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
This commit is contained in:
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<h1 id="design-patterns"><a class="header" href="#design-patterns">Design Patterns</a></h1>
<p>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.</p>
<h2 id="behavior-tree-patterns"><a class="header" href="#behavior-tree-patterns">Behavior Tree Patterns</a></h2>
<h3 id="priority-fallback-chain"><a class="header" href="#priority-fallback-chain">Priority Fallback Chain</a></h3>
<p>Use a selector to try increasingly desperate options:</p>
<pre><code class="language-storybook">behavior Survival {
choose survival_priority {
then optimal {
if(health &gt; 70 and has_supplies)
ProceedNormally
}
then cautious {
if(health &gt; 30)
ProceedCarefully
}
then desperate {
if(health &gt; 10)
SeekHelp
}
LastResortPanic
}
}
</code></pre>
<p>The tree naturally degrades: first tries the best option, then falls back through progressively worse alternatives.</p>
<h3 id="conditional-behavior-switching"><a class="header" href="#conditional-behavior-switching">Conditional Behavior Switching</a></h3>
<p>Use guards at the top level to switch between behavioral modes:</p>
<pre><code class="language-storybook">behavior ModeSwitcher {
choose mode {
if(is_combat_mode) {
include CombatBehavior
}
if(is_exploration_mode) {
include ExplorationBehavior
}
if(is_social_mode) {
include SocialBehavior
}
include IdleBehavior
}
}
</code></pre>
<h3 id="composite-subtree-pattern"><a class="header" href="#composite-subtree-pattern">Composite Subtree Pattern</a></h3>
<p>Break complex behaviors into focused, reusable subtrees:</p>
<pre><code class="language-storybook">// Atomic subtrees
behavior Navigate { then nav { PlanPath, FollowPath } }
behavior Interact { then talk { Approach, Greet, Converse } }
behavior Trade { then exchange { ShowGoods, Negotiate, Exchange } }
// Composed behavior
behavior Merchant_AI {
choose activity {
then serve_customer {
if(customer_present)
include Interact
include Trade
}
then travel_to_market {
if(is_market_day)
include Navigate
}
Idle
}
}
</code></pre>
<h3 id="repeating-patrol-with-interrupts"><a class="header" href="#repeating-patrol-with-interrupts">Repeating Patrol with Interrupts</a></h3>
<p>Use a repeating patrol that can be interrupted by higher-priority events:</p>
<pre><code class="language-storybook">character Guard {
uses behaviors: [
{
tree: GuardCombat
when: threat_detected
priority: high
},
{
tree: GuardPatrol
priority: normal
}
]
}
behavior GuardPatrol {
repeat {
then patrol_loop {
MoveTo(destination: "Waypoint1")
WaitAndScan(duration: 5s)
MoveTo(destination: "Waypoint2")
WaitAndScan(duration: 5s)
}
}
}
</code></pre>
<p>The combat behavior preempts patrol when threats appear, then patrol resumes.</p>
<h2 id="character-architecture-patterns"><a class="header" href="#character-architecture-patterns">Character Architecture Patterns</a></h2>
<h3 id="species--templates-composition"><a class="header" href="#species--templates-composition">Species + Templates Composition</a></h3>
<p>Use species for identity and templates for capabilities:</p>
<pre><code class="language-storybook">// Species: What they ARE
species Human { lifespan: 70 }
species Elf { lifespan: 1000 }
// Templates: What they HAVE
template Warrior { strength: 10..20, weapon_skill: 0.5..1.0 }
template Scholar { intelligence: 15..20, books_read: 50..500 }
template Leader { charisma: 12..18, followers: 5..50 }
// Characters: Combine both
character Aragorn: Human from Warrior, Leader {
strength: 18
charisma: 17
}
character Elrond: Elf from Scholar, Leader {
intelligence: 20
charisma: 18
}
</code></pre>
<h3 id="strict-templates-for-schema-enforcement"><a class="header" href="#strict-templates-for-schema-enforcement">Strict Templates for Schema Enforcement</a></h3>
<p>Use strict templates when you need controlled, uniform entities:</p>
<pre><code class="language-storybook">template RecipeCard strict {
recipe_name: string
difficulty: Difficulty
prep_time_minutes: 10..180
}
// This works:
character SourdoughRecipe from RecipeCard {
recipe_name: "Classic Sourdough"
difficulty: intermediate
prep_time_minutes: 120
}
// This would error (extra field not allowed):
// character BadRecipe from RecipeCard {
// recipe_name: "Mystery Bread"
// difficulty: easy
// favorite_color: "blue" // Error!
// }
</code></pre>
<h3 id="template-inheritance-chains"><a class="header" href="#template-inheritance-chains">Template Inheritance Chains</a></h3>
<p>Build template hierarchies for progressive specialization:</p>
<pre><code class="language-storybook">template Worker {
skill_level: 0.0..1.0
wage: 10..50
}
template SkilledWorker {
include Worker
specialization: "general"
tool_proficiency: 0.5..1.0
}
template MasterCraftsman {
include SkilledWorker
can_teach: true
reputation: 0.7..1.0
}
</code></pre>
<h2 id="relationship-patterns"><a class="header" href="#relationship-patterns">Relationship Patterns</a></h2>
<h3 id="bidirectional-perspective"><a class="header" href="#bidirectional-perspective">Bidirectional Perspective</a></h3>
<p>Model relationships where each side sees things differently:</p>
<pre><code class="language-storybook">relationship MentorApprentice {
Master as mentor self {
patience: 0.7
investment_in_student: 0.9
} other {
sees_potential: 0.8
frustration_level: 0.3
}
Student as apprentice self {
dedication: 0.8
overwhelmed: 0.4
} other {
respect: 0.95
desire_to_impress: 0.9
}
bond: 0.75
years_together: 3
}
</code></pre>
<h3 id="power-dynamic-pattern"><a class="header" href="#power-dynamic-pattern">Power Dynamic Pattern</a></h3>
<p>Model unequal power relationships explicitly:</p>
<pre><code class="language-storybook">relationship Vassalage {
King as lord self {
authority: 1.0
grants: "protection"
} other {
trusts_vassal: 0.6
}
Knight as vassal self {
loyalty: 0.9
ambition: 0.4
} other {
respects_lord: 0.8
fears_lord: 0.3
}
bond: 0.7
}
</code></pre>
<h3 id="relationship-network"><a class="header" href="#relationship-network">Relationship Network</a></h3>
<p>Build social graphs with multiple overlapping relationships:</p>
<pre><code class="language-storybook">// Family
relationship BakerMarriage { Martha as spouse, David as spouse, bond: 0.9 }
relationship BakerParenting { Martha as parent, Tommy as child, bond: 0.95 }
// Professional
relationship BakerEmployment { Martha as employer, Elena as employee, bond: 0.8 }
relationship GuildMembership { Martha as member, BakersGuild as org }
// Social
relationship BakerFriendship { Martha, Neighbor, bond: 0.6 }
</code></pre>
<h2 id="schedule-patterns"><a class="header" href="#schedule-patterns">Schedule Patterns</a></h2>
<h3 id="base-schedule-with-specializations"><a class="header" href="#base-schedule-with-specializations">Base Schedule with Specializations</a></h3>
<pre><code class="language-storybook">schedule BaseWorker {
block work { 09:00 - 17:00, action: work::standard }
block lunch { 12:00 - 13:00, action: social::lunch }
}
schedule EarlyBird extends BaseWorker {
block work { 05:00 - 13:00, action: work::early_shift }
block lunch { 11:00 - 12:00, action: social::lunch }
}
schedule NightOwl extends BaseWorker {
block work { 14:00 - 22:00, action: work::late_shift }
block lunch { 18:00 - 19:00, action: social::dinner }
}
</code></pre>
<h3 id="seasonal-variation"><a class="header" href="#seasonal-variation">Seasonal Variation</a></h3>
<pre><code class="language-storybook">schedule FarmSchedule {
block spring_work {
06:00 - 18:00
action: farming::plant
on season spring
}
block summer_work {
05:00 - 20:00
action: farming::tend
on season summer
}
block fall_work {
06:00 - 20:00
action: farming::harvest
on season fall
}
block winter_work {
08:00 - 16:00
action: farming::maintain
on season winter
}
}
</code></pre>
<h2 id="life-arc-patterns"><a class="header" href="#life-arc-patterns">Life Arc Patterns</a></h2>
<h3 id="progressive-development"><a class="header" href="#progressive-development">Progressive Development</a></h3>
<pre><code class="language-storybook">life_arc CareerProgression {
state novice {
on enter { Character.title: "Apprentice" }
on experience &gt; 100 -&gt; intermediate
}
state intermediate {
on enter { Character.title: "Journeyman" }
on experience &gt; 500 -&gt; expert
}
state expert {
on enter { Character.title: "Master", Character.can_teach: true }
}
}
</code></pre>
<h3 id="emotional-state-machine"><a class="header" href="#emotional-state-machine">Emotional State Machine</a></h3>
<pre><code class="language-storybook">life_arc MoodSystem {
state neutral {
on provoked -&gt; angry
on complimented -&gt; happy
on tired -&gt; sleepy
}
state angry {
on enter { Character.aggression: 0.9 }
on calmed_down -&gt; neutral
on escalated -&gt; furious
}
state furious {
on enter { Character.aggression: 1.0 }
on timeout_elapsed -&gt; angry
}
state happy {
on enter { Character.gives_discounts: true }
on insulted -&gt; neutral
}
state sleepy {
on enter { Character.responsiveness: 0.2 }
on woke_up -&gt; neutral
}
}
</code></pre>
<h2 id="project-organization-patterns"><a class="header" href="#project-organization-patterns">Project Organization Patterns</a></h2>
<h3 id="schema--world-separation"><a class="header" href="#schema--world-separation">Schema / World Separation</a></h3>
<p>Keep type definitions separate from instance data:</p>
<pre><code>my-project/
schema/ # Types and templates (reusable)
core_enums.sb
templates.sb
beings.sb
world/ # Instances (specific to this story)
characters/
behaviors/
relationships/
locations/
</code></pre>
<h3 id="module-per-domain"><a class="header" href="#module-per-domain">Module per Domain</a></h3>
<p>Group related declarations together:</p>
<pre><code>world/
characters/
heroes.sb # All hero characters
villains.sb # All villain characters
npcs.sb # Background characters
behaviors/
combat.sb # Combat behaviors
social.sb # Social behaviors
exploration.sb # Exploration behaviors
</code></pre>
<h2 id="anti-patterns-to-avoid"><a class="header" href="#anti-patterns-to-avoid">Anti-Patterns to Avoid</a></h2>
<p><strong>Deep nesting</strong>: More than 4-5 levels of behavior tree nesting is hard to read. Use <code>include</code> to flatten.</p>
<p><strong>God behaviors</strong>: One massive behavior tree doing everything. Break it into focused subtrees.</p>
<p><strong>Deep species hierarchies</strong>: More than 2-3 levels of species <code>includes</code> is rarely needed. Use templates for variation.</p>
<p><strong>Duplicated logic</strong>: If two behaviors share logic, extract it into a shared subtree.</p>
<p><strong>Unnamed nodes</strong>: Always label composite nodes in behavior trees for readability.</p>
<h2 id="cross-references"><a class="header" href="#cross-references">Cross-References</a></h2>
<ul>
<li><a href="../reference/11-behavior-trees.html">Behavior Trees</a> - Complete behavior syntax</li>
<li><a href="../reference/10-characters.html">Characters</a> - Character architecture</li>
<li><a href="../reference/15-relationships.html">Relationships</a> - Relationship modeling</li>
<li><a href="../reference/14-schedules.html">Schedules</a> - Schedule composition</li>
<li><a href="../reference/13-life-arcs.html">Life Arcs</a> - State machine patterns</li>
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<h1 id="the-sbir-binary-format"><a class="header" href="#the-sbir-binary-format">The SBIR Binary Format</a></h1>
<p>SBIR (Storybook Intermediate Representation) is the compiled binary format produced by the Storybook compiler. It transforms human-readable <code>.sb</code> files into an optimized, machine-consumable format for simulation runtimes.</p>
<h2 id="compilation-pipeline"><a class="header" href="#compilation-pipeline">Compilation Pipeline</a></h2>
<pre><code>.sb files → Lexer → Parser → AST → Resolver → SBIR Binary
</code></pre>
<ol>
<li><strong>Lexer</strong>: Tokenizes raw text into tokens</li>
<li><strong>Parser</strong>: Builds an Abstract Syntax Tree (AST) from tokens</li>
<li><strong>Resolver</strong>: Validates, resolves cross-references, merges templates, and produces SBIR</li>
</ol>
<h2 id="what-sbir-contains"><a class="header" href="#what-sbir-contains">What SBIR Contains</a></h2>
<p>SBIR represents the fully resolved state of a Storybook project:</p>
<ul>
<li><strong>Characters</strong>: All fields resolved (species + templates merged, overrides applied)</li>
<li><strong>Behaviors</strong>: Behavior trees with all subtree references inlined</li>
<li><strong>Life Arcs</strong>: State machines with validated transitions</li>
<li><strong>Schedules</strong>: Time blocks with resolved action references</li>
<li><strong>Relationships</strong>: Participants with resolved entity references</li>
<li><strong>Institutions</strong>: Fully resolved field sets</li>
<li><strong>Locations</strong>: Fully resolved field sets</li>
<li><strong>Species</strong>: Fully resolved inheritance chains</li>
<li><strong>Enums</strong>: Complete variant lists</li>
</ul>
<h2 id="resolution-process"><a class="header" href="#resolution-process">Resolution Process</a></h2>
<h3 id="template-merging"><a class="header" href="#template-merging">Template Merging</a></h3>
<p>When a character uses templates, SBIR contains the fully merged result:</p>
<p><strong>Source:</strong></p>
<pre><code class="language-storybook">species Human { lifespan: 70, speed: 1.0 }
template Warrior { speed: 1.5, strength: 10 }
character Conan: Human from Warrior {
strength: 20
}
</code></pre>
<p><strong>In SBIR, Conans fields are:</strong></p>
<ul>
<li><code>lifespan: 70</code> (from Human)</li>
<li><code>speed: 1.5</code> (Warrior overrides Human)</li>
<li><code>strength: 20</code> (Conan overrides Warrior)</li>
</ul>
<h3 id="cross-file-reference-resolution"><a class="header" href="#cross-file-reference-resolution">Cross-File Reference Resolution</a></h3>
<p>SBIR resolves all <code>use</code> statements and qualified paths. A relationship referencing <code>Martha</code> in a different file is resolved to the concrete character definition.</p>
<h3 id="validation"><a class="header" href="#validation">Validation</a></h3>
<p>Before producing SBIR, the resolver validates all constraints documented in <a href="../reference/19-validation.html">Validation Rules</a>:</p>
<ul>
<li>All references resolve to defined declarations</li>
<li>No circular dependencies</li>
<li>Type consistency</li>
<li>Domain constraints (bond ranges, schedule validity)</li>
</ul>
<h2 id="design-goals"><a class="header" href="#design-goals">Design Goals</a></h2>
<p><strong>Compact</strong>: SBIR strips comments, whitespace, and redundant structure.</p>
<p><strong>Self-contained</strong>: No external references everything is resolved and inlined.</p>
<p><strong>Fast to load</strong>: Simulation runtimes can load SBIR without re-parsing or re-resolving.</p>
<p><strong>Validated</strong>: If SBIR was produced, the source was valid. Runtimes do not need to re-validate.</p>
<h2 id="usage"><a class="header" href="#usage">Usage</a></h2>
<p>SBIR is consumed by simulation runtimes that drive character behavior, schedule execution, life arc transitions, and relationship queries. The specific binary format is implementation-defined and may evolve between versions.</p>
<p>For the current SBIR specification, see the <a href="../SBIR-v0.2.0-SPEC.html">SBIR v0.2.0 Spec</a>.</p>
<h2 id="cross-references"><a class="header" href="#cross-references">Cross-References</a></h2>
<ul>
<li><a href="../reference/09-overview.html">Language Overview</a> - Compilation model</li>
<li><a href="../reference/19-validation.html">Validation Rules</a> - What is validated before SBIR production</li>
<li><a href="./22-integration.html">Integration Guide</a> - How runtimes consume SBIR</li>
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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>
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<main>
<h1 id="best-practices"><a class="header" href="#best-practices">Best Practices</a></h1>
<p>This chapter compiles best practices for writing clear, maintainable, and effective Storybook code. These guidelines apply across all declaration types and project sizes.</p>
<h2 id="naming-conventions"><a class="header" href="#naming-conventions">Naming Conventions</a></h2>
<h3 id="declarations"><a class="header" href="#declarations">Declarations</a></h3>
<p>Use <strong>PascalCase</strong> for all declaration names:</p>
<pre><code class="language-storybook">character MasterBaker { } // Good
species DomesticCat { } // Good
behavior GuardPatrol { } // Good
character master_baker { } // Avoid
behavior guard-patrol { } // Invalid (no hyphens)
</code></pre>
<h3 id="fields"><a class="header" href="#fields">Fields</a></h3>
<p>Use <strong>snake_case</strong> for field names:</p>
<pre><code class="language-storybook">character Martha {
skill_level: 0.95 // Good
emotional_state: focused // Good
years_experience: 22 // Good
skillLevel: 0.95 // Avoid (camelCase)
}
</code></pre>
<h3 id="behavior-tree-labels"><a class="header" href="#behavior-tree-labels">Behavior Tree Labels</a></h3>
<p>Use <strong>snake_case</strong> for node labels, with descriptive names:</p>
<pre><code class="language-storybook">choose survival_instinct { // Good
then fight_response { } // Good
then flight_response { } // Good
}
choose s1 { // Avoid (meaningless)
then a { } // Avoid
}
</code></pre>
<h3 id="enum-variants"><a class="header" href="#enum-variants">Enum Variants</a></h3>
<p>Use <strong>PascalCase</strong> or <strong>snake_case</strong> consistently within an enum:</p>
<pre><code class="language-storybook">// PascalCase (good for short names)
enum Size { Tiny, Small, Normal, Large, Huge }
// snake_case (good for compound names)
enum GovernmentStyle {
absolute_tyranny,
constitutional_monarchy,
direct_democracy
}
</code></pre>
<h2 id="file-organization"><a class="header" href="#file-organization">File Organization</a></h2>
<h3 id="separate-schema-from-world"><a class="header" href="#separate-schema-from-world">Separate Schema from World</a></h3>
<p>Keep reusable type definitions separate from instance data:</p>
<pre><code>project/
schema/ # Reusable across stories
core_enums.sb # Enum definitions
templates.sb # Template definitions
beings.sb # Species definitions
world/ # Specific to this story
characters/ # Character instances
behaviors/ # Behavior trees
relationships/ # Relationship instances
locations/ # Location instances
</code></pre>
<h3 id="one-concern-per-file"><a class="header" href="#one-concern-per-file">One Concern per File</a></h3>
<p>Group related declarations, but avoid putting unrelated things together:</p>
<pre><code class="language-storybook">// characters/bakery_staff.sb - Good: related characters together
character Martha { }
character Jane { }
character Elena { }
// everything.sb - Avoid: everything in one file
character Martha { }
behavior BakeRoutine { }
schedule DailyRoutine { }
relationship Partnership { }
</code></pre>
<h3 id="explicit-imports"><a class="header" href="#explicit-imports">Explicit Imports</a></h3>
<p>Prefer explicit imports over wildcards:</p>
<pre><code class="language-storybook">// Good: clear what is being used
use schema::core_enums::{SkillLevel, Specialty};
use schema::beings::Human;
// Avoid: unclear dependencies
use schema::core_enums::*;
use schema::beings::*;
</code></pre>
<h2 id="character-design"><a class="header" href="#character-design">Character Design</a></h2>
<h3 id="use-species-for-identity-templates-for-traits"><a class="header" href="#use-species-for-identity-templates-for-traits">Use Species for Identity, Templates for Traits</a></h3>
<pre><code class="language-storybook">// Species: ontological identity
species Human { lifespan: 70 }
// Templates: compositional traits
template Warrior { strength: 10..20 }
template Scholar { intelligence: 15..20 }
// Character: combines identity and traits
character Aragorn: Human from Warrior {
strength: 18
}
</code></pre>
<h3 id="document-with-prose-blocks"><a class="header" href="#document-with-prose-blocks">Document with Prose Blocks</a></h3>
<pre><code class="language-storybook">character Martha: Human {
age: 34
---backstory
Martha learned to bake from her grandmother, starting at
age twelve. She now runs the most popular bakery in town.
---
---personality
Meticulous and patient, with an unwavering commitment to
quality. Tough but fair with her staff.
---
}
</code></pre>
<h3 id="prefer-flat-inheritance"><a class="header" href="#prefer-flat-inheritance">Prefer Flat Inheritance</a></h3>
<p>Avoid deep species hierarchies. Two or three levels is usually enough:</p>
<pre><code class="language-storybook">// Good: shallow
species Mammal { warm_blooded: true }
species Human includes Mammal { sapient: true }
// Avoid: too deep
species Being { }
species LivingBeing includes Being { }
species Animal includes LivingBeing { }
species Vertebrate includes Animal { }
species Mammal includes Vertebrate { }
species Human includes Mammal { }
</code></pre>
<h2 id="behavior-tree-design"><a class="header" href="#behavior-tree-design">Behavior Tree Design</a></h2>
<h3 id="name-every-composite-node"><a class="header" href="#name-every-composite-node">Name Every Composite Node</a></h3>
<pre><code class="language-storybook">// Good: self-documenting
choose daily_priority {
then handle_emergency { }
then do_work { }
then relax { }
}
// Avoid: anonymous nodes
choose {
then { }
then { }
}
</code></pre>
<h3 id="keep-trees-shallow"><a class="header" href="#keep-trees-shallow">Keep Trees Shallow</a></h3>
<p>Extract deep subtrees into separate behaviors:</p>
<pre><code class="language-storybook">// Good: flat with includes
behavior Main {
choose mode {
include CombatBehavior
include ExplorationBehavior
include SocialBehavior
}
}
// Avoid: deeply nested
behavior Main {
choose {
then { choose { then { choose { then { Action } } } } }
}
}
</code></pre>
<h3 id="use-decorators-for-control-flow"><a class="header" href="#use-decorators-for-control-flow">Use Decorators for Control Flow</a></h3>
<pre><code class="language-storybook">// Good: decorator handles timing
cooldown(30s) { CastSpell }
timeout(10s) { SolvePuzzle }
retry(3) { PickLock }
// Avoid: manual timing in actions
CheckCooldownTimer
IfCooldownReady { CastSpell }
</code></pre>
<h2 id="expression-writing"><a class="header" href="#expression-writing">Expression Writing</a></h2>
<h3 id="use-parentheses-for-clarity"><a class="header" href="#use-parentheses-for-clarity">Use Parentheses for Clarity</a></h3>
<pre><code class="language-storybook">// Good: explicit grouping
on (health &lt; 50 or is_poisoned) and has_antidote -&gt; healing
// Risky: relies on precedence knowledge
on health &lt; 50 or is_poisoned and has_antidote -&gt; healing
</code></pre>
<h3 id="break-complex-conditions-into-multiple-transitions"><a class="header" href="#break-complex-conditions-into-multiple-transitions">Break Complex Conditions into Multiple Transitions</a></h3>
<pre><code class="language-storybook">// Good: separate transitions, easy to read
state combat {
on health &lt; 20 and not has_potion -&gt; desperate
on surrounded and not has_escape -&gt; desperate
on enemy_count &gt; 10 -&gt; desperate
}
// Avoid: one massive condition
state combat {
on (health &lt; 20 and not has_potion) or (surrounded and not has_escape) or enemy_count &gt; 10 -&gt; desperate
}
</code></pre>
<h3 id="use-is-for-enum-comparisons"><a class="header" href="#use-is-for-enum-comparisons">Use <code>is</code> for Enum Comparisons</a></h3>
<pre><code class="language-storybook">// Good: reads naturally
on status is active -&gt; active_state
on skill_level is master -&gt; teach_others
// Works but less readable
on status == active -&gt; active_state
</code></pre>
<h2 id="schedule-design"><a class="header" href="#schedule-design">Schedule Design</a></h2>
<h3 id="use-named-blocks-for-override-support"><a class="header" href="#use-named-blocks-for-override-support">Use Named Blocks for Override Support</a></h3>
<pre><code class="language-storybook">// Good: named blocks can be overridden
schedule Base {
block work { 09:00 - 17:00, action: standard_work }
}
schedule Variant extends Base {
block work { 05:00 - 13:00, action: early_work }
}
</code></pre>
<h3 id="group-related-blocks"><a class="header" href="#group-related-blocks">Group Related Blocks</a></h3>
<pre><code class="language-storybook">schedule DailyRoutine {
// Morning
block wake { 06:00 - 07:00, action: morning_routine }
block breakfast { 07:00 - 08:00, action: eat }
// Work
block commute { 08:00 - 09:00, action: travel }
block work { 09:00 - 17:00, action: work }
// Evening
block leisure { 18:00 - 22:00, action: relax }
block sleep { 22:00 - 06:00, action: sleep }
}
</code></pre>
<h2 id="relationship-design"><a class="header" href="#relationship-design">Relationship Design</a></h2>
<h3 id="use-roles-for-clarity"><a class="header" href="#use-roles-for-clarity">Use Roles for Clarity</a></h3>
<pre><code class="language-storybook">// Good: roles clarify the relationship
relationship Marriage {
Martha as spouse
David as spouse
bond: 0.9
}
// Less clear without roles
relationship Marriage {
Martha
David
bond: 0.9
}
</code></pre>
<h3 id="use-perspectives-for-asymmetry"><a class="header" href="#use-perspectives-for-asymmetry">Use Perspectives for Asymmetry</a></h3>
<pre><code class="language-storybook">// Good: captures different viewpoints
relationship TeacherStudent {
Gandalf as teacher self { patience: 0.8 } other { potential: 0.9 }
Frodo as student self { motivation: 0.7 } other { admiration: 0.95 }
bond: 0.85
}
</code></pre>
<h2 id="general-principles"><a class="header" href="#general-principles">General Principles</a></h2>
<ol>
<li>
<p><strong>Readability over brevity</strong>: Storybook code should read like a narrative, not a puzzle.</p>
</li>
<li>
<p><strong>Explicit over implicit</strong>: Say what you mean. Use named nodes, explicit imports, and clear field names.</p>
</li>
<li>
<p><strong>Flat over deep</strong>: Shallow hierarchies, short behavior trees, and focused files are easier to maintain.</p>
</li>
<li>
<p><strong>Composition over inheritance</strong>: Prefer combining templates over building deep species hierarchies.</p>
</li>
<li>
<p><strong>Document with prose</strong>: Prose blocks are a feature, not clutter. Use them to explain intent alongside data.</p>
</li>
<li>
<p><strong>One concept per declaration</strong>: Each behavior tree, life arc, or schedule should have a single clear purpose.</p>
</li>
</ol>
<h2 id="cross-references"><a class="header" href="#cross-references">Cross-References</a></h2>
<ul>
<li><a href="./20-patterns.html">Design Patterns</a> - Common structural patterns</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> - Language philosophy</li>
</ul>
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