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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<main>
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<h1 id="making-characters-act"><a class="header" href="#making-characters-act">Making Characters Act</a></h1>
|
||||
<p>In the previous chapter, you created behavior trees with selectors and sequences. Now you will add conditions, action parameters, and decorators to create dynamic, responsive behaviors.</p>
|
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<h2 id="conditions-if-and-when"><a class="header" href="#conditions-if-and-when">Conditions: if and when</a></h2>
|
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<p>Conditions let behavior trees react to the world. Use <code>if</code> or <code>when</code> to test a condition before proceeding:</p>
|
||||
<pre><code class="language-storybook">behavior Martha_React {
|
||||
choose response {
|
||||
then bake_path {
|
||||
if(inventory_sufficient)
|
||||
StartBaking
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||||
}
|
||||
|
||||
then restock_path {
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if(inventory_low)
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||||
OrderSupplies
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||||
}
|
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|
||||
CleanWorkstation
|
||||
}
|
||||
}
|
||||
</code></pre>
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<p><code>if(inventory_sufficient)</code> succeeds when inventory is sufficient, and fails otherwise. If it fails, the entire <code>bake_path</code> sequence fails, and the tree moves on to the next option.</p>
|
||||
<p><code>if</code> and <code>when</code> are interchangeable – use whichever reads more naturally:</p>
|
||||
<pre><code class="language-storybook">// "if" for state checks
|
||||
if(health < 20)
|
||||
|
||||
// "when" for event-like conditions
|
||||
when(alarm_triggered)
|
||||
</code></pre>
|
||||
<h3 id="condition-expressions"><a class="header" href="#condition-expressions">Condition Expressions</a></h3>
|
||||
<p>Conditions support comparisons and logical operators:</p>
|
||||
<pre><code class="language-storybook">// Comparisons
|
||||
if(health < 20)
|
||||
if(distance > 100)
|
||||
if(name == "Martha")
|
||||
if(status is Curious) // 'is' is syntactic sugar for ==
|
||||
|
||||
// Logical operators
|
||||
if(hungry and tired)
|
||||
if(rich or lucky)
|
||||
if(not is_dangerous)
|
||||
|
||||
// Combined
|
||||
if(health < 50 and not has_potion)
|
||||
if((age > 18 and age < 65) or is_veteran)
|
||||
</code></pre>
|
||||
<h2 id="action-parameters"><a class="header" href="#action-parameters">Action Parameters</a></h2>
|
||||
<p>Actions can take named parameters using parenthesis syntax:</p>
|
||||
<pre><code class="language-storybook">behavior Martha_BakeSpecial {
|
||||
then baking {
|
||||
MixDough(recipe: "sourdough", quantity: 10)
|
||||
KneadDough(duration: 15m)
|
||||
BakeLoaves(temperature: 230, duration: 35m)
|
||||
}
|
||||
}
|
||||
</code></pre>
|
||||
<p>Parameters are fields inside <code>( )</code> after the action name. They let you customize behavior without defining separate actions for each variation.</p>
|
||||
<h2 id="decorators"><a class="header" href="#decorators">Decorators</a></h2>
|
||||
<p>Decorators wrap a single child node and modify its behavior. They are your tools for timing, repetition, and conditional execution.</p>
|
||||
<h3 id="repeat--looping"><a class="header" href="#repeat--looping">repeat – Looping</a></h3>
|
||||
<pre><code class="language-storybook">// Infinite repeat (checks oven forever)
|
||||
repeat {
|
||||
CheckOvenTemperature
|
||||
}
|
||||
|
||||
// Repeat exactly 3 times
|
||||
repeat(3) {
|
||||
KneadDough
|
||||
}
|
||||
|
||||
// Repeat between 2 and 5 times (random)
|
||||
repeat(2..5) {
|
||||
FoldDough
|
||||
}
|
||||
</code></pre>
|
||||
<h3 id="invert--flip-results"><a class="header" href="#invert--flip-results">invert – Flip Results</a></h3>
|
||||
<p>Inverts success/failure. Useful for “if NOT” conditions:</p>
|
||||
<pre><code class="language-storybook">behavior SafeBake {
|
||||
choose options {
|
||||
then bake_safely {
|
||||
invert { OvenOverheating } // Succeeds if oven is NOT overheating
|
||||
ContinueBaking
|
||||
}
|
||||
|
||||
StopAndInspect
|
||||
}
|
||||
}
|
||||
</code></pre>
|
||||
<h3 id="retry--try-again-on-failure"><a class="header" href="#retry--try-again-on-failure">retry – Try Again on Failure</a></h3>
|
||||
<p>Retries the child up to N times if it fails:</p>
|
||||
<pre><code class="language-storybook">retry(3) {
|
||||
LightOven // Try up to 3 times before giving up
|
||||
}
|
||||
</code></pre>
|
||||
<h3 id="timeout--time-limits"><a class="header" href="#timeout--time-limits">timeout – Time Limits</a></h3>
|
||||
<p>Fails the child if it does not complete within the duration:</p>
|
||||
<pre><code class="language-storybook">timeout(10s) {
|
||||
WaitForDoughToRise // Must finish within 10 seconds
|
||||
}
|
||||
</code></pre>
|
||||
<h3 id="cooldown--rate-limiting"><a class="header" href="#cooldown--rate-limiting">cooldown – Rate Limiting</a></h3>
|
||||
<p>Prevents the child from running again within the cooldown period:</p>
|
||||
<pre><code class="language-storybook">cooldown(30s) {
|
||||
CheckOvenTemperature // Can only check once every 30 seconds
|
||||
}
|
||||
</code></pre>
|
||||
<h3 id="if-as-decorator-guard"><a class="header" href="#if-as-decorator-guard">if as Decorator (Guard)</a></h3>
|
||||
<p>The <code>if</code> decorator only runs the child when a condition is true:</p>
|
||||
<pre><code class="language-storybook">if(has_special_orders) {
|
||||
PrepareSpecialBatch // Only prepare when there are orders
|
||||
}
|
||||
</code></pre>
|
||||
<p>This is different from <code>if</code> as a condition node. As a decorator, <code>if</code> wraps a child and gates its execution. As a condition node, <code>if</code> is a simple pass/fail check inline in a sequence.</p>
|
||||
<h3 id="succeed_always-and-fail_always"><a class="header" href="#succeed_always-and-fail_always">succeed_always and fail_always</a></h3>
|
||||
<p>Force a result regardless of the child:</p>
|
||||
<pre><code class="language-storybook">// Try bonus task, but don't fail the routine if it fails
|
||||
succeed_always {
|
||||
ExperimentWithNewRecipe
|
||||
}
|
||||
|
||||
// Temporarily disable a feature
|
||||
fail_always {
|
||||
UntestedBakingMethod
|
||||
}
|
||||
</code></pre>
|
||||
<h2 id="combining-decorators"><a class="header" href="#combining-decorators">Combining Decorators</a></h2>
|
||||
<p>Decorators can nest for complex control:</p>
|
||||
<pre><code class="language-storybook">behavior ResilientAction {
|
||||
// Only run if oven is ready, with 20s timeout, retrying up to 3 times
|
||||
if(oven_ready) {
|
||||
timeout(20s) {
|
||||
retry(3) {
|
||||
BakeDelicateItem
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
</code></pre>
|
||||
<p>Execution flows outside-in: first the <code>if</code> checks the oven, then the timeout starts, then the retry begins.</p>
|
||||
<h2 id="subtree-references"><a class="header" href="#subtree-references">Subtree References</a></h2>
|
||||
<p>The <code>include</code> keyword references another behavior tree, enabling reuse:</p>
|
||||
<pre><code class="language-storybook">behavior SourdoughRecipe {
|
||||
then sourdough {
|
||||
MixDough(recipe: "sourdough", quantity: 10)
|
||||
KneadDough(duration: 15m)
|
||||
FirstRise(duration: 2h)
|
||||
ShapeLoaves
|
||||
}
|
||||
}
|
||||
|
||||
behavior Martha_DailyRoutine {
|
||||
choose daily_priority {
|
||||
then special_orders {
|
||||
if(has_special_orders)
|
||||
include SpecialOrderBehavior
|
||||
}
|
||||
|
||||
include SourdoughRecipe // Reuse sourdough behavior
|
||||
}
|
||||
}
|
||||
</code></pre>
|
||||
<p>Subtrees help you avoid duplicating behavior logic. You can also reference behaviors from other modules using qualified paths:</p>
|
||||
<pre><code class="language-storybook">include behaviors::baking::sourdough
|
||||
include behaviors::service::greet_customer
|
||||
</code></pre>
|
||||
<h2 id="behavior-linking-with-priorities"><a class="header" href="#behavior-linking-with-priorities">Behavior Linking with Priorities</a></h2>
|
||||
<p>Characters can link to multiple behaviors with priorities and conditions:</p>
|
||||
<pre><code class="language-storybook">character Martha: Human {
|
||||
uses behaviors: [
|
||||
{
|
||||
tree: BakerRoutine
|
||||
priority: normal
|
||||
},
|
||||
{
|
||||
tree: HandleEmergency
|
||||
when: emergency_detected
|
||||
priority: high
|
||||
},
|
||||
{
|
||||
tree: HandleHealthInspection
|
||||
when: inspector_present
|
||||
priority: critical
|
||||
}
|
||||
]
|
||||
}
|
||||
</code></pre>
|
||||
<p>The runtime evaluates behaviors by priority (critical > high > normal > low). Higher-priority behaviors preempt lower-priority ones when their conditions are met.</p>
|
||||
<h2 id="a-complete-example"><a class="header" href="#a-complete-example">A Complete Example</a></h2>
|
||||
<p>Here is a complete behavior tree for handling the morning rush:</p>
|
||||
<pre><code class="language-storybook">behavior MorningRush_Routine {
|
||||
---description
|
||||
The bakery's morning rush routine: serve customers, restock,
|
||||
and keep the ovens running.
|
||||
---
|
||||
|
||||
repeat {
|
||||
then rush_cycle {
|
||||
// Serve any waiting customers
|
||||
choose service_mode {
|
||||
then serve_regular {
|
||||
if(customer_waiting)
|
||||
GreetCustomer
|
||||
TakeOrder
|
||||
PackageItems
|
||||
CollectPayment
|
||||
}
|
||||
|
||||
then restock {
|
||||
if(display_low)
|
||||
FetchFromKitchen
|
||||
ArrangeOnShelves
|
||||
}
|
||||
}
|
||||
|
||||
// Check ovens between customers
|
||||
timeout(5s) {
|
||||
CheckAllOvens
|
||||
}
|
||||
|
||||
PrepareNextBatch
|
||||
}
|
||||
}
|
||||
}
|
||||
</code></pre>
|
||||
<p>This tree repeats forever: serve a customer or restock the display, check the ovens, and prepare the next batch.</p>
|
||||
<h2 id="next-steps"><a class="header" href="#next-steps">Next Steps</a></h2>
|
||||
<p>You now know the full toolkit for behavior trees. In <a href="./05-advanced-behaviors.html">Advanced Behaviors</a>, you will learn patterns for building complex AI systems with nested trees, state-based switching, and modular design.</p>
|
||||
<hr />
|
||||
<p><strong>Reference</strong>: See <a href="../reference/12-decorators.html">Decorators Reference</a> for all decorator types and <a href="../reference/17-expressions.html">Expression Language</a> for complete condition syntax.</p>
|
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|
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<nav class="nav-wide-wrapper" aria-label="Page navigation">
|
||||
<a rel="prev" href="../tutorial/03-first-behavior-tree.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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||||
<i class="fa fa-angle-left"></i>
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</a>
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<a rel="next prefetch" href="../tutorial/05-advanced-behaviors.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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||||
<i class="fa fa-angle-right"></i>
|
||||
</a>
|
||||
</nav>
|
||||
|
||||
</div>
|
||||
|
||||
<!-- Livereload script (if served using the cli tool) -->
|
||||
<script>
|
||||
const wsProtocol = location.protocol === 'https:' ? 'wss:' : 'ws:';
|
||||
const wsAddress = wsProtocol + "//" + location.host + "/" + "__livereload";
|
||||
const socket = new WebSocket(wsAddress);
|
||||
socket.onmessage = function (event) {
|
||||
if (event.data === "reload") {
|
||||
socket.close();
|
||||
location.reload();
|
||||
}
|
||||
};
|
||||
|
||||
window.onbeforeunload = function() {
|
||||
socket.close();
|
||||
}
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
<script>
|
||||
window.playground_copyable = true;
|
||||
</script>
|
||||
|
||||
|
||||
<script src="../elasticlunr.min.js"></script>
|
||||
<script src="../mark.min.js"></script>
|
||||
<script src="../searcher.js"></script>
|
||||
|
||||
<script src="../clipboard.min.js"></script>
|
||||
<script src="../highlight.js"></script>
|
||||
<script src="../book.js"></script>
|
||||
|
||||
<!-- Custom JS scripts -->
|
||||
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user