level: 0.0..1.0
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wage: 10..50
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}
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template SkilledWorker {
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include Worker
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specialization: "general"
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tool_proficiency: 0.5..1.0
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}
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template MasterCraftsman {
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include SkilledWorker
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can_teach: true
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reputation: 0.7..1.0
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}
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```
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## Relationship Patterns
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### Bidirectional Perspective
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Model relationships where each side sees things differently:
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```storybook
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relationship MentorApprentice {
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Master as mentor self {
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patience: 0.7
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investment_in_student: 0.9
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} other {
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sees_potential: 0.8
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frustration_level: 0.3
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}
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Student as apprentice self {
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dedication: 0.8
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overwhelmed: 0.4
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} other {
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respect: 0.95
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desire_to_impress: 0.9
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}
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bond: 0.75
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years_together: 3
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}
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```
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### Power Dynamic Pattern
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Model unequal power relationships explicitly:
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```storybook
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relationship Vassalage {
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King as lord self {
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authority: 1.0
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grants: "protection"
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} other {
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trusts_vassal: 0.6
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}
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Knight as vassal self {
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loyalty: 0.9
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ambition: 0.4
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} other {
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respects_lord: 0.8
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fears_lord: 0.3
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}
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bond: 0.7
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}
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```
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### Relationship Network
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Build social graphs with multiple overlapping relationships:
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```storybook
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// Family
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relationship BakerMarriage { Martha as spouse, David as spouse, bond: 0.9 }
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relationship BakerParenting { Martha as parent, Tommy as child, bond: 0.95 }
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// Professional
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relationship BakerEmployment { Martha as employer, Elena as employee, bond: 0.8 }
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relationship GuildMembership { Martha as member, BakersGuild as org }
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// Social
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relationship BakerFriendship { Martha, Neighbor, bond: 0.6 }
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```
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## Schedule Patterns
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### Base Schedule with Specializations
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```storybook
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schedule BaseWorker {
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block work { 09:00 - 17:00, action: work::standard }
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block lunch { 12:00 - 13:00, action: social::lunch }
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}
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schedule EarlyBird extends BaseWorker {
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block work { 05:00 - 13:00, action: work::early_shift }
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block lunch { 11:00 - 12:00, action: social::lunch }
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}
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schedule NightOwl extends BaseWorker {
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block work { 14:00 - 22:00, action: work::late_shift }
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block lunch { 18:00 - 19:00, action: social::dinner }
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}
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```
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### Seasonal Variation
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```storybook
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schedule FarmSchedule {
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block spring_work {
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06:00 - 18:00
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action: farming::plant
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on season spring
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}
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block summer_work {
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05:00 - 20:00
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action: farming::tend
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on season summer
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}
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block fall_work {
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06:00 - 20:00
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action: farming::harvest
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on season fall
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}
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block winter_work {
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08:00 - 16:00
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action: farming::maintain
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on season winter
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}
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}
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```
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## Life Arc Patterns
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### Progressive Development
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```storybook
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life_arc CareerProgression {
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state novice {
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on enter { Character.title: "Apprentice" }
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on experience > 100 -> intermediate
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}
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state intermediate {
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on enter { Character.title: "Journeyman" }
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on experience > 500 -> expert
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}
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state expert {
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on enter { Character.title: "Master", Character.can_teach: true }
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}
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}
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```
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### Emotional State Machine
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```storybook
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life_arc MoodSystem {
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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 { Character.aggression: 0.9 }
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on calmed_down -> neutral
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on escalated -> furious
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}
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state furious {
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on enter { Character.aggression: 1.0 }
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on timeout_elapsed -> angry
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}
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state happy {
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on enter { Character.gives_discounts: true }
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on insulted -> neutral
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}
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state sleepy {
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on enter { Character.responsiveness: 0.2 }
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on woke_up -> neutral
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}
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}
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```
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## Project Organization Patterns
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### Schema / World Separation
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Keep type definitions separate from instance data:
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```
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my-project/
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schema/ # Types and templates (reusable)
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core_enums.sb
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templates.sb
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beings.sb
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world/ # Instances (specific to this story)
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characters/
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behaviors/
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relationships/
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locations/
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```
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### Module per Domain
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Group related declarations together:
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```
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world/
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characters/
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heroes.sb # All hero characters
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villains.sb # All villain characters
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npcs.sb # Background characters
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behaviors/
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combat.sb # Combat behaviors
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social.sb # Social behaviors
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exploration.sb # Exploration behaviors
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```
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## Anti-Patterns to Avoid
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**Deep nesting**: More than 4-5 levels of behavior tree nesting is hard to read. Use `include` to flatten.
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**God behaviors**: One massive behavior tree doing everything. Break it into focused subtrees.
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**Deep species hierarchies**: More than 2-3 levels of species `includes` is rarely needed. Use templates for variation.
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**Duplicated logic**: If two behaviors share logic, extract it into a shared subtree.
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**Unnamed nodes**: Always label composite nodes in behavior trees for readability.
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## Cross-References
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- [Behavior Trees](../reference/11-behavior-trees.md) - Complete behavior syntax
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- [Characters](../reference/10-characters.md) - Character architecture
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- [Relationships](../reference/15-relationships.md) - Relationship modeling
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- [Schedules](../reference/14-schedules.md) - Schedule composition
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- [Life Arcs](../reference/13-life-arcs.md) - State machine patterns
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