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:
213
docs/reference/09-overview.md
Normal file
213
docs/reference/09-overview.md
Normal file
@@ -0,0 +1,213 @@
|
||||
# Language Overview
|
||||
|
||||
> **The Storybook language enables narrative simulation through structured declarations of characters, behaviors, relationships, and events.**
|
||||
|
||||
## Philosophy
|
||||
|
||||
Storybook is a domain-specific language for narrative simulation, influenced by:
|
||||
|
||||
- **Rust**: Strong typing, explicit declarations, and clear ownership semantics
|
||||
- **C#**: Object-oriented patterns with declarative syntax
|
||||
- **Python**: Readable, accessible syntax that prioritizes clarity
|
||||
|
||||
The language balances **technical precision** with **narrative expressiveness**, making it accessible to storytellers while maintaining the rigor developers need.
|
||||
|
||||
## Design Principles
|
||||
|
||||
### 1. Code as Narrative
|
||||
Named nodes and prose blocks let code read like stories:
|
||||
```storybook
|
||||
behavior Baker_MorningRoutine {
|
||||
choose daily_priority {
|
||||
then prepare_sourdough { ... }
|
||||
then serve_customers { ... }
|
||||
then restock_display { ... }
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Explicit is Better Than Implicit
|
||||
Every declaration is self-documenting:
|
||||
- Character fields show what defines them
|
||||
- Behavior trees show decision structures
|
||||
- Relationships name their participants
|
||||
|
||||
### 3. Progressive Disclosure
|
||||
Simple cases are simple, complex cases are possible:
|
||||
- Basic characters need just a name and fields
|
||||
- Templates enable inheritance and reuse
|
||||
- Advanced features (state machines, decorators) available when needed
|
||||
|
||||
### 4. Semantic Validation
|
||||
The compiler catches narrative errors:
|
||||
- Bond values must be 0.0..1.0
|
||||
- Schedule blocks can't overlap
|
||||
- Life arc transitions must reference valid states
|
||||
|
||||
## Language Structure
|
||||
|
||||
### Declaration Types
|
||||
|
||||
Storybook has 10 top-level declaration types:
|
||||
|
||||
| Declaration | Purpose | Example |
|
||||
|-------------|---------|---------|
|
||||
| `character` | Define entities with traits and behaviors | A baker with skills and schedule |
|
||||
| `template` | Reusable patterns with ranges | A generic NPC template |
|
||||
| `behavior` | Decision trees for actions | How a character responds to events |
|
||||
| `life_arc` | State machines for life stages | Apprentice → Baker → Master |
|
||||
| `schedule` | Time-based activities | Daily routine from 6am to 10pm |
|
||||
| `relationship` | Connections between entities | Parent-child with bond values |
|
||||
| `institution` | Organizations and groups | A bakery with employees |
|
||||
| `location` | Places with properties | The town square |
|
||||
| `species` | Type definitions with traits | Human vs Cat vs Rabbit |
|
||||
| `enum` | Named value sets | EmotionalState options |
|
||||
|
||||
### Value Types
|
||||
|
||||
Fields can contain:
|
||||
|
||||
- **Primitives**: `42`, `3.14`, `"text"`, `true`
|
||||
- **Time**: `08:30:00`, `14:15`
|
||||
- **Duration**: `2h30m`, `45s`
|
||||
- **Ranges**: `20..40` (for templates)
|
||||
- **Identifiers**: `OtherCharacter`, `path::to::Thing`
|
||||
- **Lists**: `[1, 2, 3]`
|
||||
- **Objects**: `{ field: value }`
|
||||
- **Prose blocks**: ` ---tag\nMulti-line\ntext\n---`
|
||||
|
||||
### Expression Language
|
||||
|
||||
Conditions and queries use:
|
||||
|
||||
- **Comparisons**: `age > 18`, `energy <= 0.5`
|
||||
- **Equality**: `status is active`, `ready is true`
|
||||
- **Logic**: `tired and hungry`, `rich or lucky`, `not ready`
|
||||
- **Field access**: `self.health`, `other.bond`
|
||||
- **Quantifiers**: `forall x in children: x.happy`
|
||||
|
||||
## Compilation Model
|
||||
|
||||
### Source → AST → SBIR → Runtime
|
||||
|
||||
```
|
||||
.sb files → Parser → Abstract Syntax Tree → Resolver → SBIR Binary
|
||||
```
|
||||
|
||||
**SBIR** (Storybook Intermediate Representation) is a compact binary format that:
|
||||
- Resolves all cross-file references
|
||||
- Validates semantic constraints
|
||||
- Optimizes for simulation runtime
|
||||
|
||||
### Validation Layers
|
||||
|
||||
1. **Lexical**: Valid tokens and syntax
|
||||
2. **Syntactic**: Correct grammar structure
|
||||
3. **Semantic**: Type checking, reference resolution
|
||||
4. **Domain**: Narrative constraints (bond ranges, schedule overlaps)
|
||||
|
||||
## File Organization
|
||||
|
||||
### Project Structure
|
||||
```
|
||||
my-storybook/
|
||||
├── characters/
|
||||
│ ├── baker.sb
|
||||
│ └── family.sb
|
||||
├── behaviors/
|
||||
│ └── daily_routine.sb
|
||||
├── world/
|
||||
│ ├── locations.sb
|
||||
│ └── institutions.sb
|
||||
└── schema/
|
||||
├── species.sb
|
||||
└── templates.sb
|
||||
```
|
||||
|
||||
### Import System
|
||||
|
||||
Use `use` statements to reference definitions from other files:
|
||||
|
||||
```storybook
|
||||
use schema::species::Human;
|
||||
use schema::templates::Adult;
|
||||
|
||||
character Baker: Human from Adult {
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
**Resolution order:**
|
||||
1. Same file
|
||||
2. Explicitly imported
|
||||
3. Error if not found
|
||||
|
||||
## Quick Reference
|
||||
|
||||
### Character Declaration
|
||||
```storybook
|
||||
character Name: Species from Template {
|
||||
field: value
|
||||
field: value
|
||||
---prose_tag
|
||||
Text content
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Behavior Tree
|
||||
```storybook
|
||||
behavior Name {
|
||||
choose label { // Selector
|
||||
then label { ... } // Sequence
|
||||
if (condition) // Condition
|
||||
ActionName // Action
|
||||
include path // Subtree
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Life Arc
|
||||
```storybook
|
||||
life_arc Name {
|
||||
state StateName {
|
||||
on condition -> NextState
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Schedule
|
||||
```storybook
|
||||
schedule Name {
|
||||
08:00 -> 12:00: activity { }
|
||||
12:00 -> 13:00: lunch { }
|
||||
}
|
||||
```
|
||||
|
||||
### Relationship
|
||||
```storybook
|
||||
relationship Name {
|
||||
Person1 as role
|
||||
Person2 as role
|
||||
bond: 0.85
|
||||
}
|
||||
```
|
||||
|
||||
## Next Steps
|
||||
|
||||
Dive deeper into each declaration type:
|
||||
|
||||
- [Characters](10-characters.md) - Detailed character syntax
|
||||
- [Behavior Trees](11-behavior-trees.md) - Complete behavior node reference
|
||||
- [Decorators](12-decorators.md) - All decorator types
|
||||
- [Life Arcs](13-life-arcs.md) - State machine semantics
|
||||
- [Schedules](14-schedules.md) - Time-based planning
|
||||
- [Relationships](15-relationships.md) - Connection modeling
|
||||
- [Other Declarations](16-other-declarations.md) - Templates, institutions, etc.
|
||||
- [Expressions](17-expressions.md) - Full expression language
|
||||
- [Value Types](18-value-types.md) - All field value types
|
||||
- [Validation](19-validation.md) - Error checking rules
|
||||
|
||||
---
|
||||
|
||||
**Philosophy Note**: Storybook treats narrative as data. Characters aren't objects with methods - they're **declarations** of traits, connected by **behaviors** and **relationships**. This separation enables rich analysis, modification, and simulation of narrative worlds.
|
||||
429
docs/reference/10-characters.md
Normal file
429
docs/reference/10-characters.md
Normal file
@@ -0,0 +1,429 @@
|
||||
# Characters
|
||||
|
||||
Characters are the primary entities in Storybook—the people, creatures, and beings that inhabit your world. Each character has a set of attributes that define who they are, what they can do, and how they relate to the world around them.
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<character-decl> ::= "character" <identifier> <species-clause>? <template-clause>? <body>
|
||||
|
||||
<species-clause> ::= ":" <qualified-path>
|
||||
|
||||
<template-clause> ::= "from" <qualified-path> ("," <qualified-path>)*
|
||||
|
||||
<body> ::= "{" <body-item>* "}"
|
||||
|
||||
<body-item> ::= <field>
|
||||
| <uses-behaviors>
|
||||
| <uses-schedule>
|
||||
|
||||
<uses-behaviors> ::= "uses" "behaviors" ":" <behavior-link-list>
|
||||
|
||||
<uses-schedule> ::= "uses" ("schedule" | "schedules") ":" (<qualified-path> | <schedule-list>)
|
||||
|
||||
<behavior-link-list> ::= "[" <behavior-link> ("," <behavior-link>)* "]"
|
||||
|
||||
<behavior-link> ::= "{" <behavior-link-field>* "}"
|
||||
|
||||
<behavior-link-field> ::= "tree" ":" <qualified-path>
|
||||
| "when" ":" <expression>
|
||||
| "priority" ":" ("low" | "normal" | "high" | "critical")
|
||||
|
||||
<schedule-list> ::= "[" <qualified-path> ("," <qualified-path>)* "]"
|
||||
|
||||
<field> ::= <identifier> ":" <value>
|
||||
|
||||
<value> ::= <literal>
|
||||
| <qualified-path>
|
||||
| <list>
|
||||
| <object>
|
||||
| <prose-block>
|
||||
| <override>
|
||||
|
||||
<prose-block> ::= "---" <identifier> <content> "---"
|
||||
```
|
||||
|
||||
## Components
|
||||
|
||||
### Name
|
||||
The character's identifier. Must be unique within its scope and follow standard identifier rules (alphanumeric + underscore, cannot start with digit).
|
||||
|
||||
### Species (Optional)
|
||||
The species clause (`: SpeciesName`) defines what the character fundamentally *is*. This is distinct from templates, which define what attributes they *have*.
|
||||
|
||||
- **Purpose**: Ontological typing—what kind of being this is
|
||||
- **Validation**: Must reference a defined `species` declaration
|
||||
- **Single inheritance**: A character can only have one species
|
||||
- **Default behavior**: Species fields are inherited automatically
|
||||
|
||||
Example:
|
||||
```storybook
|
||||
character Martha: Human {
|
||||
age: 34
|
||||
}
|
||||
```
|
||||
|
||||
### Template Inheritance (Optional)
|
||||
The template clause (`from Template1, Template2`) specifies templates from which the character inherits fields. Templates provide reusable attribute sets.
|
||||
|
||||
- **Purpose**: Compositional inheritance—mix-and-match capabilities and traits
|
||||
- **Multiple inheritance**: Characters can inherit from multiple templates
|
||||
- **Merge semantics**: Fields from later templates override earlier ones
|
||||
- **Override allowed**: Character fields override all inherited fields
|
||||
|
||||
Example:
|
||||
```storybook
|
||||
character Martha: Human from Baker, BusinessOwner {
|
||||
specialty: "sourdough"
|
||||
}
|
||||
```
|
||||
|
||||
### Fields
|
||||
Fields define the character's attributes using the standard field syntax. All [value types](./18-value-types.md) are supported.
|
||||
|
||||
**Common field categories:**
|
||||
- **Physical traits**: `height`, `weight`, `age`, `eye_color`
|
||||
- **Personality**: `confidence`, `patience`, `dedication`
|
||||
- **Professional**: `skill_level`, `specialty`, `recipes_mastered`
|
||||
- **State tracking**: `energy`, `mood`, `orders_today`
|
||||
- **Capabilities**: `can_teach`, `can_work_independently`
|
||||
|
||||
### Prose Blocks
|
||||
Characters can contain multiple prose blocks for narrative content. Common tags:
|
||||
|
||||
- `---backstory`: Character history and origin
|
||||
- `---appearance`: Physical description
|
||||
- `---personality`: Behavioral traits and quirks
|
||||
- `---motivation`: Goals and desires
|
||||
- `---secrets`: Hidden information
|
||||
|
||||
Prose blocks are narrative-only and do not affect simulation logic.
|
||||
|
||||
### Behavior Integration
|
||||
Characters can link to [behavior trees](./14-behavior-trees.md) using the `uses behaviors` clause.
|
||||
|
||||
```storybook
|
||||
character Guard {
|
||||
uses behaviors: [
|
||||
{
|
||||
tree: combat::patrol_route
|
||||
priority: normal
|
||||
},
|
||||
{
|
||||
tree: combat::engage_intruder
|
||||
when: threat_detected
|
||||
priority: high
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
Each behavior link includes:
|
||||
- **`tree`**: Qualified path to the behavior tree (required)
|
||||
- **`when`**: Condition expression for activation (optional)
|
||||
- **`priority`**: Execution priority (optional, default: `normal`)
|
||||
|
||||
See [Behavior Trees](./11-behavior-trees.md) for details on behavior tree syntax and semantics.
|
||||
|
||||
### Schedule Integration
|
||||
Characters can follow [schedules](./16-schedules.md) using the `uses schedule` or `uses schedules` clause.
|
||||
|
||||
```storybook
|
||||
character Baker {
|
||||
uses schedule: BakerySchedule
|
||||
}
|
||||
|
||||
character Innkeeper {
|
||||
uses schedules: [WeekdaySchedule, WeekendSchedule]
|
||||
}
|
||||
```
|
||||
|
||||
- Single schedule: `uses schedule: ScheduleName`
|
||||
- Multiple schedules: `uses schedules: [Schedule1, Schedule2]`
|
||||
|
||||
The runtime selects the appropriate schedule based on temporal constraints. See [Schedules](./14-schedules.md) for composition and selection semantics.
|
||||
|
||||
## Species vs. Templates
|
||||
|
||||
The distinction between species (`:`) and templates (`from`) reflects ontological vs. compositional typing:
|
||||
|
||||
| Feature | Species (`:`) | Templates (`from`) |
|
||||
|---------|--------------|-------------------|
|
||||
| **Semantics** | What the character *is* | What the character *has* |
|
||||
| **Cardinality** | Exactly one | Zero or more |
|
||||
| **Example** | `: Human`, `: Dragon` | `from Warrior, Mage` |
|
||||
| **Purpose** | Fundamental nature | Reusable trait sets |
|
||||
| **Override** | Can override species fields | Can override template fields |
|
||||
|
||||
Example showing both:
|
||||
```storybook
|
||||
species Dragon {
|
||||
max_lifespan: 1000
|
||||
can_fly: true
|
||||
}
|
||||
|
||||
template Hoarder {
|
||||
treasure_value: 0..1000000
|
||||
greed_level: 0.0..1.0
|
||||
}
|
||||
|
||||
template Ancient {
|
||||
age: 500..1000
|
||||
wisdom: 0.8..1.0
|
||||
}
|
||||
|
||||
character Smaug: Dragon from Hoarder, Ancient {
|
||||
age: 850
|
||||
treasure_value: 500000
|
||||
greed_level: 0.95
|
||||
}
|
||||
```
|
||||
|
||||
## Field Resolution Order
|
||||
|
||||
When a character inherits from species and templates, fields are resolved in this order (later overrides earlier):
|
||||
|
||||
1. **Species fields** (base ontology)
|
||||
2. **Template fields** (left to right in `from` clause)
|
||||
3. **Character fields** (highest priority)
|
||||
|
||||
Example:
|
||||
```storybook
|
||||
species Human {
|
||||
lifespan: 80
|
||||
speed: 1.0
|
||||
}
|
||||
|
||||
template Warrior {
|
||||
speed: 1.5
|
||||
strength: 10
|
||||
}
|
||||
|
||||
template Berserker {
|
||||
speed: 2.0
|
||||
strength: 15
|
||||
}
|
||||
|
||||
character Conan: Human from Warrior, Berserker {
|
||||
strength: 20
|
||||
}
|
||||
|
||||
// Resolved fields:
|
||||
// lifespan: 80 (from Human)
|
||||
// speed: 2.0 (Berserker overrides Warrior overrides Human)
|
||||
// strength: 20 (character overrides Berserker)
|
||||
```
|
||||
|
||||
## Validation Rules
|
||||
|
||||
The Storybook compiler enforces these validation rules:
|
||||
|
||||
1. **Unique names**: Character names must be unique within their module
|
||||
2. **Species exists**: If specified, the species must reference a defined `species` declaration
|
||||
3. **Templates exist**: All templates in the `from` clause must reference defined `template` declarations
|
||||
4. **No circular inheritance**: Templates cannot form circular dependency chains
|
||||
5. **Field type consistency**: Field values must match expected types from species/templates
|
||||
6. **Reserved fields**: Cannot use reserved keywords as field names
|
||||
7. **Behavior trees exist**: All behavior tree references must resolve to defined `behavior` declarations
|
||||
8. **Schedules exist**: All schedule references must resolve to defined `schedule` declarations
|
||||
9. **Prose tag uniqueness**: Each prose tag can appear at most once per character
|
||||
|
||||
## Examples
|
||||
|
||||
### Basic Character
|
||||
```storybook
|
||||
character SimpleMerchant {
|
||||
name: "Gregor"
|
||||
occupation: "Fish Merchant"
|
||||
wealth: 50
|
||||
|
||||
---personality
|
||||
A straightforward fish seller at the market. Honest, hardworking,
|
||||
and always smells faintly of mackerel.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Character with Species
|
||||
```storybook
|
||||
character Martha: Human {
|
||||
age: 34
|
||||
skill_level: 0.95
|
||||
specialty: "sourdough"
|
||||
|
||||
---backstory
|
||||
Martha learned to bake from her grandmother, starting at age
|
||||
twelve. She now runs the most popular bakery in town.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Character with Template Inheritance
|
||||
```storybook
|
||||
character Jane: Human from Baker, PastrySpecialist {
|
||||
age: 36
|
||||
specialty: "pastries"
|
||||
recipes_mastered: 120
|
||||
|
||||
years_experience: 18
|
||||
can_teach: true
|
||||
|
||||
---appearance
|
||||
A focused woman with flour-dusted apron and steady hands.
|
||||
Known for her intricate pastry decorations and precise
|
||||
temperature control.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Character with All Features
|
||||
```storybook
|
||||
character CityGuard: Human from CombatTraining, LawEnforcement {
|
||||
age: 30
|
||||
rank: "Sergeant"
|
||||
|
||||
// Physical traits
|
||||
height: 175
|
||||
strength: 12
|
||||
|
||||
// Equipment
|
||||
has_weapon: true
|
||||
armor_level: 2
|
||||
|
||||
// Behavior integration
|
||||
uses behaviors: [
|
||||
{
|
||||
tree: guards::patrol_route
|
||||
priority: normal
|
||||
},
|
||||
{
|
||||
tree: guards::engage_hostile
|
||||
when: threat_detected
|
||||
priority: high
|
||||
},
|
||||
{
|
||||
tree: guards::sound_alarm
|
||||
when: emergency
|
||||
priority: critical
|
||||
}
|
||||
]
|
||||
|
||||
// Schedule integration
|
||||
uses schedules: [guards::day_shift, guards::night_shift]
|
||||
|
||||
---backstory
|
||||
A veteran of the city watch, now responsible for training new recruits
|
||||
while maintaining order in the merchant district.
|
||||
---
|
||||
|
||||
---personality
|
||||
Gruff exterior with a hidden soft spot for street children. Follows
|
||||
the rules but knows when to look the other way.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Character with Overrides
|
||||
```storybook
|
||||
template WeaponUser {
|
||||
damage: 5..15
|
||||
accuracy: 0.7
|
||||
}
|
||||
|
||||
character MasterSwordsman: Human from WeaponUser {
|
||||
// Override template range with specific value
|
||||
damage: 15
|
||||
accuracy: 0.95
|
||||
|
||||
// Add character-specific fields
|
||||
signature_move: "Whirlwind Strike"
|
||||
}
|
||||
```
|
||||
|
||||
## Use Cases
|
||||
|
||||
### Protagonist Definition
|
||||
Define rich, dynamic protagonists with complex attributes:
|
||||
```storybook
|
||||
character Elena: Human from Scholar, Diplomat {
|
||||
age: 28
|
||||
intelligence: 18
|
||||
charisma: 16
|
||||
|
||||
languages_known: ["Common", "Elvish", "Draconic"]
|
||||
books_read: 347
|
||||
|
||||
current_quest: "Broker peace between warring kingdoms"
|
||||
|
||||
---backstory
|
||||
Raised in the Grand Library, Elena discovered ancient texts that
|
||||
hinted at a forgotten alliance between humans and dragons. She now
|
||||
seeks to revive that alliance to end the current war.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### NPC Templates
|
||||
Create diverse NPCs from templates:
|
||||
```storybook
|
||||
template Villager {
|
||||
occupation: "Farmer"
|
||||
wealth: 10..50
|
||||
disposition: 0.0..1.0 // 0=hostile, 1=friendly
|
||||
}
|
||||
|
||||
character Oswald: Human from Villager {
|
||||
occupation: "Blacksmith"
|
||||
wealth: 45
|
||||
disposition: 0.8
|
||||
}
|
||||
|
||||
character Mildred: Human from Villager {
|
||||
occupation: "Baker"
|
||||
wealth: 35
|
||||
disposition: 0.95
|
||||
}
|
||||
```
|
||||
|
||||
### Ensemble Casts
|
||||
Define multiple related characters:
|
||||
```storybook
|
||||
template BakeryStaff {
|
||||
punctuality: 0.5..1.0
|
||||
teamwork: 0.5..1.0
|
||||
}
|
||||
|
||||
template Apprentice {
|
||||
skill_level: 0.0..0.5
|
||||
dedication: 0.5..1.0
|
||||
}
|
||||
|
||||
character Elena: Human from BakeryStaff, Apprentice {
|
||||
age: 16
|
||||
natural_talent: 0.8
|
||||
dedication: 0.9
|
||||
|
||||
---backstory
|
||||
Elena comes from a family of farmers who could never afford to
|
||||
buy bread from the bakery. When Martha offered her an apprenticeship,
|
||||
she jumped at the chance to learn a trade.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Species](./16-other-declarations.md#species) - Species declarations
|
||||
- [Templates](./16-other-declarations.md#templates) - Template definitions and strict mode
|
||||
- [Value Types](./18-value-types.md) - All supported value types
|
||||
- [Behavior Trees](./11-behavior-trees.md) - Character behavior integration
|
||||
- [Schedules](./14-schedules.md) - Character schedule integration
|
||||
- [Relationships](./15-relationships.md) - Relationships between characters
|
||||
- [Life Arcs](./13-life-arcs.md) - Character state machines over time
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- **Instantiation**: Characters are concrete instances; they cannot be instantiated further
|
||||
- **Composition**: Prefer template composition over deep species hierarchies
|
||||
- **Modularity**: Characters can reference behaviors and schedules from other modules
|
||||
- **Narrative-driven**: Use prose blocks to embed storytelling directly with data
|
||||
765
docs/reference/11-behavior-trees.md
Normal file
765
docs/reference/11-behavior-trees.md
Normal file
@@ -0,0 +1,765 @@
|
||||
# Behavior Trees
|
||||
|
||||
Behavior trees define the decision-making logic for characters, institutions, and other entities. They model how an entity chooses actions, responds to conditions, and adapts to its environment. Storybook uses behavior trees for character AI, NPC routines, and complex reactive behavior.
|
||||
|
||||
## What is a Behavior Tree?
|
||||
|
||||
A behavior tree is a hierarchical structure that executes from root to leaves, making decisions based on success/failure of child nodes:
|
||||
|
||||
- **Composite nodes** (choose, then) have multiple children and control flow
|
||||
- **Condition nodes** (if, when) test predicates
|
||||
- **Action nodes** execute concrete behaviors
|
||||
- **Decorator nodes** (repeat, invert, timeout, etc.) modify child behavior
|
||||
- **Subtree nodes** (include) reference other behavior trees
|
||||
|
||||
Behavior trees are evaluated every tick (frame), flowing through the tree from root to leaves until a node returns success or failure.
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<behavior-decl> ::= "behavior" <identifier> <body>
|
||||
|
||||
<body> ::= "{" <prose-blocks>* <behavior-node> "}"
|
||||
|
||||
<behavior-node> ::= <selector>
|
||||
| <sequence>
|
||||
| <condition>
|
||||
| <action>
|
||||
| <decorator>
|
||||
| <subtree>
|
||||
|
||||
<selector> ::= "choose" <label>? "{" <behavior-node>+ "}"
|
||||
|
||||
<sequence> ::= "then" <label>? "{" <behavior-node>+ "}"
|
||||
|
||||
<condition> ::= ("if" | "when") "(" <expression> ")"
|
||||
|
||||
<action> ::= <identifier> ( "(" <param-list> ")" )?
|
||||
|
||||
<param-list> ::= <field> ("," <field>)*
|
||||
|
||||
<decorator> ::= <decorator-type> ("(" <params> ")")? "{" <behavior-node> "}"
|
||||
|
||||
<subtree> ::= "include" <qualified-path>
|
||||
|
||||
<label> ::= <identifier>
|
||||
```
|
||||
|
||||
## Composite Nodes
|
||||
|
||||
### Selector: `choose`
|
||||
|
||||
A selector tries its children in order until one succeeds. Returns success if any child succeeds, failure if all fail.
|
||||
|
||||
**Execution:**
|
||||
1. Try first child
|
||||
2. If succeeds -> return success
|
||||
3. If fails -> try next child
|
||||
4. If all fail -> return failure
|
||||
|
||||
**Use case:** "Try A, if that fails try B, if that fails try C..."
|
||||
|
||||
```storybook
|
||||
behavior GuardBehavior {
|
||||
choose guard_actions {
|
||||
AttackIntruder // Try first
|
||||
SoundAlarm // If attack fails, sound alarm
|
||||
FleeInPanic // If alarm fails, flee
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Named selectors:**
|
||||
```storybook
|
||||
choose service_options {
|
||||
then serve_regular {
|
||||
CustomerIsWaiting
|
||||
TakeOrder
|
||||
}
|
||||
|
||||
then restock_display {
|
||||
DisplayIsLow
|
||||
FetchFromKitchen
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Labels are optional but recommended for complex trees--they improve readability and debugging.
|
||||
|
||||
### Sequence: `then`
|
||||
|
||||
A sequence runs its children in order until one fails. Returns success only if all children succeed, failure if any fails.
|
||||
|
||||
**Execution:**
|
||||
1. Run first child
|
||||
2. If fails -> return failure
|
||||
3. If succeeds -> run next child
|
||||
4. If all succeed -> return success
|
||||
|
||||
**Use case:** "Do A, then B, then C... all must succeed"
|
||||
|
||||
```storybook
|
||||
behavior BrewingSequence {
|
||||
then brew_potion {
|
||||
GatherIngredients // Must succeed
|
||||
MixIngredients // Then this must succeed
|
||||
Boil // Then this must succeed
|
||||
BottlePotion // Finally this
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Named sequences:**
|
||||
```storybook
|
||||
then prepare_sourdough {
|
||||
MixDough
|
||||
KneadDough
|
||||
ShapeLoaves
|
||||
}
|
||||
```
|
||||
|
||||
### Nesting Composites
|
||||
|
||||
Composite nodes can nest arbitrarily deep:
|
||||
|
||||
```storybook
|
||||
behavior ComplexAI {
|
||||
choose root_decision {
|
||||
// Combat branch
|
||||
then engage_combat {
|
||||
if(enemy_nearby)
|
||||
choose combat_tactics {
|
||||
AttackWithSword
|
||||
AttackWithMagic
|
||||
DefendAndWait
|
||||
}
|
||||
}
|
||||
|
||||
// Exploration branch
|
||||
then explore_area {
|
||||
if(safe)
|
||||
choose exploration_mode {
|
||||
SearchForTreasure
|
||||
MapTerritory
|
||||
Rest
|
||||
}
|
||||
}
|
||||
|
||||
// Default: Idle
|
||||
Idle
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Condition Nodes
|
||||
|
||||
Conditions test expressions and return success/failure based on the result.
|
||||
|
||||
### `if` vs. `when`
|
||||
|
||||
Both are semantically identical--use whichever reads better in context:
|
||||
|
||||
```storybook
|
||||
behavior Example {
|
||||
choose options {
|
||||
// "if" for state checks
|
||||
then branch_a {
|
||||
if(player_nearby)
|
||||
Attack
|
||||
}
|
||||
|
||||
// "when" for event-like conditions
|
||||
then branch_b {
|
||||
when(alarm_triggered)
|
||||
Flee
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Condition Syntax
|
||||
|
||||
```storybook
|
||||
if(health < 20) // Comparison
|
||||
when(is_hostile) // Boolean field
|
||||
if(distance > 10 and has_weapon) // Logical AND
|
||||
when(not is_stunned or is_enraged) // Logical OR with NOT
|
||||
```
|
||||
|
||||
See [Expression Language](./17-expressions.md) for complete expression syntax.
|
||||
|
||||
## Action Nodes
|
||||
|
||||
Actions are leaf nodes that execute concrete behaviors. They reference action implementations in the runtime.
|
||||
|
||||
### Basic Actions
|
||||
|
||||
```storybook
|
||||
behavior SimpleActions {
|
||||
then do_things {
|
||||
MoveForward
|
||||
TurnLeft
|
||||
Attack
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Actions with Parameters
|
||||
|
||||
Actions can have named parameters using parenthesis syntax:
|
||||
|
||||
```storybook
|
||||
behavior ParameterizedActions {
|
||||
then patrol {
|
||||
MoveTo(destination: "Waypoint1", speed: 1.5)
|
||||
WaitFor(duration: 5s)
|
||||
MoveTo(destination: "Waypoint2", speed: 1.5)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Parameter passing:**
|
||||
- Parameters are passed as fields (name: value)
|
||||
- All [value types](./18-value-types.md) supported
|
||||
- Runtime validates parameter types
|
||||
|
||||
```storybook
|
||||
behavior RichParameters {
|
||||
then complex_action {
|
||||
CastSpell(spell: "Fireball", target: enemy_position, power: 75, multicast: false)
|
||||
Heal(amount: 50, target: self)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Decorator Nodes
|
||||
|
||||
Decorators wrap a single child node and modify its behavior. See [Decorators](./12-decorators.md) for complete reference.
|
||||
|
||||
### Common Decorators
|
||||
|
||||
```storybook
|
||||
behavior DecoratorExamples {
|
||||
choose {
|
||||
// Repeat infinitely
|
||||
repeat {
|
||||
PatrolRoute
|
||||
}
|
||||
|
||||
// Repeat exactly 3 times
|
||||
repeat(3) {
|
||||
CheckDoor
|
||||
}
|
||||
|
||||
// Repeat 2 to 5 times
|
||||
repeat(2..5) {
|
||||
SearchArea
|
||||
}
|
||||
|
||||
// Invert success/failure
|
||||
invert {
|
||||
IsEnemyNearby // Returns success if enemy NOT nearby
|
||||
}
|
||||
|
||||
// Retry up to 5 times on failure
|
||||
retry(5) {
|
||||
OpenLockedDoor
|
||||
}
|
||||
|
||||
// Timeout after 10 seconds
|
||||
timeout(10s) {
|
||||
SolveComplexPuzzle
|
||||
}
|
||||
|
||||
// Cooldown: only run once per 30 seconds
|
||||
cooldown(30s) {
|
||||
FireCannon
|
||||
}
|
||||
|
||||
// If: only run if condition true
|
||||
if(health > 50) {
|
||||
AggressiveAttack
|
||||
}
|
||||
|
||||
// Always succeed regardless of child result
|
||||
succeed_always {
|
||||
AttemptOptionalTask
|
||||
}
|
||||
|
||||
// Always fail regardless of child result
|
||||
fail_always {
|
||||
ImpossipleTask
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Subtree References
|
||||
|
||||
The `include` keyword references another behavior tree, enabling modularity and reuse.
|
||||
|
||||
### Basic Subtree
|
||||
|
||||
```storybook
|
||||
behavior PatrolRoute {
|
||||
then patrol {
|
||||
MoveTo(destination: "Waypoint1")
|
||||
MoveTo(destination: "Waypoint2")
|
||||
MoveTo(destination: "Waypoint3")
|
||||
}
|
||||
}
|
||||
|
||||
behavior GuardBehavior {
|
||||
choose guard_ai {
|
||||
then combat {
|
||||
if(enemy_nearby)
|
||||
include combat::engage
|
||||
}
|
||||
|
||||
include PatrolRoute // Reuse patrol behavior
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Qualified Subtree References
|
||||
|
||||
```storybook
|
||||
behavior ComplexAI {
|
||||
choose ai_modes {
|
||||
include behaviors::combat::melee
|
||||
include behaviors::combat::ranged
|
||||
include behaviors::exploration::search
|
||||
include behaviors::social::greet
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Named Nodes
|
||||
|
||||
Both composite nodes (`choose`, `then`) can have optional labels:
|
||||
|
||||
```storybook
|
||||
behavior NamedNodeExample {
|
||||
choose daily_priority { // Named selector
|
||||
then handle_special_orders { // Named sequence
|
||||
CheckOrderQueue
|
||||
PrepareSpecialIngredients
|
||||
BakeSpecialItem
|
||||
}
|
||||
|
||||
choose regular_work { // Named selector
|
||||
then morning_bread { // Named sequence
|
||||
MixSourdough
|
||||
BakeLoaves
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- **Readability**: Tree structure is self-documenting
|
||||
- **Debugging**: Named nodes appear in execution traces
|
||||
- **Narrative**: Labels can be narrative ("handle_special_orders" vs. anonymous node)
|
||||
|
||||
**Guidelines:**
|
||||
- Use labels for important structural nodes
|
||||
- Use descriptive, narrative names
|
||||
- Omit labels for trivial nodes
|
||||
|
||||
## Complete Examples
|
||||
|
||||
### Simple Guard AI
|
||||
|
||||
```storybook
|
||||
behavior GuardPatrol {
|
||||
choose guard_logic {
|
||||
// Combat if enemy nearby
|
||||
then combat_mode {
|
||||
if(enemy_nearby and has_weapon)
|
||||
Attack
|
||||
}
|
||||
|
||||
// Sound alarm if see intruder
|
||||
then alarm_mode {
|
||||
if(intruder_detected)
|
||||
SoundAlarm
|
||||
}
|
||||
|
||||
// Default: Patrol
|
||||
then patrol_mode {
|
||||
include PatrolRoute
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Complex NPC Behavior
|
||||
|
||||
```storybook
|
||||
behavior Innkeeper_DailyRoutine {
|
||||
---description
|
||||
The innkeeper's behavior throughout the day. Uses selectors for
|
||||
decision-making and sequences for multi-step actions.
|
||||
---
|
||||
|
||||
choose daily_activity {
|
||||
// Morning: Prepare for opening
|
||||
then morning_prep {
|
||||
when(time_is_morning)
|
||||
then prep_sequence {
|
||||
UnlockDoor
|
||||
LightFireplace
|
||||
PrepareBreakfast
|
||||
WaitForGuests
|
||||
}
|
||||
}
|
||||
|
||||
// Day: Serve customers
|
||||
then day_service {
|
||||
when(time_is_daytime)
|
||||
choose service_mode {
|
||||
// Serve customer if present
|
||||
then serve {
|
||||
if(customer_waiting)
|
||||
GreetCustomer
|
||||
TakeOrder
|
||||
ServeMeal
|
||||
CollectPayment
|
||||
}
|
||||
|
||||
// Restock if needed
|
||||
then restock {
|
||||
if(inventory_low)
|
||||
ReplenishInventory
|
||||
}
|
||||
|
||||
// Default: Clean
|
||||
CleanTables
|
||||
}
|
||||
}
|
||||
|
||||
// Night: Close up
|
||||
then evening_close {
|
||||
when(time_is_evening)
|
||||
then close_sequence {
|
||||
DismissRemainingGuests
|
||||
LockDoor
|
||||
CountMoney
|
||||
GoToBed
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Morning Baking Routine
|
||||
|
||||
```storybook
|
||||
behavior Baker_MorningRoutine {
|
||||
---description
|
||||
Martha's morning routine: prepare dough step by step,
|
||||
from mixing to shaping to baking.
|
||||
---
|
||||
|
||||
then morning_baking {
|
||||
// Start with sourdough
|
||||
then prepare_starter {
|
||||
CheckStarter
|
||||
FeedStarter
|
||||
WaitForActivity
|
||||
}
|
||||
|
||||
// Mix the dough
|
||||
then mix_dough {
|
||||
MeasureFlour
|
||||
AddWater
|
||||
IncorporateStarter
|
||||
}
|
||||
|
||||
// Knead and shape
|
||||
then shape_loaves {
|
||||
KneadDough
|
||||
FirstRise
|
||||
ShapeLoaves
|
||||
}
|
||||
|
||||
// Bake
|
||||
then bake {
|
||||
PreHeatOven
|
||||
LoadLoaves
|
||||
MonitorBaking
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Repeating Behavior
|
||||
|
||||
```storybook
|
||||
behavior Bakery_CustomerServiceLoop {
|
||||
---description
|
||||
The bakery's continuous customer service loop. Uses infinite
|
||||
repeat decorator to serve customers throughout the day.
|
||||
---
|
||||
|
||||
repeat {
|
||||
then service_cycle {
|
||||
// Check for customers
|
||||
choose service_mode {
|
||||
then serve_waiting {
|
||||
if(customer_waiting)
|
||||
GreetCustomer
|
||||
TakeOrder
|
||||
}
|
||||
|
||||
then restock_display {
|
||||
if(display_low)
|
||||
FetchFromKitchen
|
||||
ArrangeOnShelves
|
||||
}
|
||||
}
|
||||
|
||||
// Process payment
|
||||
CollectPayment
|
||||
ThankCustomer
|
||||
|
||||
// Brief pause between customers
|
||||
timeout(5s) {
|
||||
CleanCounter
|
||||
}
|
||||
|
||||
PrepareForNextCustomer
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Retry Logic for Delicate Recipes
|
||||
|
||||
```storybook
|
||||
behavior Baker_DelicatePastry {
|
||||
---description
|
||||
Elena attempting a delicate pastry recipe that requires
|
||||
precise technique. Uses retry decorator for persistence.
|
||||
---
|
||||
|
||||
choose baking_strategy {
|
||||
// Try when conditions are right
|
||||
then attempt_pastry {
|
||||
if(oven_at_temperature)
|
||||
// Try up to 3 times
|
||||
retry(3) {
|
||||
then make_pastry {
|
||||
RollDoughThin
|
||||
ApplyFilling
|
||||
FoldAndSeal
|
||||
CheckForLeaks
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If oven not ready, prepare meanwhile
|
||||
then prepare_meanwhile {
|
||||
if(not oven_at_temperature)
|
||||
then prep_sequence {
|
||||
PrepareIngredients
|
||||
MixFilling
|
||||
ChillDough
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Integration with Characters
|
||||
|
||||
Characters link to behaviors using the `uses behaviors` clause:
|
||||
|
||||
```storybook
|
||||
character Guard {
|
||||
uses behaviors: [
|
||||
{
|
||||
tree: guards::patrol_route
|
||||
priority: normal
|
||||
},
|
||||
{
|
||||
tree: guards::engage_hostile
|
||||
when: threat_detected
|
||||
priority: high
|
||||
},
|
||||
{
|
||||
tree: guards::sound_alarm
|
||||
when: emergency
|
||||
priority: critical
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
**Behavior selection:**
|
||||
- Multiple behaviors evaluated by priority (critical > high > normal > low)
|
||||
- Conditions (`when` clause) gate behavior activation
|
||||
- Higher-priority behaviors preempt lower-priority ones
|
||||
|
||||
See [Characters](./10-characters.md#behavior-integration) for complete behavior linking syntax.
|
||||
|
||||
## Execution Semantics
|
||||
|
||||
### Tick-Based Evaluation
|
||||
|
||||
Behavior trees execute every "tick" (typically once per frame):
|
||||
|
||||
1. **Start at root** node
|
||||
2. **Traverse** down to leaves based on composite logic
|
||||
3. **Execute** leaf nodes (conditions, actions)
|
||||
4. **Return** success/failure up the tree
|
||||
5. **Repeat** next tick
|
||||
|
||||
### Node Return Values
|
||||
|
||||
Every node returns one of:
|
||||
- **Success**: Node completed successfully
|
||||
- **Failure**: Node failed
|
||||
- **Running**: Node still executing (async action)
|
||||
|
||||
### Stateful vs. Stateless
|
||||
|
||||
- **Stateless nodes**: Evaluate fresh every tick (conditions, simple actions)
|
||||
- **Stateful nodes**: Maintain state across ticks (decorators, long actions)
|
||||
|
||||
Example of stateful behavior:
|
||||
```storybook
|
||||
behavior LongAction {
|
||||
timeout(30s) { // Stateful: tracks elapsed time
|
||||
ComplexCalculation // May take multiple ticks
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Validation Rules
|
||||
|
||||
1. **At least one node**: Behavior body must contain at least one node
|
||||
2. **Composite children**: `choose` and `then` require at least one child
|
||||
3. **Decorator child**: Decorators require exactly one child
|
||||
4. **Action exists**: Action names must reference registered actions in runtime
|
||||
5. **Subtree exists**: `include` must reference a defined `behavior` declaration
|
||||
6. **Expression validity**: Condition expressions must be well-formed
|
||||
7. **Duration format**: Decorator durations must be valid (e.g., `5s`, `10m`)
|
||||
8. **Unique labels**: Node labels (if used) should be unique within their parent
|
||||
9. **Parameter types**: Action parameters must match expected types
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Prefer Shallow Trees
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
choose {
|
||||
then { then { then { then { Action } } } } // Too deep!
|
||||
}
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
choose root {
|
||||
include combat_tree
|
||||
include exploration_tree
|
||||
include social_tree
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Use Named Nodes for Clarity
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
choose {
|
||||
then {
|
||||
IsHungry
|
||||
FindFood
|
||||
Eat
|
||||
}
|
||||
Wander
|
||||
}
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
choose survival {
|
||||
then eat_if_hungry {
|
||||
IsHungry
|
||||
FindFood
|
||||
Eat
|
||||
}
|
||||
Wander
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Subtrees for Reusability
|
||||
|
||||
**Avoid:** Duplicating logic across behaviors
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
behavior Combat_Common {
|
||||
then attack_sequence {
|
||||
DrawWeapon
|
||||
Approach
|
||||
Strike
|
||||
}
|
||||
}
|
||||
|
||||
behavior Warrior {
|
||||
include Combat_Common
|
||||
}
|
||||
|
||||
behavior Guard {
|
||||
include Combat_Common
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Decorators for Timing
|
||||
|
||||
**Avoid:** Manual timing in actions
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
timeout(10s) {
|
||||
ComplexTask
|
||||
}
|
||||
|
||||
cooldown(30s) {
|
||||
SpecialAbility
|
||||
}
|
||||
```
|
||||
|
||||
### 5. Guard for Preconditions
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
then problematic {
|
||||
ExpensiveAction // Always runs even if inappropriate
|
||||
}
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
if(can_afford_action) {
|
||||
ExpensiveAction // Only runs when condition passes
|
||||
}
|
||||
```
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Decorators](./12-decorators.md) - Complete decorator reference
|
||||
- [Characters](./10-characters.md) - Linking behaviors to characters
|
||||
- [Expression Language](./17-expressions.md) - Condition expression syntax
|
||||
- [Value Types](./18-value-types.md) - Parameter value types
|
||||
- [Design Patterns](../advanced/20-patterns.md) - Common behavior tree patterns
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- **Reactive AI**: Behavior trees continuously react to changing conditions
|
||||
- **Hierarchical decision-making**: Composite nodes create decision hierarchies
|
||||
- **Modularity**: Subtrees enable behavior reuse and composition
|
||||
- **Narrative-driven design**: Named nodes make behavior trees readable as stories
|
||||
492
docs/reference/11-species.md
Normal file
492
docs/reference/11-species.md
Normal file
@@ -0,0 +1,492 @@
|
||||
# Species
|
||||
|
||||
Species define the fundamental ontological categories of beings in your world. A species represents what a character or entity *is* at its core—human, dragon, sentient tree, animated playing card. Unlike templates (which provide compositional trait sets), species provide singular, essential identity.
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<species-decl> ::= "species" <identifier> <includes-clause>? <body>
|
||||
|
||||
<includes-clause> ::= "includes" <qualified-path> ("," <qualified-path>)*
|
||||
|
||||
<body> ::= "{" <species-body-item>* "}"
|
||||
|
||||
<species-body-item> ::= <field>
|
||||
| <prose-block>
|
||||
|
||||
<field> ::= <identifier> ":" <value>
|
||||
|
||||
<prose-block> ::= "---" <identifier> <content> "---"
|
||||
```
|
||||
|
||||
## Components
|
||||
|
||||
### Name
|
||||
The species identifier. Must be unique within its module and follow standard identifier rules.
|
||||
|
||||
**Naming conventions:**
|
||||
- Use PascalCase: `Human`, `Dragon`, `PlayingCardPerson`
|
||||
- Be specific: `BakeryCat` vs. generic `Cat` if varieties exist
|
||||
- Avoid abbreviations: `ElderDragon` not `EldDrgn`
|
||||
|
||||
### Includes Clause (Optional)
|
||||
Species can include other species to inherit their fields. This enables species composition without deep hierarchies.
|
||||
|
||||
```storybook
|
||||
species Mammal {
|
||||
warm_blooded: true
|
||||
has_fur: true
|
||||
}
|
||||
|
||||
species Carnivore includes Mammal {
|
||||
diet: "meat"
|
||||
has_claws: true
|
||||
}
|
||||
|
||||
species Feline includes Carnivore {
|
||||
retractable_claws: true
|
||||
purrs: true
|
||||
}
|
||||
```
|
||||
|
||||
**Semantics:**
|
||||
- **Multiple includes**: `species X includes A, B, C`
|
||||
- **Resolution order**: Left-to-right (later overrides earlier)
|
||||
- **Transitive**: Including `Feline` also brings in `Carnivore` and `Mammal`
|
||||
- **No circular includes**: Compiler rejects circular dependencies
|
||||
|
||||
### Fields
|
||||
Species fields define the default attributes shared by all members of that species.
|
||||
|
||||
**Common field categories:**
|
||||
- **Biological**: `lifespan`, `reproductive_cycle`, `diet`
|
||||
- **Physical**: `has_fur`, `warm_blooded`, `can_fly`
|
||||
- **Cognitive**: `sapience_level`, `intelligence_range`
|
||||
- **Special abilities**: `can_vanish`, `breathes_fire`, `regenerates`
|
||||
|
||||
All [value types](./18-value-types.md) are supported. Unlike templates, species fields should use concrete values rather than ranges (templates handle variation).
|
||||
|
||||
### Prose Blocks
|
||||
Species can include narrative descriptions. Common tags:
|
||||
|
||||
- `---description`: What this species is and how it behaves
|
||||
- `---ecology`: Habitat, diet, lifecycle
|
||||
- `---culture`: Social structures (if sapient)
|
||||
- `---notes`: Design notes or inspirations
|
||||
|
||||
## Species vs. Templates
|
||||
|
||||
Understanding the distinction is crucial for effective modeling:
|
||||
|
||||
| Aspect | Species (`:`) | Templates (`from`) |
|
||||
|--------|--------------|-------------------|
|
||||
| **Question** | "What *is* it?" | "What *traits* does it have?" |
|
||||
| **Cardinality** | One per character | Zero or more |
|
||||
| **Inheritance** | `includes` (species from species) | Characters inherit from templates |
|
||||
| **Variation** | Concrete defaults | Ranges allowed |
|
||||
| **Example** | `species Human` | `template Warrior` |
|
||||
| **Override** | Characters can override | Characters can override |
|
||||
|
||||
**When to use species:**
|
||||
```storybook
|
||||
species Dragon {
|
||||
lifespan: 1000
|
||||
can_fly: true
|
||||
breathes_fire: true
|
||||
}
|
||||
|
||||
character Smaug: Dragon {
|
||||
// Smaug IS a Dragon
|
||||
age: 850
|
||||
}
|
||||
```
|
||||
|
||||
**When to use templates:**
|
||||
```storybook
|
||||
template Hoarder {
|
||||
treasure_value: 0..1000000
|
||||
greed_level: 0.5..1.0
|
||||
}
|
||||
|
||||
character Smaug: Dragon from Hoarder {
|
||||
// Smaug HAS hoarder traits
|
||||
greed_level: 0.95
|
||||
}
|
||||
```
|
||||
|
||||
## Field Resolution with Includes
|
||||
|
||||
When a species includes other species, fields are merged in declaration order:
|
||||
|
||||
1. **Base species** (leftmost in `includes`)
|
||||
2. **Middle species** (middle in `includes`)
|
||||
3. **Rightmost species** (rightmost in `includes`)
|
||||
4. **Current species fields** (highest priority)
|
||||
|
||||
Example:
|
||||
```storybook
|
||||
species Aquatic {
|
||||
breathes_underwater: true
|
||||
speed_in_water: 2.0
|
||||
}
|
||||
|
||||
species Reptile {
|
||||
cold_blooded: true
|
||||
speed_in_water: 1.0
|
||||
}
|
||||
|
||||
species SeaTurtle includes Aquatic, Reptile {
|
||||
has_shell: true
|
||||
speed_in_water: 1.5 // Overrides both Aquatic and Reptile
|
||||
}
|
||||
|
||||
// Resolved fields:
|
||||
// breathes_underwater: true (from Aquatic)
|
||||
// cold_blooded: true (from Reptile)
|
||||
// speed_in_water: 1.5 (SeaTurtle overrides Reptile overrides Aquatic)
|
||||
// has_shell: true (from SeaTurtle)
|
||||
```
|
||||
|
||||
## Validation Rules
|
||||
|
||||
1. **Unique names**: Species names must be unique within their module
|
||||
2. **No circular includes**: Cannot form include cycles (compile-time error)
|
||||
3. **Includes exist**: All included species must be defined
|
||||
4. **Field type consistency**: Field values must be well-typed
|
||||
5. **Reserved keywords**: Cannot use reserved keywords as field names
|
||||
6. **Prose tag uniqueness**: Each prose tag can appear at most once per species
|
||||
|
||||
## Examples
|
||||
|
||||
### Simple Species
|
||||
```storybook
|
||||
species Human {
|
||||
lifespan: 70
|
||||
|
||||
---description
|
||||
Bipedal mammals with complex language and tool use.
|
||||
Highly variable in cultures and capabilities.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Species with Includes
|
||||
```storybook
|
||||
species Mammal {
|
||||
warm_blooded: true
|
||||
has_fur: true
|
||||
reproductive_cycle: "live_birth"
|
||||
}
|
||||
|
||||
species Primate includes Mammal {
|
||||
opposable_thumbs: true
|
||||
sapience_potential: 0.5..1.0
|
||||
}
|
||||
|
||||
species Human includes Primate {
|
||||
sapience_potential: 1.0
|
||||
language_complexity: "high"
|
||||
|
||||
---description
|
||||
Highly intelligent primates with advanced tool use,
|
||||
complex social structures, and symbolic communication.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Domestic Species
|
||||
```storybook
|
||||
species Cat {
|
||||
lifespan: 15
|
||||
|
||||
---description
|
||||
Domestic cats often found in bakeries and shops for pest
|
||||
control and companionship. Independent and territorial.
|
||||
---
|
||||
}
|
||||
|
||||
species Dog {
|
||||
lifespan: 12
|
||||
|
||||
---description
|
||||
Loyal companion animals. Some breeds are working dogs
|
||||
found on farms and in family households.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Fantasy Species Hierarchy
|
||||
```storybook
|
||||
species Draconic {
|
||||
lifespan: 1000
|
||||
magic_affinity: true
|
||||
scales: true
|
||||
|
||||
---description
|
||||
Ancient lineage of magical reptilian beings.
|
||||
---
|
||||
}
|
||||
|
||||
species Dragon includes Draconic {
|
||||
can_fly: true
|
||||
breathes_fire: true
|
||||
hoard_instinct: 0.8
|
||||
|
||||
---description
|
||||
The apex predators of the sky. Territorial, intelligent,
|
||||
and obsessed with collecting treasure.
|
||||
---
|
||||
}
|
||||
|
||||
species Drake includes Draconic {
|
||||
can_fly: false
|
||||
breathes_fire: false
|
||||
pack_hunting: true
|
||||
|
||||
---description
|
||||
Smaller, land-bound cousins of true dragons. Hunt in packs
|
||||
and lack the fire breath of their larger kin.
|
||||
---
|
||||
}
|
||||
|
||||
species Wyrm includes Draconic {
|
||||
can_fly: false
|
||||
breathes_fire: true
|
||||
burrows_underground: true
|
||||
|
||||
---description
|
||||
Serpentine dragons without legs or wings. Burrow through
|
||||
earth and stone with ease.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Composed Species
|
||||
```storybook
|
||||
species ElementalBeing {
|
||||
physical_form: false
|
||||
elemental_affinity: "none"
|
||||
lifespan: 500
|
||||
}
|
||||
|
||||
species FireElemental includes ElementalBeing {
|
||||
elemental_affinity: "fire"
|
||||
temperature: 1500 // Celsius
|
||||
|
||||
---ecology
|
||||
Born from volcanic eruptions and wildfires. Feed on combustion
|
||||
and heat. Hostile to water and ice.
|
||||
---
|
||||
}
|
||||
|
||||
species WaterElemental includes ElementalBeing {
|
||||
elemental_affinity: "water"
|
||||
fluidity: 1.0
|
||||
|
||||
---ecology
|
||||
Manifest in rivers, lakes, and oceans. Can assume any liquid
|
||||
form. Vulnerable to extreme heat.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Species with Rich Metadata
|
||||
```storybook
|
||||
species Elf {
|
||||
lifespan: 1000
|
||||
aging_rate: 0.1 // Relative to humans
|
||||
magic_sensitivity: 0.9
|
||||
height_range: 160..190 // cm
|
||||
|
||||
---description
|
||||
Long-lived humanoids with innate magical abilities and
|
||||
connection to ancient forests.
|
||||
---
|
||||
|
||||
---culture
|
||||
Elven societies value art, music, and the preservation of
|
||||
knowledge. They see the rise and fall of human kingdoms as
|
||||
fleeting moments in the great tapestry of time.
|
||||
---
|
||||
|
||||
---ecology
|
||||
Elves are closely tied to the health of forests. When
|
||||
woodlands are destroyed, nearby elven communities weaken
|
||||
and may fade entirely.
|
||||
---
|
||||
|
||||
---notes
|
||||
Inspired by Tolkien's concept of immortal sadness—the burden
|
||||
of watching all mortal things pass away.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
## Use Cases
|
||||
|
||||
### Taxonomy Systems
|
||||
Build biological hierarchies:
|
||||
```storybook
|
||||
species Vertebrate {
|
||||
has_spine: true
|
||||
bilateral_symmetry: true
|
||||
}
|
||||
|
||||
species Fish includes Vertebrate {
|
||||
breathes_underwater: true
|
||||
fins: true
|
||||
}
|
||||
|
||||
species Amphibian includes Vertebrate {
|
||||
metamorphosis: true
|
||||
moist_skin: true
|
||||
}
|
||||
|
||||
species Reptile includes Vertebrate {
|
||||
cold_blooded: true
|
||||
scales: true
|
||||
}
|
||||
|
||||
species Bird includes Vertebrate {
|
||||
feathers: true
|
||||
lays_eggs: true
|
||||
}
|
||||
|
||||
species Mammal includes Vertebrate {
|
||||
warm_blooded: true
|
||||
mammary_glands: true
|
||||
}
|
||||
```
|
||||
|
||||
### Fantasy Races
|
||||
Define playable races or NPC types:
|
||||
```storybook
|
||||
species Dwarf {
|
||||
lifespan: 300
|
||||
height_range: 120..150
|
||||
darkvision: true
|
||||
stone_affinity: 0.9
|
||||
|
||||
---culture
|
||||
Master craftsmen who live in underground mountain halls.
|
||||
Value honor, loyalty, and fine metalwork.
|
||||
---
|
||||
}
|
||||
|
||||
species Orc {
|
||||
lifespan: 60
|
||||
height_range: 180..220
|
||||
strength_bonus: 2
|
||||
darkvision: true
|
||||
|
||||
---culture
|
||||
Tribal warriors with strong oral traditions. Misunderstood
|
||||
by outsiders as brutal savages; actually have complex honor
|
||||
codes and shamanistic practices.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Sci-Fi Species
|
||||
Model alien life:
|
||||
```storybook
|
||||
species Crystalline {
|
||||
silicon_based: true
|
||||
communicates_via: "resonance"
|
||||
reproduction: "budding"
|
||||
lifespan: 10000
|
||||
|
||||
---ecology
|
||||
Crystalline beings grow slowly in high-pressure environments.
|
||||
They communicate through harmonic vibrations and perceive
|
||||
electromagnetic spectra invisible to carbon-based life.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Surreal Species
|
||||
For absurdist or dreamlike worlds:
|
||||
```storybook
|
||||
species SentientColor {
|
||||
has_physical_form: false
|
||||
wavelength: 400..700 // nanometers
|
||||
emotional_resonance: true
|
||||
|
||||
---description
|
||||
Living colors that exist as pure wavelengths of light.
|
||||
They experience emotions as shifts in frequency and can
|
||||
paint themselves onto surfaces to communicate.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
## Design Patterns
|
||||
|
||||
### Prefer Composition Over Deep Hierarchies
|
||||
**Avoid:**
|
||||
```storybook
|
||||
species Being { ... }
|
||||
species LivingBeing includes Being { ... }
|
||||
species Animal includes LivingBeing { ... }
|
||||
species Vertebrate includes Animal { ... }
|
||||
species Mammal includes Vertebrate { ... }
|
||||
species Primate includes Mammal { ... }
|
||||
species Human includes Primate { ... } // Too deep!
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
species Mammal {
|
||||
warm_blooded: true
|
||||
live_birth: true
|
||||
}
|
||||
|
||||
species Human includes Mammal {
|
||||
sapient: true
|
||||
language: true
|
||||
}
|
||||
|
||||
// Use templates for capabilities
|
||||
template Climber { ... }
|
||||
template SocialCreature { ... }
|
||||
|
||||
character Jane: Human from Climber, SocialCreature { ... }
|
||||
```
|
||||
|
||||
### Use Species for Ontology, Templates for Variation
|
||||
```storybook
|
||||
// Species: What they are
|
||||
species Wolf {
|
||||
pack_animal: true
|
||||
carnivore: true
|
||||
}
|
||||
|
||||
// Templates: Different wolf types
|
||||
template AlphaWolf {
|
||||
dominance: 0.9..1.0
|
||||
pack_size: 5..15
|
||||
}
|
||||
|
||||
template LoneWolf {
|
||||
dominance: 0.3..0.5
|
||||
pack_size: 0..2
|
||||
}
|
||||
|
||||
character Fenrir: Wolf from AlphaWolf { ... }
|
||||
character Outcast: Wolf from LoneWolf { ... }
|
||||
```
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Characters](./10-characters.md) - How characters use species with `:` syntax
|
||||
- [Templates](./16-other-declarations.md#templates) - Compositional alternative to species
|
||||
- [Value Types](./18-value-types.md) - All supported field value types
|
||||
- [Use Statements](./16-other-declarations.md#use-statements) - Importing species from other modules
|
||||
- [Enums](./16-other-declarations.md#enums) - Defining controlled vocabularies for species fields
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- **Taxonomic thinking**: Species form natural hierarchies mirroring biological classification
|
||||
- **Essence vs. Traits**: Species capture essence (what something *is*); templates capture traits (what it *has*)
|
||||
- **Single inheritance for identity**: A character can only be one species (you can't be both Human and Dragon)
|
||||
- **Multiple inheritance for capabilities**: A character can have many templates (a Human can be both Warrior and Mage)
|
||||
687
docs/reference/12-decorators.md
Normal file
687
docs/reference/12-decorators.md
Normal file
@@ -0,0 +1,687 @@
|
||||
# Decorators
|
||||
|
||||
Decorators are special nodes that wrap a single child and modify its execution behavior. They enable timing control, retry logic, conditional execution, and result inversion without modifying the child node itself.
|
||||
|
||||
## What Are Decorators?
|
||||
|
||||
Decorators sit between a parent and child node, transforming the child's behavior:
|
||||
|
||||
```
|
||||
Parent
|
||||
└─ Decorator
|
||||
└─ Child
|
||||
```
|
||||
|
||||
The decorator intercepts the child's execution, potentially:
|
||||
- Repeating it multiple times
|
||||
- Timing it out
|
||||
- Inverting its result
|
||||
- Guarding its execution
|
||||
- Forcing a specific result
|
||||
|
||||
## Decorator Types
|
||||
|
||||
Storybook provides 10 decorator types:
|
||||
|
||||
| Decorator | Purpose | Example |
|
||||
|-----------|---------|---------|
|
||||
| `repeat` | Loop infinitely | `repeat { Patrol }` |
|
||||
| `repeat(N)` | Loop N times | `repeat(3) { Check }` |
|
||||
| `repeat(min..max)` | Loop min to max times | `repeat(2..5) { Search }` |
|
||||
| `invert` | Flip success/failure | `invert { IsEnemy }` |
|
||||
| `retry(N)` | Retry on failure (max N times) | `retry(5) { Open }` |
|
||||
| `timeout(duration)` | Fail after duration | `timeout(10s) { Solve }` |
|
||||
| `cooldown(duration)` | Run at most once per duration | `cooldown(30s) { Fire }` |
|
||||
| `if(condition)` | Only run if condition true | `if(health > 50) { Attack }` |
|
||||
| `succeed_always` | Always return success | `succeed_always { Try }` |
|
||||
| `fail_always` | Always return failure | `fail_always { Test }` |
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<decorator> ::= <repeat-decorator>
|
||||
| <invert-decorator>
|
||||
| <retry-decorator>
|
||||
| <timeout-decorator>
|
||||
| <cooldown-decorator>
|
||||
| <if-decorator>
|
||||
| <force-result-decorator>
|
||||
|
||||
<repeat-decorator> ::= "repeat" <repeat-spec>? "{" <behavior-node> "}"
|
||||
|
||||
<repeat-spec> ::= "(" <number> ")"
|
||||
| "(" <number> ".." <number> ")"
|
||||
|
||||
<invert-decorator> ::= "invert" "{" <behavior-node> "}"
|
||||
|
||||
<retry-decorator> ::= "retry" "(" <number> ")" "{" <behavior-node> "}"
|
||||
|
||||
<timeout-decorator> ::= "timeout" "(" <duration-literal> ")" "{" <behavior-node> "}"
|
||||
|
||||
<cooldown-decorator> ::= "cooldown" "(" <duration-literal> ")" "{" <behavior-node> "}"
|
||||
|
||||
<if-decorator> ::= "if" "(" <expression> ")" "{" <behavior-node> "}"
|
||||
|
||||
<force-result-decorator> ::= ("succeed_always" | "fail_always") "{" <behavior-node> "}"
|
||||
|
||||
<duration-literal> ::= <number> ("s" | "m" | "h" | "d")
|
||||
```
|
||||
|
||||
## Repeat Decorators
|
||||
|
||||
### Infinite Repeat: `repeat`
|
||||
|
||||
Loops the child infinitely. The child is re-executed immediately after completing (success or failure).
|
||||
|
||||
```storybook
|
||||
behavior InfinitePatrol {
|
||||
repeat {
|
||||
PatrolRoute
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Execution:**
|
||||
1. Run child
|
||||
2. Child completes (success or failure)
|
||||
3. Immediately run child again
|
||||
4. Go to step 2 (forever)
|
||||
|
||||
**Use cases:**
|
||||
- Perpetual patrols
|
||||
- Endless background processes
|
||||
- Continuous monitoring
|
||||
|
||||
**Warning:** Infinite loops never return to parent. Ensure they're appropriate for your use case.
|
||||
|
||||
### Repeat N Times: `repeat N`
|
||||
|
||||
Repeats the child exactly N times, then returns success.
|
||||
|
||||
```storybook
|
||||
behavior CheckThreeTimes {
|
||||
repeat(3) {
|
||||
CheckDoor
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Execution:**
|
||||
1. Counter = 0
|
||||
2. Run child
|
||||
3. Counter++
|
||||
4. If counter < N, go to step 2
|
||||
5. Return success
|
||||
|
||||
**Use cases:**
|
||||
- Fixed iteration counts
|
||||
- "Try three times then give up"
|
||||
- Deterministic looping
|
||||
|
||||
### Repeat Range: `repeat min..max`
|
||||
|
||||
Repeats the child between min and max times. At runtime, a specific count is selected within the range.
|
||||
|
||||
```storybook
|
||||
behavior SearchRandomly {
|
||||
repeat(2..5) {
|
||||
SearchArea
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Execution:**
|
||||
1. Select count C randomly from [min, max]
|
||||
2. Repeat child C times (as in `repeat N`)
|
||||
|
||||
**Use cases:**
|
||||
- Variable behavior
|
||||
- Procedural variation
|
||||
- Non-deterministic actions
|
||||
|
||||
**Validation:**
|
||||
- min ≥ 0
|
||||
- max ≥ min
|
||||
- Both must be integers
|
||||
|
||||
## Invert Decorator
|
||||
|
||||
Inverts the child's return value: success becomes failure, failure becomes success.
|
||||
|
||||
```storybook
|
||||
behavior AvoidEnemies {
|
||||
invert {
|
||||
IsEnemyNearby // Success if NOT nearby
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Truth table:**
|
||||
|
||||
| Child returns | Decorator returns |
|
||||
|---------------|------------------|
|
||||
| Success | Failure |
|
||||
| Failure | Success |
|
||||
| Running | Running (unchanged) |
|
||||
|
||||
**Use cases:**
|
||||
- Negating conditions ("if NOT X")
|
||||
- Inverting success criteria
|
||||
- Converting "found" to "not found"
|
||||
|
||||
**Example:**
|
||||
```storybook
|
||||
behavior SafeExploration {
|
||||
choose safe_actions {
|
||||
// Only explore if NOT dangerous
|
||||
then explore {
|
||||
invert { IsDangerous }
|
||||
ExploreArea
|
||||
}
|
||||
|
||||
// Default: Stay put
|
||||
Wait
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Retry Decorator
|
||||
|
||||
Retries the child up to N times on failure. Returns success if any attempt succeeds, failure if all N attempts fail.
|
||||
|
||||
```storybook
|
||||
behavior PersistentDoor {
|
||||
retry(5) {
|
||||
OpenLockedDoor
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Execution:**
|
||||
1. Attempts = 0
|
||||
2. Run child
|
||||
3. If child succeeds → return success
|
||||
4. If child fails:
|
||||
- Attempts++
|
||||
- If attempts < N, go to step 2
|
||||
- Else return failure
|
||||
|
||||
**Use cases:**
|
||||
- Unreliable actions (lockpicking, persuasion)
|
||||
- Network/resource operations
|
||||
- Probabilistic success
|
||||
|
||||
**Example with context:**
|
||||
```storybook
|
||||
behavior Thief_PickLock {
|
||||
then attempt_entry {
|
||||
// Try to pick lock (may fail)
|
||||
retry(3) {
|
||||
PickLock
|
||||
}
|
||||
|
||||
// If succeeded, enter
|
||||
EnterBuilding
|
||||
|
||||
// If failed after 3 tries, give up
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Validation:**
|
||||
- N must be ≥ 1
|
||||
|
||||
## Timeout Decorator
|
||||
|
||||
Fails the child if it doesn't complete within the specified duration.
|
||||
|
||||
```storybook
|
||||
behavior TimeLimitedPuzzle {
|
||||
timeout(30s) {
|
||||
SolvePuzzle
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Execution:**
|
||||
1. Start timer
|
||||
2. Run child each tick
|
||||
3. If child completes before timeout → return child's result
|
||||
4. If timer expires → return failure (interrupt child)
|
||||
|
||||
**Use cases:**
|
||||
- Time-limited actions
|
||||
- Preventing infinite loops
|
||||
- Enforcing deadlines
|
||||
|
||||
**Duration formats:**
|
||||
- `5s` - 5 seconds
|
||||
- `10m` - 10 minutes
|
||||
- `2h` - 2 hours
|
||||
- `3d` - 3 days
|
||||
|
||||
**Example:**
|
||||
```storybook
|
||||
behavior QuickDecision {
|
||||
choose timed_choice {
|
||||
// Give AI 5 seconds to find optimal move
|
||||
timeout(5s) {
|
||||
CalculateOptimalStrategy
|
||||
}
|
||||
|
||||
// Fallback: Use simple heuristic
|
||||
UseQuickHeuristic
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Notes:**
|
||||
- Timer starts when decorator is first entered
|
||||
- Timer resets if decorator exits and re-enters
|
||||
- Child node should handle interruption gracefully
|
||||
|
||||
## Cooldown Decorator
|
||||
|
||||
Prevents the child from running more than once per cooldown period. Fails immediately if called within cooldown.
|
||||
|
||||
```storybook
|
||||
behavior SpecialAbility {
|
||||
cooldown(30s) {
|
||||
FireCannon
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Execution:**
|
||||
1. Check last execution time
|
||||
2. If (current_time - last_time) < cooldown → return failure
|
||||
3. Else:
|
||||
- Run child
|
||||
- Record current_time as last_time
|
||||
- Return child's result
|
||||
|
||||
**Use cases:**
|
||||
- Rate-limiting abilities
|
||||
- Resource cooldowns (spells, items)
|
||||
- Preventing spam
|
||||
|
||||
**Example:**
|
||||
```storybook
|
||||
behavior Mage_SpellCasting {
|
||||
choose spells {
|
||||
// Fireball: 10 second cooldown
|
||||
cooldown(10s) {
|
||||
CastFireball
|
||||
}
|
||||
|
||||
// Lightning: 5 second cooldown
|
||||
cooldown(5s) {
|
||||
CastLightning
|
||||
}
|
||||
|
||||
// Basic attack: No cooldown
|
||||
MeleeAttack
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**State management:**
|
||||
- Cooldown state persists across behavior tree ticks
|
||||
- Each cooldown decorator instance has independent state
|
||||
- Cooldown timers are per-entity (not global)
|
||||
|
||||
## If Decorator
|
||||
|
||||
Only runs the child if the condition is true. Fails immediately if condition is false.
|
||||
|
||||
```storybook
|
||||
behavior ConditionalAttack {
|
||||
if(health > 50) {
|
||||
AggressiveAttack
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Execution:**
|
||||
1. Evaluate condition expression
|
||||
2. If true → run child and return its result
|
||||
3. If false → return failure (do not run child)
|
||||
|
||||
**Use cases:**
|
||||
- Preconditions ("only if X")
|
||||
- Resource checks ("only if have mana")
|
||||
- Safety checks ("only if safe")
|
||||
|
||||
**Expression syntax:**
|
||||
See [Expression Language](./17-expressions.md) for complete syntax.
|
||||
|
||||
**Examples:**
|
||||
|
||||
```storybook
|
||||
behavior GuardedActions {
|
||||
choose options {
|
||||
// Only attack if have weapon and enemy close
|
||||
if(has_weapon and distance < 10) {
|
||||
Attack
|
||||
}
|
||||
|
||||
// Only heal if health below 50%
|
||||
if(health < (max_health * 0.5)) {
|
||||
Heal
|
||||
}
|
||||
|
||||
// Only flee if outnumbered
|
||||
if(enemy_count > ally_count) {
|
||||
Flee
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Comparison with bare `if` conditions:**
|
||||
|
||||
```storybook
|
||||
// Using bare 'if' condition (checks every tick, no body)
|
||||
then approach_and_attack {
|
||||
if(enemy_nearby)
|
||||
Approach
|
||||
Attack
|
||||
}
|
||||
|
||||
// Using 'if' decorator with body (precondition check, fails fast)
|
||||
if(enemy_nearby) {
|
||||
then do_attack {
|
||||
Approach
|
||||
Attack
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
The `if` decorator with a body is more efficient for gating expensive subtrees.
|
||||
|
||||
## Force Result Decorators
|
||||
|
||||
### `succeed_always`
|
||||
|
||||
Always returns success, regardless of child's actual result.
|
||||
|
||||
```storybook
|
||||
behavior TryOptionalTask {
|
||||
succeed_always {
|
||||
AttemptBonus // Even if fails, we don't care
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Use cases:**
|
||||
- Optional tasks that shouldn't block progress
|
||||
- Logging/monitoring actions
|
||||
- Best-effort operations
|
||||
|
||||
**Example:**
|
||||
```storybook
|
||||
behavior QuestSequence {
|
||||
then main_quest {
|
||||
TalkToNPC
|
||||
|
||||
// Try to find secret, but don't fail quest if not found
|
||||
succeed_always {
|
||||
SearchForSecretDoor
|
||||
}
|
||||
|
||||
ReturnToQuestGiver
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### `fail_always`
|
||||
|
||||
Always returns failure, regardless of child's actual result.
|
||||
|
||||
```storybook
|
||||
behavior TestFailure {
|
||||
fail_always {
|
||||
AlwaysSucceedsAction // But we force it to fail
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Use cases:**
|
||||
- Testing/debugging
|
||||
- Forcing alternative paths
|
||||
- Disabling branches temporarily
|
||||
|
||||
**Example:**
|
||||
```storybook
|
||||
behavior UnderConstruction {
|
||||
choose abilities {
|
||||
// Temporarily disabled feature
|
||||
fail_always {
|
||||
NewExperimentalAbility
|
||||
}
|
||||
|
||||
// Fallback to old ability
|
||||
ClassicAbility
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Combining Decorators
|
||||
|
||||
Decorators can nest to create complex behaviors:
|
||||
|
||||
```storybook
|
||||
behavior ComplexPattern {
|
||||
// Repeat 3 times, each with 10 second timeout
|
||||
repeat(3) {
|
||||
timeout(10s) {
|
||||
SolveSubproblem
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**More complex nesting:**
|
||||
```storybook
|
||||
behavior ResilientAction {
|
||||
// If: Only if health > 30
|
||||
if(health > 30) {
|
||||
// Timeout: Must complete in 20 seconds
|
||||
timeout(20s) {
|
||||
// Retry: Try up to 5 times
|
||||
retry(5) {
|
||||
// Cooldown: Can only run once per minute
|
||||
cooldown(1m) {
|
||||
PerformComplexAction
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Execution order:** Outside → Inside
|
||||
1. If checks condition
|
||||
2. Timeout starts timer
|
||||
3. Retry begins first attempt
|
||||
4. Cooldown checks last execution time
|
||||
5. Child action runs
|
||||
|
||||
## Duration Syntax
|
||||
|
||||
Timeout and cooldown decorators use duration literals:
|
||||
|
||||
```bnf
|
||||
<duration-literal> ::= <number> <unit>
|
||||
|
||||
<unit> ::= "s" // seconds
|
||||
| "m" // minutes
|
||||
| "h" // hours
|
||||
| "d" // days
|
||||
|
||||
<number> ::= <digit>+
|
||||
```
|
||||
|
||||
**Examples:**
|
||||
- `5s` - 5 seconds
|
||||
- `30s` - 30 seconds
|
||||
- `2m` - 2 minutes
|
||||
- `10m` - 10 minutes
|
||||
- `1h` - 1 hour
|
||||
- `24h` - 24 hours
|
||||
- `7d` - 7 days
|
||||
|
||||
**Validation:**
|
||||
- Number must be positive integer
|
||||
- No compound durations (use `120s` not `2m` if runtime expects seconds)
|
||||
- No fractional units (`1.5m` not allowed; use `90s`)
|
||||
|
||||
## Comparison Table
|
||||
|
||||
| Decorator | Affects Success | Affects Failure | Affects Running | Stateful |
|
||||
|-----------|----------------|----------------|----------------|----------|
|
||||
| `repeat` | Repeat | Repeat | Wait | Yes (counter) |
|
||||
| `repeat N` | Repeat | Repeat | Wait | Yes (counter) |
|
||||
| `repeat min..max` | Repeat | Repeat | Wait | Yes (counter) |
|
||||
| `invert` | → Failure | → Success | Unchanged | No |
|
||||
| `retry N` | → Success | Retry or fail | Wait | Yes (attempts) |
|
||||
| `timeout dur` | → Success | → Success | → Failure if expired | Yes (timer) |
|
||||
| `cooldown dur` | → Success | → Success | → Success | Yes (last time) |
|
||||
| `if(expr)` | → Success | → Success | → Success | No |
|
||||
| `succeed_always` | → Success | → Success | → Success | No |
|
||||
| `fail_always` | → Failure | → Failure | → Failure | No |
|
||||
|
||||
**Stateful decorators** maintain state across ticks. **Stateless decorators** evaluate fresh every tick.
|
||||
|
||||
## Validation Rules
|
||||
|
||||
1. **Child required**: All decorators must have exactly one child node
|
||||
2. **Repeat count**: `repeat N` requires N ≥ 0
|
||||
3. **Repeat range**: `repeat min..max` requires 0 ≤ min ≤ max
|
||||
4. **Retry count**: `retry N` requires N ≥ 1
|
||||
5. **Duration positive**: Timeout/cooldown durations must be > 0
|
||||
6. **Duration format**: Must match `<number><unit>` (e.g., `10s`, `5m`)
|
||||
7. **Guard expression**: Guard condition must be valid expression
|
||||
8. **No empty decorators**: `repeat { }` is invalid (missing child)
|
||||
|
||||
## Use Cases by Category
|
||||
|
||||
### Timing Control
|
||||
- **timeout**: Prevent infinite loops, enforce time limits
|
||||
- **cooldown**: Rate-limit abilities, prevent spam
|
||||
- **repeat**: Continuous processes, patrols
|
||||
|
||||
### Reliability
|
||||
- **retry**: Handle unreliable actions, probabilistic success
|
||||
- **if**: Precondition checks, resource validation
|
||||
- **succeed_always**: Optional tasks, best-effort
|
||||
|
||||
### Logic Control
|
||||
- **invert**: Negate conditions, flip results
|
||||
- **fail_always**: Disable branches, testing
|
||||
|
||||
### Iteration
|
||||
- **repeat N**: Fixed loops, deterministic behavior
|
||||
- **repeat min..max**: Variable loops, procedural variation
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Use Guards for Expensive Checks
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
then expensive {
|
||||
if(complex_condition)
|
||||
ExpensiveOperation
|
||||
}
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
if(complex_condition) {
|
||||
ExpensiveOperation // Only runs if condition passes
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Combine Timeout with Retry
|
||||
|
||||
**Avoid:** Infinite retry loops
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
timeout(30s) {
|
||||
retry(5) {
|
||||
UnreliableAction
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Use Cooldowns for Rate Limiting
|
||||
|
||||
**Avoid:** Manual timing in actions
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
cooldown(10s) {
|
||||
FireCannon
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Invert for Readable Conditions
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
choose options {
|
||||
then branch_a {
|
||||
if(not is_dangerous)
|
||||
Explore
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
choose options {
|
||||
then branch_a {
|
||||
invert { IsDangerous }
|
||||
Explore
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 5. succeed_always for Optional Tasks
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
then quest {
|
||||
MainTask
|
||||
choose optional {
|
||||
BonusTask
|
||||
DoNothing // Awkward fallback
|
||||
}
|
||||
NextTask
|
||||
}
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
then quest {
|
||||
MainTask
|
||||
succeed_always { BonusTask } // Try bonus, don't fail quest
|
||||
NextTask
|
||||
}
|
||||
```
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Behavior Trees](./11-behavior-trees.md) - Using decorators in behavior trees
|
||||
- [Expression Language](./17-expressions.md) - Guard condition syntax
|
||||
- [Value Types](./18-value-types.md) - Duration literals
|
||||
- [Design Patterns](../advanced/20-patterns.md) - Common decorator patterns
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- **Composability**: Decorators can nest for complex control flow
|
||||
- **Separation of concerns**: Decorators handle control flow, children handle logic
|
||||
- **State management**: Stateful decorators (repeat, retry, timeout, cooldown) persist across ticks
|
||||
- **Performance**: Guards prevent unnecessary child execution
|
||||
738
docs/reference/13-life-arcs.md
Normal file
738
docs/reference/13-life-arcs.md
Normal file
@@ -0,0 +1,738 @@
|
||||
# Life Arcs
|
||||
|
||||
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.
|
||||
|
||||
## What is a Life Arc?
|
||||
|
||||
A life arc is a finite state machine (FSM) composed of:
|
||||
|
||||
- **States**: Discrete phases or modes (e.g., "happy", "angry", "sleeping")
|
||||
- **Transitions**: Conditional edges between states (e.g., "when health < 20, go to 'fleeing'")
|
||||
- **On-enter actions**: Field updates that occur when entering a state
|
||||
|
||||
```
|
||||
[State A] --condition--> [State B] --condition--> [State C]
|
||||
| | |
|
||||
on enter on enter on enter
|
||||
(set fields) (set fields) (set fields)
|
||||
```
|
||||
|
||||
Life arcs run continuously, evaluating transitions every tick and moving between states as conditions become true.
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<life-arc-decl> ::= "life_arc" <identifier> <body>
|
||||
|
||||
<body> ::= "{" <prose-blocks>* <state>+ "}"
|
||||
|
||||
<state> ::= "state" <identifier> "{" <state-body>* "}"
|
||||
|
||||
<state-body> ::= <on-enter-block>
|
||||
| <transition>
|
||||
| <prose-block>
|
||||
|
||||
<on-enter-block> ::= "on" "enter" "{" <field>+ "}"
|
||||
|
||||
<transition> ::= "on" <expression> "->" <identifier>
|
||||
|
||||
<prose-block> ::= "---" <identifier> <content> "---"
|
||||
```
|
||||
|
||||
## States
|
||||
|
||||
A state represents a discrete phase in an entity's lifecycle.
|
||||
|
||||
### Basic State
|
||||
|
||||
```storybook
|
||||
life_arc SimpleArc {
|
||||
state idle {
|
||||
---narrative
|
||||
The character is doing nothing, waiting for something to happen.
|
||||
---
|
||||
}
|
||||
|
||||
state active {
|
||||
---narrative
|
||||
The character is engaged in their primary activity.
|
||||
---
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### State Names
|
||||
|
||||
State names are identifiers that must be unique within the life arc. Use descriptive names:
|
||||
|
||||
- **Good**: `idle`, `combat`, `sleeping`, `enlightened`
|
||||
- **Avoid**: `state1`, `s`, `temp`
|
||||
|
||||
## On-Enter Actions
|
||||
|
||||
When entering a state, the `on enter` block updates entity fields.
|
||||
|
||||
### Syntax
|
||||
|
||||
```storybook
|
||||
state state_name {
|
||||
on enter {
|
||||
EntityName.field_name: value
|
||||
EntityName.other_field: other_value
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Examples
|
||||
|
||||
```storybook
|
||||
life_arc CharacterMood {
|
||||
state happy {
|
||||
on enter {
|
||||
Martha.emotional_state: "happy"
|
||||
Martha.energy: 100
|
||||
}
|
||||
}
|
||||
|
||||
state tired {
|
||||
on enter {
|
||||
Martha.emotional_state: "exhausted"
|
||||
Martha.energy: 20
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Field Update Semantics
|
||||
|
||||
- **Target**: `EntityName.field_name` must reference an existing character/entity
|
||||
- **Value**: Any valid [value type](./18-value-types.md)
|
||||
- **Effect**: Field is set to the specified value when state is entered
|
||||
- **Timing**: Happens immediately upon transition to the state
|
||||
|
||||
### Multiple Field Updates
|
||||
|
||||
```storybook
|
||||
state exhausted_baker {
|
||||
on enter {
|
||||
Martha.energy: 0.1
|
||||
Martha.mood: "stressed"
|
||||
Martha.quality_output: 0.7
|
||||
Martha.needs_break: true
|
||||
}
|
||||
|
||||
---narrative
|
||||
After a sixteen-hour shift during the harvest festival,
|
||||
Martha's hands are shaking. She knows her bread quality is
|
||||
suffering and reluctantly steps away from the oven.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
## Transitions
|
||||
|
||||
Transitions define conditional edges between states. When a transition's condition becomes true, the state machine moves to the target state.
|
||||
|
||||
### Syntax
|
||||
|
||||
```storybook
|
||||
state source_state {
|
||||
on condition_expression -> target_state
|
||||
on another_condition -> another_target
|
||||
}
|
||||
```
|
||||
|
||||
### Basic Transitions
|
||||
|
||||
```storybook
|
||||
life_arc Combat {
|
||||
state fighting {
|
||||
on health < 20 -> fleeing
|
||||
on enemy_defeated -> victorious
|
||||
}
|
||||
|
||||
state fleeing {
|
||||
on safe_distance_reached -> idle
|
||||
}
|
||||
|
||||
state victorious {
|
||||
on celebration_complete -> idle
|
||||
}
|
||||
|
||||
state idle {}
|
||||
}
|
||||
```
|
||||
|
||||
### Expression Conditions
|
||||
|
||||
Transitions use the full [expression language](./17-expressions.md):
|
||||
|
||||
**Comparisons:**
|
||||
```storybook
|
||||
on health < 20 -> low_health
|
||||
on distance > 100 -> far_away
|
||||
on count == 0 -> empty
|
||||
```
|
||||
|
||||
**Boolean fields:**
|
||||
```storybook
|
||||
on is_hostile -> combat
|
||||
on completed -> done
|
||||
on not ready -> waiting
|
||||
```
|
||||
|
||||
**Logical operators:**
|
||||
```storybook
|
||||
on health < 20 and not has_potion -> desperate
|
||||
on is_day or is_lit -> visible
|
||||
```
|
||||
|
||||
**Complex conditions:**
|
||||
```storybook
|
||||
on (health < 50 and enemy_count > 3) or surrounded -> retreat
|
||||
on forall e in enemies: e.defeated -> victory
|
||||
```
|
||||
|
||||
### Multiple Transitions
|
||||
|
||||
A state can have multiple outgoing transitions:
|
||||
|
||||
```storybook
|
||||
state monitoring {
|
||||
on status is "active" -> active_state
|
||||
on status is "inactive" -> inactive_state
|
||||
on status is "error" -> error_state
|
||||
on shutdown_requested -> shutting_down
|
||||
}
|
||||
```
|
||||
|
||||
**Evaluation order:**
|
||||
- Transitions are evaluated in declaration order (top to bottom)
|
||||
- First transition with a true condition is taken
|
||||
- If no conditions are true, state remains unchanged
|
||||
|
||||
### Self-Transitions
|
||||
|
||||
A state can transition to itself:
|
||||
|
||||
```storybook
|
||||
state patrolling {
|
||||
on enemy_spotted -> combat
|
||||
on checkpoint_reached -> patrolling // Reset patrol state
|
||||
}
|
||||
```
|
||||
|
||||
## Complete Examples
|
||||
|
||||
### Elena's Career Journey
|
||||
|
||||
```storybook
|
||||
life_arc ElenaCareer {
|
||||
---description
|
||||
Tracks Elena's progression from nervous apprentice to confident
|
||||
master baker. Each state represents a key phase of her career.
|
||||
---
|
||||
|
||||
state early_apprentice {
|
||||
on enter {
|
||||
Elena.skill_level: novice
|
||||
Elena.confidence: timid
|
||||
}
|
||||
|
||||
on recipes_mastered > 5 -> growing_apprentice
|
||||
|
||||
---narrative
|
||||
Elena's hands shake as she measures flour. She checks the
|
||||
recipe three times before adding each ingredient. Martha
|
||||
patiently corrects her technique.
|
||||
---
|
||||
}
|
||||
|
||||
state growing_apprentice {
|
||||
on enter {
|
||||
Elena.skill_level: beginner
|
||||
Elena.confidence: uncertain
|
||||
}
|
||||
|
||||
on recipes_mastered > 15 -> journeyman
|
||||
|
||||
---narrative
|
||||
The shaking stops. Elena can make basic breads without
|
||||
looking at the recipe. She still doubts herself but
|
||||
Martha's encouragement is taking root.
|
||||
---
|
||||
}
|
||||
|
||||
state journeyman {
|
||||
on enter {
|
||||
Elena.skill_level: intermediate
|
||||
Elena.confidence: growing
|
||||
Elena.can_work_independently: true
|
||||
}
|
||||
|
||||
on recipes_mastered > 30 -> senior_journeyman
|
||||
|
||||
---narrative
|
||||
Elena runs the morning shift alone while Martha handles
|
||||
special orders. Customers start asking for "Elena's rolls."
|
||||
She begins experimenting with her own recipes.
|
||||
---
|
||||
}
|
||||
|
||||
state senior_journeyman {
|
||||
on enter {
|
||||
Elena.skill_level: advanced
|
||||
Elena.confidence: steady
|
||||
}
|
||||
|
||||
on recipes_mastered > 50 -> master
|
||||
|
||||
---narrative
|
||||
Elena develops her signature recipe: rosemary olive bread
|
||||
that becomes the bakery's bestseller. She handles difficult
|
||||
customers with grace and trains new helpers.
|
||||
---
|
||||
}
|
||||
|
||||
state master {
|
||||
on enter {
|
||||
Elena.skill_level: master
|
||||
Elena.confidence: commanding
|
||||
Elena.can_teach: true
|
||||
}
|
||||
|
||||
---narrative
|
||||
Master Baker Elena. She has earned it. The guild acknowledges
|
||||
her mastery, and Martha beams with pride. Elena begins
|
||||
mentoring her own apprentice.
|
||||
---
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Quest Progress
|
||||
|
||||
```storybook
|
||||
life_arc HeroQuest {
|
||||
state not_started {
|
||||
on talked_to_elder -> received_quest
|
||||
}
|
||||
|
||||
state received_quest {
|
||||
on enter {
|
||||
Hero.quest_active: true
|
||||
Hero.quest_step: 0
|
||||
}
|
||||
|
||||
on found_first_artifact -> collecting
|
||||
}
|
||||
|
||||
state collecting {
|
||||
on enter {
|
||||
Hero.quest_step: 1
|
||||
}
|
||||
|
||||
on artifact_count == 3 -> returning
|
||||
on failed_trial -> failed
|
||||
}
|
||||
|
||||
state returning {
|
||||
on enter {
|
||||
Hero.quest_step: 2
|
||||
}
|
||||
|
||||
on reached_elder -> completed
|
||||
}
|
||||
|
||||
state completed {
|
||||
on enter {
|
||||
Hero.quest_active: false
|
||||
Hero.quest_completed: true
|
||||
Hero.reputation: 100
|
||||
}
|
||||
|
||||
---narrative
|
||||
The hero returns triumphant, artifacts in hand. The elder
|
||||
bestows great rewards and the village celebrates.
|
||||
---
|
||||
}
|
||||
|
||||
state failed {
|
||||
on enter {
|
||||
Hero.quest_active: false
|
||||
Hero.quest_failed: true
|
||||
}
|
||||
|
||||
on retry_accepted -> received_quest
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Name Checker (Equality Examples)
|
||||
|
||||
```storybook
|
||||
life_arc NameCheck {
|
||||
state checking {
|
||||
on name is "Martha" -> found_martha
|
||||
on name is "Jane" -> found_jane
|
||||
}
|
||||
|
||||
state found_martha {
|
||||
on ready -> checking
|
||||
}
|
||||
|
||||
state found_jane {
|
||||
on ready -> checking
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Status Monitor
|
||||
|
||||
```storybook
|
||||
life_arc StatusMonitor {
|
||||
state monitoring {
|
||||
on status is active -> active_state
|
||||
on status is inactive -> inactive_state
|
||||
on status is error -> error_state
|
||||
}
|
||||
|
||||
state active_state {
|
||||
on enter {
|
||||
System.led_color: "green"
|
||||
}
|
||||
|
||||
on status is inactive -> inactive_state
|
||||
on status is error -> error_state
|
||||
}
|
||||
|
||||
state inactive_state {
|
||||
on enter {
|
||||
System.led_color: "yellow"
|
||||
}
|
||||
|
||||
on status is active -> active_state
|
||||
on status is error -> error_state
|
||||
}
|
||||
|
||||
state error_state {
|
||||
on enter {
|
||||
System.led_color: "red"
|
||||
System.alarm: true
|
||||
}
|
||||
|
||||
on error_cleared -> monitoring
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Character Mood Swings
|
||||
|
||||
```storybook
|
||||
life_arc MoodSwings {
|
||||
state neutral {
|
||||
on provoked -> angry
|
||||
on complimented -> happy
|
||||
on tired -> sleepy
|
||||
}
|
||||
|
||||
state angry {
|
||||
on enter {
|
||||
Character.aggression: 0.9
|
||||
Character.willingness_to_talk: 0.1
|
||||
}
|
||||
|
||||
on calmed_down -> neutral
|
||||
on escalated -> furious
|
||||
}
|
||||
|
||||
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
|
||||
776
docs/reference/14-schedules.md
Normal file
776
docs/reference/14-schedules.md
Normal file
@@ -0,0 +1,776 @@
|
||||
# Schedules
|
||||
|
||||
Schedules define time-based routines for characters and institutions. They specify what activities occur during specific time ranges, support seasonal variations, recurring events, and template composition. Schedules enable rich temporal behavior from simple daily routines to complex year-long patterns.
|
||||
|
||||
## What is a Schedule?
|
||||
|
||||
A schedule is a collection of time blocks that define activities throughout a day, week, season, or year:
|
||||
|
||||
- **Blocks**: Time ranges (e.g., `06:00 - 14:00`) with associated activities/behaviors
|
||||
- **Temporal constraints**: When blocks apply (season, day of week, month)
|
||||
- **Recurrence patterns**: Repeating events (e.g., "Market Day every Earthday")
|
||||
- **Composition**: Schedules can extend and override other schedules
|
||||
|
||||
```
|
||||
Schedule: BakerySchedule
|
||||
├─ Block: 06:00 - 08:00 → prepare_dough
|
||||
├─ Block: 08:00 - 14:00 → serve_customers
|
||||
├─ Recurrence: Market Day (on Earthday) → special_market_hours
|
||||
└─ Extends: BaseBusiness (inherits closing hours)
|
||||
```
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<schedule-decl> ::= "schedule" <identifier> <extends-clause>? <body>
|
||||
|
||||
<extends-clause> ::= "extends" <identifier>
|
||||
|
||||
<body> ::= "{" <schedule-item>* "}"
|
||||
|
||||
<schedule-item> ::= <schedule-block>
|
||||
| <recurrence-pattern>
|
||||
|
||||
<schedule-block> ::= "block" <block-name>? "{" <block-content>+ "}"
|
||||
|
||||
<block-name> ::= <identifier>
|
||||
|
||||
<block-content> ::= <time-range>
|
||||
| "action" ":" <qualified-path>
|
||||
| <temporal-constraint>
|
||||
| <field>
|
||||
|
||||
<time-range> ::= <time> "-" <time>
|
||||
|
||||
<temporal-constraint> ::= "on" <temporal-spec>
|
||||
|
||||
<temporal-spec> ::= "season" <identifier>
|
||||
| "day" <identifier>
|
||||
| "month" <identifier>
|
||||
| "dates" <string> ".." <string>
|
||||
|
||||
<recurrence-pattern> ::= "recurs" <identifier> <temporal-constraint> "{" <schedule-block>+ "}"
|
||||
```
|
||||
|
||||
## Schedule Blocks
|
||||
|
||||
A schedule block defines an activity during a specific time range.
|
||||
|
||||
### Basic Block
|
||||
|
||||
```storybook
|
||||
schedule SimpleBaker {
|
||||
block {
|
||||
06:00 - 14:00
|
||||
action: baking::prepare_and_sell
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Named Block
|
||||
|
||||
Named blocks support the override system:
|
||||
|
||||
```storybook
|
||||
schedule BakeryBase {
|
||||
block work {
|
||||
09:00 - 17:00
|
||||
action: baking::standard_work
|
||||
}
|
||||
}
|
||||
|
||||
schedule EarlyBaker extends BakeryBase {
|
||||
block work { // Override by name
|
||||
05:00 - 13:00
|
||||
action: baking::early_shift
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Block Content
|
||||
|
||||
Blocks can contain:
|
||||
|
||||
1. **Time range** (required): `HH:MM - HH:MM`
|
||||
2. **Action** (optional): Behavior tree reference
|
||||
3. **Temporal constraint** (optional): When the block applies
|
||||
4. **Fields** (optional): Additional metadata
|
||||
|
||||
```storybook
|
||||
schedule CompleteBlock {
|
||||
block morning_work {
|
||||
06:00 - 12:00
|
||||
action: work::morning_routine
|
||||
on season summer
|
||||
location: "Outdoor Market"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Time Ranges
|
||||
|
||||
Time ranges use 24-hour clock format.
|
||||
|
||||
### Syntax
|
||||
|
||||
```storybook
|
||||
HH:MM - HH:MM
|
||||
```
|
||||
|
||||
- **HH**: Hour (00-23)
|
||||
- **MM**: Minute (00-59)
|
||||
- Optional seconds: `HH:MM:SS - HH:MM:SS`
|
||||
|
||||
### Examples
|
||||
|
||||
```storybook
|
||||
schedule Examples {
|
||||
block early { 05:00 - 08:00, action: prep }
|
||||
block midday { 12:00 - 13:00, action: lunch }
|
||||
block late { 20:00 - 23:59, action: closing }
|
||||
}
|
||||
```
|
||||
|
||||
### Overnight Ranges
|
||||
|
||||
Blocks can span midnight:
|
||||
|
||||
```storybook
|
||||
schedule NightShift {
|
||||
block night_work {
|
||||
22:00 - 06:00 // 10 PM to 6 AM next day
|
||||
action: security::patrol
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
The system interprets this as 22:00-24:00 (day 1) + 00:00-06:00 (day 2).
|
||||
|
||||
## Actions
|
||||
|
||||
The `action` field links a schedule block to a behavior tree.
|
||||
|
||||
### Syntax
|
||||
|
||||
```storybook
|
||||
action: <qualified-path>
|
||||
```
|
||||
|
||||
### Examples
|
||||
|
||||
```storybook
|
||||
schedule BakerSchedule {
|
||||
block morning {
|
||||
05:00 - 08:00
|
||||
action: baking::prepare_dough
|
||||
}
|
||||
|
||||
block sales {
|
||||
08:00 - 14:00
|
||||
action: baking::serve_customers
|
||||
}
|
||||
|
||||
block cleanup {
|
||||
14:00 - 15:00
|
||||
action: baking::close_shop
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Qualified Paths
|
||||
|
||||
Actions can reference behaviors from other modules:
|
||||
|
||||
```storybook
|
||||
schedule GuardSchedule {
|
||||
block patrol {
|
||||
08:00 - 16:00
|
||||
action: behaviors::guards::patrol_route
|
||||
}
|
||||
|
||||
block training {
|
||||
16:00 - 18:00
|
||||
action: combat::training::drills
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Temporal Constraints
|
||||
|
||||
Temporal constraints specify when a block applies (season, day of week, month, date range).
|
||||
|
||||
### Season Constraint
|
||||
|
||||
```storybook
|
||||
schedule SeasonalHours {
|
||||
block summer_hours {
|
||||
06:00 - 20:00
|
||||
action: work::long_day
|
||||
on season summer
|
||||
}
|
||||
|
||||
block winter_hours {
|
||||
07:00 - 18:00
|
||||
action: work::short_day
|
||||
on season winter
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Season values** are defined by enums in your storybook:
|
||||
```storybook
|
||||
enum Season {
|
||||
spring
|
||||
summer
|
||||
fall
|
||||
winter
|
||||
}
|
||||
```
|
||||
|
||||
### Day of Week Constraint
|
||||
|
||||
```storybook
|
||||
schedule WeeklyPattern {
|
||||
block weekday_work {
|
||||
09:00 - 17:00
|
||||
action: work::standard
|
||||
on day monday // Also: tuesday, wednesday, thursday, friday, saturday, sunday
|
||||
}
|
||||
|
||||
block weekend_rest {
|
||||
10:00 - 16:00
|
||||
action: leisure::relax
|
||||
on day saturday
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Day values** are typically defined by a `DayOfWeek` enum:
|
||||
```storybook
|
||||
enum DayOfWeek {
|
||||
monday
|
||||
tuesday
|
||||
wednesday
|
||||
thursday
|
||||
friday
|
||||
saturday
|
||||
sunday
|
||||
}
|
||||
```
|
||||
|
||||
### Month Constraint
|
||||
|
||||
```storybook
|
||||
schedule AnnualPattern {
|
||||
block harvest {
|
||||
06:00 - 20:00
|
||||
action: farming::harvest_crops
|
||||
on month october
|
||||
}
|
||||
|
||||
block spring_planting {
|
||||
07:00 - 19:00
|
||||
action: farming::plant_seeds
|
||||
on month april
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Date Range Constraint
|
||||
|
||||
```storybook
|
||||
schedule TouristSeason {
|
||||
block high_season {
|
||||
08:00 - 22:00
|
||||
action: tourism::busy_service
|
||||
on dates "Jun 1" .. "Sep 1"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Note**: Date format is implementation-specific. Check your runtime for supported formats.
|
||||
|
||||
## Recurrence Patterns
|
||||
|
||||
Recurrence patterns define recurring events that modify the schedule.
|
||||
|
||||
### Syntax
|
||||
|
||||
```storybook
|
||||
recurs EventName on <temporal-constraint> {
|
||||
<schedule-block>+
|
||||
}
|
||||
```
|
||||
|
||||
### Examples
|
||||
|
||||
#### Weekly Recurring Event
|
||||
|
||||
```storybook
|
||||
schedule MarketSchedule {
|
||||
// Regular daily hours
|
||||
block work {
|
||||
08:00 - 17:00
|
||||
action: shop::regular_sales
|
||||
}
|
||||
|
||||
// Market day every saturday
|
||||
recurs MarketDay on day saturday {
|
||||
block setup {
|
||||
06:00 - 08:00
|
||||
action: market::setup_stall
|
||||
}
|
||||
|
||||
block busy_market {
|
||||
08:00 - 18:00
|
||||
action: market::busy_sales
|
||||
}
|
||||
|
||||
block teardown {
|
||||
18:00 - 20:00
|
||||
action: market::pack_up
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### Monthly Recurring Event
|
||||
|
||||
```storybook
|
||||
schedule TownSchedule {
|
||||
recurs CouncilMeeting on month first_monday {
|
||||
block meeting {
|
||||
18:00 - 21:00
|
||||
action: governance::council_session
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### Seasonal Recurring Event
|
||||
|
||||
```storybook
|
||||
schedule FarmSchedule {
|
||||
recurs SpringPlanting on season spring {
|
||||
block planting {
|
||||
06:00 - 18:00
|
||||
action: farming::plant_all_fields
|
||||
}
|
||||
}
|
||||
|
||||
recurs FallHarvest on season fall {
|
||||
block harvest {
|
||||
06:00 - 20:00
|
||||
action: farming::harvest_all_crops
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Schedule Composition
|
||||
|
||||
Schedules can extend other schedules using `extends`, inheriting and overriding blocks.
|
||||
|
||||
### Extends Clause
|
||||
|
||||
```storybook
|
||||
schedule Base {
|
||||
block work {
|
||||
09:00 - 17:00
|
||||
action: work::standard
|
||||
}
|
||||
}
|
||||
|
||||
schedule Extended extends Base {
|
||||
block work { // Override inherited block
|
||||
05:00 - 13:00
|
||||
action: work::early_shift
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Override Semantics
|
||||
|
||||
When extending a schedule:
|
||||
|
||||
1. **Named blocks** with matching names override base blocks
|
||||
2. **Unnamed blocks** are appended
|
||||
3. **Time range** can change
|
||||
4. **Action** can change
|
||||
5. **Constraints** can be added/changed
|
||||
|
||||
### Multiple Levels
|
||||
|
||||
```storybook
|
||||
schedule BaseWork {
|
||||
block work {
|
||||
09:00 - 17:00
|
||||
action: work::standard
|
||||
}
|
||||
}
|
||||
|
||||
schedule BakerWork extends BaseWork {
|
||||
block work {
|
||||
05:00 - 13:00 // Earlier hours
|
||||
action: baking::work
|
||||
}
|
||||
}
|
||||
|
||||
schedule MasterBaker extends BakerWork {
|
||||
block work {
|
||||
03:00 - 11:00 // Even earlier!
|
||||
action: baking::master_work
|
||||
}
|
||||
|
||||
block teaching {
|
||||
14:00 - 16:00
|
||||
action: baking::teach_apprentice
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Resolution:**
|
||||
- `work` block: 03:00-11:00 with `baking::master_work` (MasterBaker overrides BakerWork overrides BaseWork)
|
||||
- `teaching` block: 14:00-16:00 with `baking::teach_apprentice` (from MasterBaker)
|
||||
|
||||
## Complete Examples
|
||||
|
||||
### Simple Daily Schedule
|
||||
|
||||
```storybook
|
||||
schedule SimpleFarmer {
|
||||
block sleep {
|
||||
22:00 - 05:00
|
||||
action: rest::sleep
|
||||
}
|
||||
|
||||
block morning_chores {
|
||||
05:00 - 08:00
|
||||
action: farming::feed_animals
|
||||
}
|
||||
|
||||
block fieldwork {
|
||||
08:00 - 17:00
|
||||
action: farming::tend_crops
|
||||
}
|
||||
|
||||
block evening_chores {
|
||||
17:00 - 19:00
|
||||
action: farming::evening_tasks
|
||||
}
|
||||
|
||||
block leisure {
|
||||
19:00 - 22:00
|
||||
action: social::family_time
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Seasonal Variation
|
||||
|
||||
```storybook
|
||||
schedule SeasonalBaker {
|
||||
block summer_work {
|
||||
06:00 - 20:00
|
||||
action: baking::long_shift
|
||||
on season summer
|
||||
}
|
||||
|
||||
block winter_work {
|
||||
07:00 - 18:00
|
||||
action: baking::short_shift
|
||||
on season winter
|
||||
}
|
||||
|
||||
block spring_work {
|
||||
06:30 - 19:00
|
||||
action: baking::medium_shift
|
||||
on season spring
|
||||
}
|
||||
|
||||
block fall_work {
|
||||
06:30 - 19:00
|
||||
action: baking::medium_shift
|
||||
on season fall
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Weekly Pattern with Recurrence
|
||||
|
||||
```storybook
|
||||
schedule InnkeeperSchedule {
|
||||
// Weekday routine
|
||||
block weekday_service {
|
||||
08:00 - 22:00
|
||||
action: inn::regular_service
|
||||
on day monday // Repeat for each weekday
|
||||
}
|
||||
|
||||
block weekday_service {
|
||||
08:00 - 22:00
|
||||
action: inn::regular_service
|
||||
on day tuesday
|
||||
}
|
||||
|
||||
// ... (wednesday, thursday, friday)
|
||||
|
||||
// Weekend hours
|
||||
block weekend_service {
|
||||
10:00 - 24:00
|
||||
action: inn::busy_service
|
||||
on day saturday
|
||||
}
|
||||
|
||||
block weekend_service {
|
||||
10:00 - 24:00
|
||||
action: inn::busy_service
|
||||
on day sunday
|
||||
}
|
||||
|
||||
// Weekly market day
|
||||
recurs MarketDay on day wednesday {
|
||||
block market_prep {
|
||||
06:00 - 08:00
|
||||
action: inn::prepare_market_goods
|
||||
}
|
||||
|
||||
block market_rush {
|
||||
08:00 - 16:00
|
||||
action: inn::market_day_chaos
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Extended Schedule
|
||||
|
||||
```storybook
|
||||
schedule BaseShopkeeper {
|
||||
block open {
|
||||
09:00 - 17:00
|
||||
action: shop::standard_hours
|
||||
}
|
||||
}
|
||||
|
||||
schedule BlacksmithSchedule extends BaseShopkeeper {
|
||||
block open { // Override
|
||||
06:00 - 18:00 // Longer hours
|
||||
action: smithing::work
|
||||
}
|
||||
|
||||
block forge_heat { // New block
|
||||
05:00 - 06:00
|
||||
action: smithing::heat_forge
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Complex Year-Round Schedule
|
||||
|
||||
```storybook
|
||||
schedule MasterBakerYear {
|
||||
// Daily base pattern
|
||||
block prep {
|
||||
04:00 - 06:00
|
||||
action: baking::prepare
|
||||
}
|
||||
|
||||
block baking {
|
||||
06:00 - 10:00
|
||||
action: baking::bake
|
||||
}
|
||||
|
||||
block sales {
|
||||
10:00 - 16:00
|
||||
action: baking::serve
|
||||
}
|
||||
|
||||
block cleanup {
|
||||
16:00 - 17:00
|
||||
action: baking::clean
|
||||
}
|
||||
|
||||
// Seasonal variations
|
||||
block summer_hours {
|
||||
10:00 - 20:00 // Extended sales
|
||||
action: baking::busy_summer
|
||||
on season summer
|
||||
}
|
||||
|
||||
// Weekly market
|
||||
recurs MarketDay on day saturday {
|
||||
block market_prep {
|
||||
02:00 - 04:00
|
||||
action: baking::market_prep
|
||||
}
|
||||
|
||||
block market_sales {
|
||||
08:00 - 18:00
|
||||
action: baking::market_rush
|
||||
}
|
||||
}
|
||||
|
||||
// Annual events
|
||||
recurs HarvestFestival on dates "Sep 20" .. "Sep 25" {
|
||||
block festival {
|
||||
06:00 - 23:00
|
||||
action: baking::festival_mode
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Integration with Characters
|
||||
|
||||
Characters link to schedules using the `uses schedule` clause:
|
||||
|
||||
```storybook
|
||||
character Martha {
|
||||
uses schedule: BakerySchedule
|
||||
}
|
||||
```
|
||||
|
||||
**Multiple schedules:**
|
||||
```storybook
|
||||
character Innkeeper {
|
||||
uses schedules: [WeekdaySchedule, WeekendSchedule]
|
||||
}
|
||||
```
|
||||
|
||||
See [Characters](./10-characters.md#schedule-integration) for complete integration syntax.
|
||||
|
||||
## Execution Semantics
|
||||
|
||||
### Time-Based Selection
|
||||
|
||||
At any given time, the runtime:
|
||||
|
||||
1. **Evaluates temporal constraints**: Which blocks apply right now?
|
||||
2. **Selects matching block**: First block whose time range and constraint match
|
||||
3. **Executes action**: Runs the associated behavior tree
|
||||
4. **Repeats next tick**
|
||||
|
||||
### Priority Order
|
||||
|
||||
When multiple blocks could apply:
|
||||
|
||||
1. **Recurrences** take priority over regular blocks
|
||||
2. **Constraints** filter blocks (season, day, month)
|
||||
3. **Time ranges** must overlap current time
|
||||
4. **First match** wins (declaration order)
|
||||
|
||||
### Block Overlap
|
||||
|
||||
Blocks can overlap in time. The runtime selects the first matching block.
|
||||
|
||||
**Example:**
|
||||
```storybook
|
||||
schedule Overlapping {
|
||||
block general {
|
||||
08:00 - 17:00
|
||||
action: work::general
|
||||
}
|
||||
|
||||
block specialized {
|
||||
10:00 - 12:00 // Overlaps with general
|
||||
action: work::specialized
|
||||
on day wednesday
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
On Wednesday at 11:00, `specialized` block is selected (more specific constraint).
|
||||
|
||||
## Validation Rules
|
||||
|
||||
1. **Time format**: Times must be valid HH:MM or HH:MM:SS (24-hour)
|
||||
2. **Time order**: Start time must be before end time (unless spanning midnight)
|
||||
3. **Extends exists**: If using `extends`, base schedule must be defined
|
||||
4. **No circular extends**: Cannot form circular dependency chains
|
||||
5. **Named blocks unique**: Block names must be unique within a schedule
|
||||
6. **Action exists**: Action references must resolve to defined behaviors
|
||||
7. **Constraint values**: Temporal constraint values must reference defined enums
|
||||
8. **Recurrence names unique**: Recurrence names must be unique within a schedule
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Use Named Blocks for Overrides
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
schedule Extended extends Base {
|
||||
block { 05:00 - 13:00, action: work } // Appends instead of overriding
|
||||
}
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
schedule Extended extends Base {
|
||||
block work { 05:00 - 13:00, action: early_work } // Overrides by name
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Group Related Blocks
|
||||
|
||||
```storybook
|
||||
schedule DailyRoutine {
|
||||
// Sleep blocks
|
||||
block night_sleep { 22:00 - 05:00, action: sleep }
|
||||
|
||||
// Morning blocks
|
||||
block wake_up { 05:00 - 06:00, action: morning_routine }
|
||||
block breakfast { 06:00 - 07:00, action: eat_breakfast }
|
||||
|
||||
// Work blocks
|
||||
block commute { 07:00 - 08:00, action: travel_to_work }
|
||||
block work { 08:00 - 17:00, action: work }
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Use Recurrences for Special Events
|
||||
|
||||
**Avoid:** Duplicating blocks manually
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
recurs MarketDay on day saturday {
|
||||
block market { 08:00 - 16:00, action: market_work }
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Extend for Variations
|
||||
|
||||
**Avoid:** Duplicating entire schedules
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
schedule WorkerBase { ... }
|
||||
schedule EarlyWorker extends WorkerBase { ... }
|
||||
schedule NightWorker extends WorkerBase { ... }
|
||||
```
|
||||
|
||||
### 5. Use Temporal Constraints for Clarity
|
||||
|
||||
```storybook
|
||||
block summer_hours {
|
||||
06:00 - 20:00
|
||||
action: long_shift
|
||||
on season summer // Explicit and readable
|
||||
}
|
||||
```
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Characters](./10-characters.md) - Linking schedules to characters
|
||||
- [Behavior Trees](./11-behavior-trees.md) - Actions reference behavior trees
|
||||
- [Value Types](./18-value-types.md) - Time and duration literals
|
||||
- [Enums](../reference/16-other-declarations.md#enums) - Defining seasons, days, months
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- **Time-based AI**: Schedules drive time-dependent behavior
|
||||
- **Template inheritance**: `extends` enables schedule reuse
|
||||
- **Temporal constraints**: Filter blocks by season, day, month
|
||||
- **Recurrence patterns**: Define repeating events
|
||||
- **Composition**: Build complex schedules from simple parts
|
||||
723
docs/reference/15-relationships.md
Normal file
723
docs/reference/15-relationships.md
Normal file
@@ -0,0 +1,723 @@
|
||||
# Relationships
|
||||
|
||||
Relationships define connections between characters, institutions, and other entities. They capture social bonds, power dynamics, emotional ties, and interactive patterns. Relationships can be symmetric (friendship) or asymmetric (parent-child), and support bidirectional perspectives where each participant has different fields.
|
||||
|
||||
## What is a Relationship?
|
||||
|
||||
A relationship connects two or more participants and describes:
|
||||
|
||||
- **Participants**: The entities involved (characters, institutions)
|
||||
- **Roles**: Optional labels (parent, employer, spouse)
|
||||
- **Shared fields**: Properties of the relationship itself (bond strength, duration)
|
||||
- **Perspective fields**: How each participant views the relationship (`self`/`other` blocks)
|
||||
|
||||
```
|
||||
Relationship: ParentChild
|
||||
├─ Participant: Martha (as parent)
|
||||
│ ├─ self: { responsibility: 1.0, protective: 0.9 }
|
||||
│ └─ other: { dependent: 0.8 }
|
||||
├─ Participant: Tommy (as child)
|
||||
└─ Shared: { bond: 0.9, years_together: 8 }
|
||||
```
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<relationship-decl> ::= "relationship" <identifier> <body>
|
||||
|
||||
<body> ::= "{" <participant>+ <field>* "}"
|
||||
|
||||
<participant> ::= <qualified-path> <role-clause>? <perspective-blocks>?
|
||||
|
||||
<role-clause> ::= "as" <identifier>
|
||||
|
||||
<perspective-blocks> ::= "self" "{" <field>* "}" "other" "{" <field>* "}"
|
||||
| "self" "{" <field>* "}"
|
||||
| "other" "{" <field>* "}"
|
||||
|
||||
<field> ::= <identifier> ":" <value>
|
||||
```
|
||||
|
||||
## Basic Relationships
|
||||
|
||||
### Simple Two-Party Relationship
|
||||
|
||||
```storybook
|
||||
relationship Friendship {
|
||||
Martha
|
||||
Gregory
|
||||
bond: 0.8
|
||||
years_known: 15
|
||||
}
|
||||
```
|
||||
|
||||
**Semantics:**
|
||||
- Two participants: Martha and Gregory
|
||||
- Shared field: `bond` (strength of friendship)
|
||||
- Shared field: `years_known` (duration)
|
||||
|
||||
### Multi-Party Relationship
|
||||
|
||||
```storybook
|
||||
relationship Family {
|
||||
Martha
|
||||
David
|
||||
Tommy
|
||||
Elena
|
||||
|
||||
household: "Baker Residence"
|
||||
family_bond: 0.95
|
||||
}
|
||||
```
|
||||
|
||||
Relationships can have any number of participants.
|
||||
|
||||
## Roles
|
||||
|
||||
Roles label a participant's function in the relationship.
|
||||
|
||||
### Syntax
|
||||
|
||||
```storybook
|
||||
ParticipantName as role_name
|
||||
```
|
||||
|
||||
### Examples
|
||||
|
||||
```storybook
|
||||
relationship Marriage {
|
||||
Martha as spouse
|
||||
David as spouse
|
||||
|
||||
bond: 0.9
|
||||
anniversary: "2015-06-20"
|
||||
}
|
||||
```
|
||||
|
||||
```storybook
|
||||
relationship ParentChild {
|
||||
Martha as parent
|
||||
Tommy as child
|
||||
|
||||
bond: 0.95
|
||||
guardianship: true
|
||||
}
|
||||
```
|
||||
|
||||
```storybook
|
||||
relationship EmployerEmployee {
|
||||
Martha as employer
|
||||
Elena as employee
|
||||
|
||||
workplace: "Martha's Bakery"
|
||||
salary: 45000
|
||||
}
|
||||
```
|
||||
|
||||
### Role Semantics
|
||||
|
||||
- **Labels**: Roles are descriptive labels, not types
|
||||
- **Multiple roles**: Same person can have different roles in different relationships
|
||||
- **Optional**: Roles are optional—participants can be unnamed
|
||||
- **Flexibility**: No predefined role vocabulary—use what makes sense
|
||||
|
||||
## Perspective Fields (Self/Other Blocks)
|
||||
|
||||
Perspective fields specify how each participant views the relationship. They enable asymmetric, bidirectional relationships.
|
||||
|
||||
### Syntax
|
||||
|
||||
```storybook
|
||||
ParticipantName as role self {
|
||||
// Fields describing this participant's perspective
|
||||
} other {
|
||||
// Fields describing how this participant views others
|
||||
}
|
||||
```
|
||||
|
||||
### Self Block
|
||||
|
||||
The `self` block contains fields about how the participant experiences the relationship:
|
||||
|
||||
```storybook
|
||||
relationship ParentChild {
|
||||
Martha as parent self {
|
||||
responsibility: 1.0
|
||||
protective: 0.9
|
||||
anxiety_level: 0.6
|
||||
}
|
||||
Tommy as child
|
||||
}
|
||||
```
|
||||
|
||||
**Martha's perspective:**
|
||||
- `responsibility`: She feels 100% responsible
|
||||
- `protective`: She's highly protective (90%)
|
||||
- `anxiety_level`: Moderate anxiety about parenting
|
||||
|
||||
### Other Block
|
||||
|
||||
The `other` block contains fields about how the participant views the other participants:
|
||||
|
||||
```storybook
|
||||
relationship ParentChild {
|
||||
Martha as parent self {
|
||||
responsibility: 1.0
|
||||
} other {
|
||||
dependent: 0.8 // She sees Tommy as 80% dependent
|
||||
mature_for_age: 0.7 // She thinks he's fairly mature
|
||||
}
|
||||
Tommy as child
|
||||
}
|
||||
```
|
||||
|
||||
### Both Blocks
|
||||
|
||||
```storybook
|
||||
relationship EmployerEmployee {
|
||||
Martha as employer self {
|
||||
authority: 0.9
|
||||
stress: 0.6
|
||||
} other {
|
||||
respect: 0.8
|
||||
trust: 0.85
|
||||
}
|
||||
Elena as employee
|
||||
}
|
||||
```
|
||||
|
||||
**Martha's perspective:**
|
||||
- **Self**: She has high authority (90%), moderate stress (60%)
|
||||
- **Other**: She respects Elena (80%), trusts her (85%)
|
||||
|
||||
### Asymmetric Relationships
|
||||
|
||||
Different participants can have different perspective fields:
|
||||
|
||||
```storybook
|
||||
relationship TeacherStudent {
|
||||
Gandalf as teacher self {
|
||||
patience: 0.8
|
||||
wisdom_to_impart: 1.0
|
||||
} other {
|
||||
potential: 0.9
|
||||
ready_to_learn: 0.6
|
||||
}
|
||||
|
||||
Frodo as student self {
|
||||
eager_to_learn: 0.7
|
||||
overwhelmed: 0.5
|
||||
} other {
|
||||
admiration: 0.95
|
||||
intimidated: 0.4
|
||||
}
|
||||
|
||||
bond: 0.85
|
||||
}
|
||||
```
|
||||
|
||||
**Gandalf's view:**
|
||||
- He's patient (80%), has much wisdom to share
|
||||
- Sees Frodo as having high potential but only moderately ready
|
||||
|
||||
**Frodo's view:**
|
||||
- He's eager but overwhelmed
|
||||
- Deeply admires Gandalf, slightly intimidated
|
||||
|
||||
## Shared Fields
|
||||
|
||||
Fields declared at the relationship level (not in `self`/`other` blocks) are **shared** among all participants.
|
||||
|
||||
```storybook
|
||||
relationship Friendship {
|
||||
Martha
|
||||
Gregory
|
||||
|
||||
bond: 0.8 // Shared: mutual bond strength
|
||||
years_known: 15 // Shared: how long they've known each other
|
||||
shared_routines: 3 // Shared: number of daily routines
|
||||
}
|
||||
```
|
||||
|
||||
**Common shared fields:**
|
||||
- `bond`: Relationship strength (0.0 to 1.0)
|
||||
- `years_known`: Duration of relationship
|
||||
- `trust`: Mutual trust level
|
||||
- `commitment`: Commitment to the relationship
|
||||
- `compatibility`: How well they get along
|
||||
|
||||
## Prose Blocks
|
||||
|
||||
Relationships can include prose blocks for narrative context.
|
||||
|
||||
```storybook
|
||||
relationship MarthaAndGregory {
|
||||
Martha {
|
||||
role: shopkeeper
|
||||
values_loyalty: 0.9
|
||||
|
||||
---perspective
|
||||
Martha appreciates Gregory's unwavering loyalty. He has
|
||||
been buying her sourdough loaf every morning for fifteen
|
||||
years. Their brief daily exchanges about the weather and
|
||||
local gossip are a comforting routine.
|
||||
---
|
||||
}
|
||||
|
||||
Gregory {
|
||||
role: regular_customer
|
||||
always_orders: "sourdough_loaf"
|
||||
|
||||
---perspective
|
||||
Gregory considers Martha's bakery a cornerstone of his
|
||||
daily routine. The bread is excellent, but it is the brief
|
||||
human connection that keeps him coming back.
|
||||
---
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Common prose tags:**
|
||||
- `---perspective`: How a participant views the relationship
|
||||
- `---history`: Background of the relationship
|
||||
- `---dynamics`: How the relationship functions
|
||||
- `---notes`: Design or development notes
|
||||
|
||||
Note: In this syntax, perspective fields are inside participant blocks (not separate `self`/`other` blocks).
|
||||
|
||||
## Complete Examples
|
||||
|
||||
### Simple Friendship
|
||||
|
||||
```storybook
|
||||
relationship Friendship {
|
||||
Martha
|
||||
NeighborBaker
|
||||
|
||||
bond: 0.6
|
||||
years_known: 10
|
||||
}
|
||||
```
|
||||
|
||||
### Marriage with Roles
|
||||
|
||||
```storybook
|
||||
relationship Marriage {
|
||||
Martha as spouse
|
||||
David as spouse
|
||||
|
||||
bond: 0.9
|
||||
anniversary: "2015-06-20"
|
||||
children: 2
|
||||
}
|
||||
```
|
||||
|
||||
### Parent-Child with Perspectives
|
||||
|
||||
```storybook
|
||||
relationship ParentChild {
|
||||
Martha as parent self {
|
||||
responsibility: 1.0
|
||||
protective: 0.9
|
||||
anxiety_level: 0.6
|
||||
} other {
|
||||
dependent: 0.8
|
||||
mature_for_age: 0.7
|
||||
}
|
||||
|
||||
Tommy as child self {
|
||||
seeks_independence: 0.7
|
||||
appreciates_parent: 0.9
|
||||
} other {
|
||||
feels_understood: 0.6
|
||||
wants_more_freedom: 0.8
|
||||
}
|
||||
|
||||
bond: 0.95
|
||||
years_together: 8
|
||||
}
|
||||
```
|
||||
|
||||
### Employer-Employee
|
||||
|
||||
```storybook
|
||||
relationship EmployerEmployee {
|
||||
Martha as employer self {
|
||||
authority: 0.9
|
||||
satisfaction_with_employee: 0.85
|
||||
} other {
|
||||
respect: 0.8
|
||||
trust: 0.85
|
||||
}
|
||||
|
||||
Elena as employee self {
|
||||
job_satisfaction: 0.8
|
||||
career_growth: 0.7
|
||||
} other {
|
||||
respects_boss: 0.9
|
||||
appreciates_flexibility: 0.95
|
||||
}
|
||||
|
||||
workplace: "Martha's Bakery"
|
||||
salary: 45000
|
||||
employment_start: "2023-01-15"
|
||||
}
|
||||
```
|
||||
|
||||
### Complex Multi-Perspective
|
||||
|
||||
```storybook
|
||||
relationship MentorApprentice {
|
||||
Martha {
|
||||
role: mentor
|
||||
teaching_style: "patient"
|
||||
investment: 0.9
|
||||
|
||||
---perspective
|
||||
Martha sees Elena as the daughter she might have had in
|
||||
the trade. She recognizes the same passion she felt at
|
||||
that age and pushes Elena harder because she knows the
|
||||
talent is there. Every correction comes from love.
|
||||
---
|
||||
}
|
||||
|
||||
Elena {
|
||||
role: apprentice
|
||||
dedication: 0.9
|
||||
anxiety: 0.4
|
||||
|
||||
---perspective
|
||||
Elena idolizes Martha's skill but fears disappointing
|
||||
her. Every morning she arrives thirty minutes early to
|
||||
practice techniques before Martha gets in. She keeps a
|
||||
notebook of every correction, reviewing them each night.
|
||||
|
||||
"I want to be half as good as her someday" -- this quiet
|
||||
ambition drives everything Elena does.
|
||||
---
|
||||
}
|
||||
|
||||
bond: 0.85
|
||||
}
|
||||
```
|
||||
|
||||
### Business Rivalry
|
||||
|
||||
```storybook
|
||||
relationship BakeryRivalry {
|
||||
Martha {
|
||||
role: established_baker
|
||||
aware_of_competition: true
|
||||
respects_rival: 0.6
|
||||
|
||||
---perspective
|
||||
Martha views the new bakery across town as healthy
|
||||
competition. She respects their pastry work but knows
|
||||
her sourdough is unmatched. The rivalry pushes her to
|
||||
keep innovating.
|
||||
---
|
||||
}
|
||||
|
||||
RivalBaker {
|
||||
role: newcomer
|
||||
wants_to_surpass: true
|
||||
studies_martha: 0.8
|
||||
|
||||
---perspective
|
||||
The rival baker moved to town specifically because of
|
||||
Martha's reputation. They study her techniques, buy her
|
||||
bread to analyze it, and dream of the day a customer
|
||||
chooses their loaf over Martha's sourdough.
|
||||
---
|
||||
}
|
||||
|
||||
bond: 0.3
|
||||
}
|
||||
```
|
||||
|
||||
### Multi-Party Family
|
||||
|
||||
```storybook
|
||||
relationship BakerFamily {
|
||||
Martha as parent
|
||||
David as parent
|
||||
Tommy as child
|
||||
Elena as child
|
||||
|
||||
household: "Baker Residence"
|
||||
family_bond: 0.95
|
||||
dinner_time: 18:00
|
||||
|
||||
---dynamics
|
||||
A loving queer family running a bakery together. Martha and
|
||||
David met at culinary school, married, and adopted Tommy and
|
||||
Elena. The whole family works at the bakery on weekends.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Co-Owners Partnership
|
||||
|
||||
```storybook
|
||||
relationship BakeryPartnership {
|
||||
Martha {
|
||||
role: co_owner
|
||||
specialty: "bread"
|
||||
handles_finances: true
|
||||
|
||||
---perspective
|
||||
Martha and Jane complement each other perfectly. Martha
|
||||
handles the bread and business side while Jane creates
|
||||
the pastries that draw customers in. Together they have
|
||||
built something neither could alone.
|
||||
---
|
||||
}
|
||||
|
||||
Jane {
|
||||
role: co_owner
|
||||
specialty: "pastries"
|
||||
handles_creativity: true
|
||||
|
||||
---perspective
|
||||
Jane considers Martha the steady foundation of their
|
||||
partnership. While Jane experiments and creates, Martha
|
||||
ensures the bakery runs like clockwork. Their different
|
||||
strengths make the bakery stronger.
|
||||
---
|
||||
}
|
||||
|
||||
bond: 0.9
|
||||
}
|
||||
```
|
||||
|
||||
## Participant Types
|
||||
|
||||
Participants can be:
|
||||
|
||||
1. **Characters**: Most common
|
||||
2. **Institutions**: Organizations in relationships
|
||||
3. **Locations**: Less common, but valid (e.g., "GuardianOfPlace")
|
||||
|
||||
```storybook
|
||||
relationship GuildMembership {
|
||||
Elena as member
|
||||
BakersGuild as organization
|
||||
|
||||
membership_since: "2023-01-01"
|
||||
standing: "good"
|
||||
dues_paid: true
|
||||
}
|
||||
```
|
||||
|
||||
## Field Resolution
|
||||
|
||||
When a relationship is resolved, fields are merged:
|
||||
|
||||
1. **Relationship shared fields** apply to all participants
|
||||
2. **Participant `self` blocks** apply to that participant
|
||||
3. **Participant `other` blocks** describe how that participant views others
|
||||
|
||||
**Example:**
|
||||
```storybook
|
||||
relationship Example {
|
||||
Martha as friend self {
|
||||
loyalty: 0.9
|
||||
} other {
|
||||
trust: 0.8
|
||||
}
|
||||
Gregory as friend
|
||||
|
||||
bond: 0.85
|
||||
}
|
||||
```
|
||||
|
||||
**Resolution:**
|
||||
- Martha gets: `loyalty: 0.9` (from self), `trust: 0.8` (towards Gregory, from other), `bond: 0.85` (shared)
|
||||
- Gregory gets: `bond: 0.85` (shared)
|
||||
- Relationship gets: `bond: 0.85`
|
||||
|
||||
## Validation Rules
|
||||
|
||||
1. **At least two participants**: Relationships require ≥2 participants
|
||||
2. **Participants exist**: All participant names must reference defined entities
|
||||
3. **Unique participant names**: Each participant appears at most once
|
||||
4. **Field type consistency**: Fields must have valid value types
|
||||
5. **No circular relationships**: Avoid infinite relationship chains (warning)
|
||||
6. **Self/other completeness**: If using `self`/`other`, both blocks should be present (best practice)
|
||||
|
||||
## Use Cases
|
||||
|
||||
### Social Networks
|
||||
|
||||
```storybook
|
||||
relationship BakerFriendship {
|
||||
Martha
|
||||
Gregory
|
||||
bond: 0.8
|
||||
}
|
||||
|
||||
relationship SupplierPartnership {
|
||||
Martha
|
||||
Farmer_Jenkins
|
||||
bond: 0.7
|
||||
}
|
||||
|
||||
relationship BakeryRivalry {
|
||||
Martha
|
||||
RivalBaker
|
||||
bond: 0.2
|
||||
competitive: true
|
||||
}
|
||||
```
|
||||
|
||||
### Family Structures
|
||||
|
||||
```storybook
|
||||
relationship ParentChild {
|
||||
Martha as parent
|
||||
Tommy as child
|
||||
bond: 0.95
|
||||
}
|
||||
|
||||
relationship Siblings {
|
||||
Tommy as older_sibling
|
||||
Elena as younger_sibling
|
||||
bond: 0.85
|
||||
rivalry: 0.3
|
||||
}
|
||||
```
|
||||
|
||||
### Power Dynamics
|
||||
|
||||
```storybook
|
||||
relationship Vassalage {
|
||||
King as lord self {
|
||||
grants: "protection"
|
||||
expects: "loyalty"
|
||||
} other {
|
||||
trusts: 0.6
|
||||
}
|
||||
|
||||
Knight as vassal self {
|
||||
swears: "fealty"
|
||||
expects: "land"
|
||||
} other {
|
||||
respects: 0.9
|
||||
}
|
||||
|
||||
oath_date: "1205-03-15"
|
||||
}
|
||||
```
|
||||
|
||||
### Asymmetric Awareness
|
||||
|
||||
```storybook
|
||||
relationship StalkingVictim {
|
||||
Stalker as pursuer self {
|
||||
obsession: 0.95
|
||||
distance_maintained: 50 // meters
|
||||
} other {
|
||||
believes_unnoticed: true
|
||||
}
|
||||
|
||||
Victim as unaware_target self {
|
||||
awareness: 0.0
|
||||
}
|
||||
|
||||
danger_level: 0.8
|
||||
}
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Use Descriptive Relationship Names
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
relationship R1 { ... }
|
||||
relationship MarthaGregory { ... }
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
relationship Friendship { ... }
|
||||
relationship ParentChild { ... }
|
||||
relationship MentorApprentice { ... }
|
||||
```
|
||||
|
||||
### 2. Use Roles for Clarity
|
||||
|
||||
```storybook
|
||||
relationship Marriage {
|
||||
Martha as spouse
|
||||
David as spouse
|
||||
}
|
||||
```
|
||||
|
||||
Better than:
|
||||
```storybook
|
||||
relationship Marriage {
|
||||
Martha
|
||||
David
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Shared Fields for Mutual Properties
|
||||
|
||||
```storybook
|
||||
relationship Partnership {
|
||||
Martha
|
||||
Jane
|
||||
|
||||
bond: 0.9 // Mutual bond
|
||||
years_together: 5 // Shared history
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Self/Other for Perspectives
|
||||
|
||||
```storybook
|
||||
relationship TeacherStudent {
|
||||
Teacher as mentor self {
|
||||
patience: 0.8
|
||||
} other {
|
||||
potential: 0.9
|
||||
}
|
||||
|
||||
Student as learner self {
|
||||
motivation: 0.7
|
||||
} other {
|
||||
admiration: 0.95
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 5. Prose Blocks for Rich Context
|
||||
|
||||
```storybook
|
||||
relationship ComplexDynamic {
|
||||
Martha { ... }
|
||||
Jane { ... }
|
||||
|
||||
---dynamics
|
||||
Their relationship is characterized by mutual respect but
|
||||
divergent goals. Martha focuses on traditional bread while Jane
|
||||
pushes for experimental pastries, creating creative tension.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Characters](./10-characters.md) - Participants are typically characters
|
||||
- [Institutions](./16-other-declarations.md#institutions) - Institutions can participate
|
||||
- [Value Types](./18-value-types.md) - Field value types
|
||||
- [Expression Language](./17-expressions.md) - Querying relationships
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- **Bidirectional modeling**: `self`/`other` blocks enable asymmetric perspectives
|
||||
- **Social simulation**: Relationships drive character interactions
|
||||
- **Narrative depth**: Prose blocks embed storytelling in relationship data
|
||||
- **Power dynamics**: Roles and perspective fields model hierarchies
|
||||
- **Emotional bonds**: Bond strength and trust metrics quantify connections
|
||||
950
docs/reference/16-other-declarations.md
Normal file
950
docs/reference/16-other-declarations.md
Normal file
@@ -0,0 +1,950 @@
|
||||
# Other Declarations
|
||||
|
||||
This chapter covers six utility declaration types that complete the Storybook language: Templates, Institutions, Locations, Species, Enums, and Use statements. These declarations enable code reuse, organizational modeling, world-building, type safety, and modular file organization.
|
||||
|
||||
---
|
||||
|
||||
## Templates
|
||||
|
||||
Templates are reusable field sets that characters inherit using the `from` keyword. Unlike [species](./10-characters.md#species-optional) (which define what an entity *is*), templates define what an entity *has*—capabilities, traits, and characteristics.
|
||||
|
||||
### Syntax
|
||||
|
||||
```bnf
|
||||
<template-decl> ::= "template" <identifier> <strict-clause>? <resource-links>? <includes-clause>? <body>
|
||||
|
||||
<strict-clause> ::= "strict"
|
||||
|
||||
<resource-links> ::= "uses" "behaviors" ":" <behavior-list>
|
||||
| "uses" "schedule" ":" <schedule-ref>
|
||||
| "uses" "schedules" ":" <schedule-list>
|
||||
|
||||
<includes-clause> ::= "include" <identifier> ("," <identifier>)*
|
||||
|
||||
<body> ::= "{" <field>* "}"
|
||||
|
||||
<field> ::= <identifier> ":" <value>
|
||||
```
|
||||
|
||||
### Basic Template
|
||||
|
||||
```storybook
|
||||
template Warrior {
|
||||
strength: 10..20
|
||||
dexterity: 8..15
|
||||
weapon_proficiency: 0.7..1.0
|
||||
}
|
||||
```
|
||||
|
||||
Characters inheriting this template get these fields with values selected from the specified ranges.
|
||||
|
||||
### Template Includes
|
||||
|
||||
Templates can include other templates to compose functionality:
|
||||
|
||||
```storybook
|
||||
template SkilledWorker {
|
||||
skill_level: SkillLevel
|
||||
confidence: Confidence
|
||||
years_experience: 0..50
|
||||
can_work_independently: false
|
||||
}
|
||||
|
||||
template Baker {
|
||||
include SkilledWorker
|
||||
|
||||
specialty: Specialty
|
||||
recipes_mastered: 0..200
|
||||
sourdough_starter_health: 0.0..1.0
|
||||
}
|
||||
```
|
||||
|
||||
**Semantics:**
|
||||
- `include SkilledWorker` brings in all fields from that template
|
||||
- Fields are merged left-to-right (later overrides earlier)
|
||||
- Transitive includes supported
|
||||
- Multiple includes allowed: `include A, B, C`
|
||||
|
||||
### Range Values
|
||||
|
||||
Templates can specify ranges for procedural variation:
|
||||
|
||||
```storybook
|
||||
template Villager {
|
||||
age: 18..65
|
||||
wealth: 10..100
|
||||
height: 150.0..190.0
|
||||
disposition: 0.0..1.0
|
||||
}
|
||||
```
|
||||
|
||||
**Range syntax:**
|
||||
- Integer ranges: `min..max` (inclusive)
|
||||
- Float ranges: `min..max` (inclusive)
|
||||
- Both bounds must be same type
|
||||
- min ≤ max required
|
||||
|
||||
When a character uses this template, the runtime selects specific values within each range.
|
||||
|
||||
### Strict Mode
|
||||
|
||||
Strict templates enforce that characters using them can only have fields defined in the template:
|
||||
|
||||
```storybook
|
||||
template RecipeCard strict {
|
||||
include SkilledWorker
|
||||
|
||||
recipe_name: string
|
||||
difficulty: Difficulty
|
||||
prep_time_minutes: 10..180
|
||||
requires_starter: false
|
||||
}
|
||||
```
|
||||
|
||||
**Strict semantics:**
|
||||
- Characters using strict templates cannot add extra fields
|
||||
- All template fields must be present in the character
|
||||
- Enables type safety for well-defined schemas
|
||||
- Use for controlled domains (game cards, rigid categories)
|
||||
|
||||
**Non-strict (default):**
|
||||
```storybook
|
||||
template Flexible {
|
||||
base_stat: 10
|
||||
}
|
||||
|
||||
character Custom from Flexible {
|
||||
base_stat: 15 // Override
|
||||
extra_field: 42 // Allowed in non-strict
|
||||
}
|
||||
```
|
||||
|
||||
**Strict:**
|
||||
```storybook
|
||||
template Rigid strict {
|
||||
required_stat: 10
|
||||
}
|
||||
|
||||
character Constrained from Rigid {
|
||||
required_stat: 15 // OK: Override
|
||||
extra_field: 42 // ERROR: Not allowed in strict template
|
||||
}
|
||||
```
|
||||
|
||||
### Resource Linking in Templates
|
||||
|
||||
Templates can link to behaviors and schedules (v0.2.0+):
|
||||
|
||||
```storybook
|
||||
template BakeryStaffMember
|
||||
uses behaviors: DailyBakingRoutine, CustomerService
|
||||
uses schedule: BakerySchedule
|
||||
{
|
||||
include SkilledWorker
|
||||
|
||||
on_shift: true
|
||||
orders_completed: 0..1000
|
||||
current_station: 0..4
|
||||
}
|
||||
```
|
||||
|
||||
Characters inheriting this template automatically get the linked behaviors and schedule.
|
||||
|
||||
### Templates vs. Species
|
||||
|
||||
| Aspect | Templates (`from`) | Species (`:`) |
|
||||
|--------|-------------------|---------------|
|
||||
| Semantics | What entity *has* | What entity *is* |
|
||||
| Cardinality | Multiple inheritance | Single inheritance |
|
||||
| Ranges | Allowed | Not allowed |
|
||||
| Strict mode | Supported | Not supported |
|
||||
| Use case | Compositional traits | Ontological identity |
|
||||
|
||||
**Example combining both:**
|
||||
```storybook
|
||||
species Dragon {
|
||||
lifespan: 1000
|
||||
can_fly: true
|
||||
}
|
||||
|
||||
template Hoarder {
|
||||
treasure_value: 0..1000000
|
||||
greed_level: 0.5..1.0
|
||||
}
|
||||
|
||||
character Smaug: Dragon from Hoarder {
|
||||
age: 850
|
||||
greed_level: 0.95
|
||||
}
|
||||
```
|
||||
|
||||
### Validation Rules
|
||||
|
||||
1. **Includes exist**: All included templates must be defined
|
||||
2. **No circular includes**: Cannot form cycles
|
||||
3. **Range validity**: min ≤ max for all ranges
|
||||
4. **Strict enforcement**: Strict templates reject extra fields in characters
|
||||
5. **Resource links valid**: Behavior/schedule references must resolve
|
||||
|
||||
---
|
||||
|
||||
## Institutions
|
||||
|
||||
Institutions define organizations, groups, and systems—entities that function like characters but represent collectives rather than individuals.
|
||||
|
||||
### Syntax
|
||||
|
||||
```bnf
|
||||
<institution-decl> ::= "institution" <identifier> <resource-links>? <body>
|
||||
|
||||
<resource-links> ::= "uses" "behaviors" ":" <behavior-list>
|
||||
| "uses" "schedule" ":" <schedule-ref>
|
||||
| "uses" "schedules" ":" <schedule-list>
|
||||
|
||||
<body> ::= "{" <field>* <prose-block>* "}"
|
||||
```
|
||||
|
||||
### Basic Institution
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
members: 50
|
||||
founded: "1450-03-15"
|
||||
reputation: 0.85
|
||||
}
|
||||
```
|
||||
|
||||
### Institutions with Fields
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: professional_guild
|
||||
government_style: elected_board
|
||||
hierarchy: flat
|
||||
standards_enforcement: true
|
||||
|
||||
// Leadership
|
||||
board_chair: Martha
|
||||
vice_chair: Henri
|
||||
board_temperament: collegial
|
||||
|
||||
// Membership
|
||||
master_bakers: 12
|
||||
journeymen: 25
|
||||
apprentices: 8
|
||||
honorary_members: 3
|
||||
|
||||
// Standards
|
||||
certification_process: "practical exam and peer review"
|
||||
quality_standard: "excellence"
|
||||
annual_competition: true
|
||||
scholarships_offered: 2
|
||||
|
||||
---description
|
||||
The local bakers' guild that sets quality standards, organizes
|
||||
competitions, and mentors apprentices. Martha has been a board
|
||||
member for three years.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Resource Linking
|
||||
|
||||
Institutions can use behaviors and schedules:
|
||||
|
||||
```storybook
|
||||
institution MarthasBakery
|
||||
uses behaviors: DailyBakingRoutine, CustomerService
|
||||
uses schedule: BakerySchedule
|
||||
{
|
||||
type: small_business
|
||||
purpose: bread_and_pastry_production
|
||||
family_owned: true
|
||||
established: 2018
|
||||
|
||||
permanent_staff: 4
|
||||
seasonal_helpers: 0..3
|
||||
|
||||
---description
|
||||
A beloved neighborhood bakery run by Martha and Jane,
|
||||
known for its sourdough bread and artisan pastries.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Prose Blocks
|
||||
|
||||
Institutions support rich narrative documentation:
|
||||
|
||||
```storybook
|
||||
institution TownCulinaryScene {
|
||||
type: cultural_ecosystem
|
||||
governs: "local food culture"
|
||||
|
||||
// Characteristics
|
||||
farm_to_table: true
|
||||
artisan_focus: strong
|
||||
seasonal_menus: true
|
||||
community_events: monthly
|
||||
|
||||
---description
|
||||
The overarching culinary culture of the town -- a network
|
||||
of bakeries, farms, and food artisans that sustain each other.
|
||||
---
|
||||
|
||||
---philosophy
|
||||
The town's food scene operates on relationships: farmers
|
||||
supply bakers, bakers feed families, families support farms.
|
||||
Quality and trust are the currency of this ecosystem.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Use Cases
|
||||
|
||||
- **Organizations**: Guilds, companies, governments
|
||||
- **Systems**: Magical systems, physical laws, economies
|
||||
- **Social structures**: Families, tribes, castes
|
||||
- **Abstract entities**: Dream logic, fate, chaos
|
||||
|
||||
### Validation Rules
|
||||
|
||||
1. **Unique names**: Institution names must be unique
|
||||
2. **Resource links valid**: Behaviors/schedules must exist
|
||||
3. **Field types**: All fields must have valid values
|
||||
|
||||
---
|
||||
|
||||
## Locations
|
||||
|
||||
Locations define places in your world—rooms, buildings, cities, landscapes, or abstract spaces.
|
||||
|
||||
### Syntax
|
||||
|
||||
```bnf
|
||||
<location-decl> ::= "location" <identifier> <body>
|
||||
|
||||
<body> ::= "{" <field>* <prose-block>* "}"
|
||||
```
|
||||
|
||||
### Basic Location
|
||||
|
||||
```storybook
|
||||
location MarthasBakery {
|
||||
square_feet: 1200
|
||||
type: commercial
|
||||
established: "2018"
|
||||
has_storefront: true
|
||||
|
||||
---description
|
||||
A warm, inviting bakery on Main Street. The aroma of fresh
|
||||
bread wafts out the door every morning. Exposed brick walls,
|
||||
a glass display case, and a view into the open kitchen.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Location with Structure
|
||||
|
||||
```storybook
|
||||
location BakeryKitchen {
|
||||
type: "commercial kitchen"
|
||||
ovens: 3
|
||||
prep_stations: 4
|
||||
walk_in_cooler: true
|
||||
|
||||
// Equipment
|
||||
has_proofing_cabinet: true
|
||||
mixer_capacity_kg: 20
|
||||
starter_shelf: true
|
||||
|
||||
// Storage
|
||||
flour_bins: 6
|
||||
ingredient_shelves: 12
|
||||
cold_storage: true
|
||||
|
||||
---description
|
||||
The heart of the bakery. Three professional ovens line the
|
||||
back wall. The sourdough starter sits on a shelf near the
|
||||
warmest oven, bubbling contentedly in its ceramic crock.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Geographic Hierarchy
|
||||
|
||||
Locations can reference other locations:
|
||||
|
||||
```storybook
|
||||
location MainStreet {
|
||||
type: commercial_district
|
||||
shops: 15
|
||||
foot_traffic: high
|
||||
}
|
||||
|
||||
location BakeryStorefront {
|
||||
part_of: MainStreet
|
||||
seating_capacity: 12
|
||||
display_case: true
|
||||
|
||||
---description
|
||||
The customer-facing area with a glass display case full
|
||||
of fresh bread, pastries, and seasonal specials.
|
||||
---
|
||||
}
|
||||
|
||||
location FarmersMarket {
|
||||
part_of: MainStreet
|
||||
operates_on: saturday
|
||||
stalls: 30
|
||||
|
||||
---description
|
||||
The weekly Saturday market where Martha sells bread directly
|
||||
to the community. Her stall is always the first to sell out.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Location with State
|
||||
|
||||
```storybook
|
||||
location BakeryWarehouse {
|
||||
temperature: controlled
|
||||
square_feet: 400
|
||||
humidity_controlled: true
|
||||
shelving_units: 8
|
||||
|
||||
// Storage state
|
||||
flour_stock_kg: 200
|
||||
yeast_supply_days: 14
|
||||
packaging_materials: true
|
||||
|
||||
---description
|
||||
The storage area behind the kitchen. Climate-controlled to
|
||||
keep flour dry and ingredients fresh. Martha takes inventory
|
||||
every Monday morning.
|
||||
---
|
||||
|
||||
---logistics
|
||||
Deliveries arrive Tuesday and Friday mornings. The walk-in
|
||||
cooler holds butter, eggs, and cream. Dry goods are rotated
|
||||
on a first-in-first-out basis.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Use Cases
|
||||
|
||||
- **Physical places**: Cities, buildings, rooms
|
||||
- **Geographic features**: Mountains, rivers, forests
|
||||
- **Abstract spaces**: Dream realms, pocket dimensions
|
||||
- **Game boards**: Arenas, dungeons, maps
|
||||
|
||||
### Validation Rules
|
||||
|
||||
1. **Unique names**: Location names must be unique
|
||||
2. **Field types**: All fields must have valid values
|
||||
3. **References valid**: Location references (like `part_of`) should resolve
|
||||
|
||||
---
|
||||
|
||||
## Species
|
||||
|
||||
Species define the fundamental ontological categories of beings. A species represents what an entity *is* at its core—human, dragon, sentient tree, animated playing card.
|
||||
|
||||
### Syntax
|
||||
|
||||
```bnf
|
||||
<species-decl> ::= "species" <identifier> <includes-clause>? <body>
|
||||
|
||||
<includes-clause> ::= "includes" <identifier> ("," <identifier>)*
|
||||
|
||||
<body> ::= "{" <field>* <prose-block>* "}"
|
||||
```
|
||||
|
||||
### Basic Species
|
||||
|
||||
```storybook
|
||||
species Human {
|
||||
lifespan: 70
|
||||
|
||||
---description
|
||||
Bipedal mammals with complex language and tool use.
|
||||
Highly variable in cultures and capabilities.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Species with Includes
|
||||
|
||||
Species can include other species for composition:
|
||||
|
||||
```storybook
|
||||
species Mammal {
|
||||
warm_blooded: true
|
||||
has_fur: true
|
||||
}
|
||||
|
||||
species Primate includes Mammal {
|
||||
opposable_thumbs: true
|
||||
sapience_potential: 0.5..1.0
|
||||
}
|
||||
|
||||
species Human includes Primate {
|
||||
sapience_potential: 1.0
|
||||
language_complexity: "high"
|
||||
|
||||
---description
|
||||
Highly intelligent primates with advanced tool use.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Field Resolution with Includes
|
||||
|
||||
When a species includes others, fields are merged in declaration order:
|
||||
|
||||
1. **Base species** (leftmost in `includes`)
|
||||
2. **Middle species**
|
||||
3. **Rightmost species**
|
||||
4. **Current species** (highest priority)
|
||||
|
||||
Example:
|
||||
```storybook
|
||||
species Aquatic {
|
||||
breathes_underwater: true
|
||||
speed_in_water: 2.0
|
||||
}
|
||||
|
||||
species Reptile {
|
||||
cold_blooded: true
|
||||
speed_in_water: 1.0
|
||||
}
|
||||
|
||||
species SeaTurtle includes Aquatic, Reptile {
|
||||
has_shell: true
|
||||
speed_in_water: 1.5 // Overrides both
|
||||
}
|
||||
|
||||
// Resolved:
|
||||
// breathes_underwater: true (from Aquatic)
|
||||
// cold_blooded: true (from Reptile)
|
||||
// speed_in_water: 1.5 (SeaTurtle overrides Reptile overrides Aquatic)
|
||||
// has_shell: true (from SeaTurtle)
|
||||
```
|
||||
|
||||
### Species vs. Templates
|
||||
|
||||
| Aspect | Species (`:`) | Templates (`from`) |
|
||||
|--------|--------------|-------------------|
|
||||
| Question | "What *is* it?" | "What *traits* does it have?" |
|
||||
| Cardinality | One per character | Zero or more |
|
||||
| Inheritance | `includes` (species → species) | Characters inherit from templates |
|
||||
| Variation | Concrete defaults | Ranges allowed |
|
||||
| Example | `species Human` | `template Warrior` |
|
||||
|
||||
**When to use species:**
|
||||
```storybook
|
||||
species Dragon {
|
||||
lifespan: 1000
|
||||
can_fly: true
|
||||
breathes_fire: true
|
||||
}
|
||||
|
||||
character Smaug: Dragon {
|
||||
age: 850 // Smaug IS a Dragon
|
||||
}
|
||||
```
|
||||
|
||||
**When to use templates:**
|
||||
```storybook
|
||||
template Hoarder {
|
||||
treasure_value: 0..1000000
|
||||
greed_level: 0.5..1.0
|
||||
}
|
||||
|
||||
character Smaug: Dragon from Hoarder {
|
||||
greed_level: 0.95 // Smaug HAS hoarder traits
|
||||
}
|
||||
```
|
||||
|
||||
### Design Pattern: Prefer Composition Over Deep Hierarchies
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
species Being { ... }
|
||||
species LivingBeing includes Being { ... }
|
||||
species Animal includes LivingBeing { ... }
|
||||
species Vertebrate includes Animal { ... }
|
||||
species Mammal includes Vertebrate { ... }
|
||||
species Primate includes Mammal { ... }
|
||||
species Human includes Primate { ... } // Too deep!
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
species Mammal {
|
||||
warm_blooded: true
|
||||
live_birth: true
|
||||
}
|
||||
|
||||
species Human includes Mammal {
|
||||
sapient: true
|
||||
}
|
||||
|
||||
// Use templates for capabilities
|
||||
template Climber { ... }
|
||||
template SocialCreature { ... }
|
||||
|
||||
character Jane: Human from Climber, SocialCreature { ... }
|
||||
```
|
||||
|
||||
### Validation Rules
|
||||
|
||||
1. **Unique names**: Species names must be unique
|
||||
2. **No circular includes**: Cannot form cycles
|
||||
3. **Includes exist**: All included species must be defined
|
||||
4. **Field types**: All fields must have valid values
|
||||
|
||||
---
|
||||
|
||||
## Enums
|
||||
|
||||
Enums define controlled vocabularies—fixed sets of named values. They enable type-safe categorization and validation.
|
||||
|
||||
### Syntax
|
||||
|
||||
```bnf
|
||||
<enum-decl> ::= "enum" <identifier> "{" <variant>+ "}"
|
||||
|
||||
<variant> ::= <identifier> ","?
|
||||
```
|
||||
|
||||
### Basic Enum
|
||||
|
||||
```storybook
|
||||
enum Size {
|
||||
tiny,
|
||||
small,
|
||||
normal,
|
||||
large,
|
||||
huge
|
||||
}
|
||||
```
|
||||
|
||||
### Using Enums
|
||||
|
||||
Enums are used as field values throughout the system:
|
||||
|
||||
```storybook
|
||||
character Martha: Human {
|
||||
skill_level: master // References SkillLevel enum
|
||||
specialty: sourdough // References Specialty enum
|
||||
}
|
||||
```
|
||||
|
||||
### Common Enum Patterns
|
||||
|
||||
**Emotional States:**
|
||||
```storybook
|
||||
enum EmotionalState {
|
||||
curious,
|
||||
frightened,
|
||||
confused,
|
||||
brave,
|
||||
angry,
|
||||
melancholy,
|
||||
amused
|
||||
}
|
||||
```
|
||||
|
||||
**Card Suits:**
|
||||
```storybook
|
||||
enum CardSuit {
|
||||
hearts,
|
||||
diamonds,
|
||||
clubs,
|
||||
spades
|
||||
}
|
||||
|
||||
enum CardRank {
|
||||
two, three, four, five, six, seven, eight, nine, ten,
|
||||
knave, queen, king
|
||||
}
|
||||
```
|
||||
|
||||
**Time States:**
|
||||
```storybook
|
||||
enum TimeState {
|
||||
normal,
|
||||
frozen,
|
||||
reversed,
|
||||
accelerated
|
||||
}
|
||||
```
|
||||
|
||||
**Government Types:**
|
||||
```storybook
|
||||
enum GovernmentType {
|
||||
monarchy,
|
||||
democracy,
|
||||
anarchy,
|
||||
tyranny,
|
||||
oligarchy
|
||||
}
|
||||
|
||||
enum GovernmentStyle {
|
||||
absolute_tyranny,
|
||||
benevolent_dictatorship,
|
||||
constitutional_monarchy,
|
||||
direct_democracy,
|
||||
representative_democracy
|
||||
}
|
||||
```
|
||||
|
||||
### Calendar Enums (Configurable)
|
||||
|
||||
Define custom calendars for your world:
|
||||
|
||||
```storybook
|
||||
enum Season {
|
||||
spring,
|
||||
summer,
|
||||
fall,
|
||||
winter
|
||||
}
|
||||
|
||||
enum DayOfWeek {
|
||||
monday,
|
||||
tuesday,
|
||||
wednesday,
|
||||
thursday,
|
||||
friday,
|
||||
saturday,
|
||||
sunday
|
||||
}
|
||||
|
||||
enum Month {
|
||||
january, february, march, april,
|
||||
may, june, july, august,
|
||||
september, october, november, december
|
||||
}
|
||||
```
|
||||
|
||||
**Custom calendars:**
|
||||
```storybook
|
||||
enum EightSeasons {
|
||||
deep_winter,
|
||||
late_winter,
|
||||
early_spring,
|
||||
late_spring,
|
||||
early_summer,
|
||||
late_summer,
|
||||
early_fall,
|
||||
late_fall
|
||||
}
|
||||
```
|
||||
|
||||
### Validation Integration
|
||||
|
||||
Enums enable compile-time validation:
|
||||
|
||||
```storybook
|
||||
enum Size {
|
||||
tiny, small, normal, large, huge
|
||||
}
|
||||
|
||||
character Martha {
|
||||
skill_level: medium // ERROR: 'medium' not in SkillLevel enum
|
||||
}
|
||||
```
|
||||
|
||||
### Use Cases
|
||||
|
||||
- **Controlled vocabularies**: Prevent typos and invalid values
|
||||
- **Schema constraints**: Temporal systems, card decks, status types
|
||||
- **Type safety**: Catch errors at compile time
|
||||
- **Documentation**: Enumerate all valid options
|
||||
|
||||
### Validation Rules
|
||||
|
||||
1. **Unique enum names**: Enum names must be unique
|
||||
2. **Unique variants**: Variant names must be unique within the enum
|
||||
3. **Non-empty**: Enums must have at least one variant
|
||||
4. **Valid identifiers**: Variants must follow identifier rules
|
||||
|
||||
---
|
||||
|
||||
## Use Statements
|
||||
|
||||
Use statements import definitions from other files, enabling modular organization and code reuse.
|
||||
|
||||
### Syntax
|
||||
|
||||
```bnf
|
||||
<use-decl> ::= "use" <use-path> <use-kind>
|
||||
|
||||
<use-path> ::= <identifier> ("::" <identifier>)*
|
||||
|
||||
<use-kind> ::= ";" // Single import
|
||||
| "::{" <identifier> ("," <identifier>)* "}" ";" // Grouped import
|
||||
| "::*" ";" // Wildcard import
|
||||
```
|
||||
|
||||
### Single Import
|
||||
|
||||
```storybook
|
||||
use schema::beings::Human;
|
||||
```
|
||||
|
||||
Imports the `Human` species from `schema/beings.sb`.
|
||||
|
||||
### Grouped Import
|
||||
|
||||
```storybook
|
||||
use schema::core_enums::{Size, EmotionalState};
|
||||
```
|
||||
|
||||
Imports multiple items from the same module.
|
||||
|
||||
### Wildcard Import
|
||||
|
||||
```storybook
|
||||
use schema::beings::*;
|
||||
```
|
||||
|
||||
Imports all public items from `schema/beings.sb`.
|
||||
|
||||
### Qualified Paths
|
||||
|
||||
**Module structure:**
|
||||
```
|
||||
examples/alice-in-wonderland/
|
||||
├─ schema/
|
||||
│ ├─ core_enums.sb
|
||||
│ ├─ templates.sb
|
||||
│ └─ beings.sb
|
||||
└─ world/
|
||||
├─ characters/
|
||||
│ └─ alice.sb
|
||||
└─ locations/
|
||||
└─ wonderland_places.sb
|
||||
```
|
||||
|
||||
**In `martha.sb`:**
|
||||
```storybook
|
||||
use schema::core_enums::{SkillLevel, Specialty};
|
||||
use schema::templates::Baker;
|
||||
use schema::beings::Human;
|
||||
|
||||
character Martha: Human from Baker {
|
||||
skill_level: master
|
||||
specialty: sourdough
|
||||
}
|
||||
```
|
||||
|
||||
### Path Resolution
|
||||
|
||||
1. **Relative to file's module path**: Imports are resolved relative to the current file's location
|
||||
2. **Module hierarchy**: `schema::beings` maps to `schema/beings.sb`
|
||||
3. **Transitive imports**: Imported modules can themselves import others
|
||||
|
||||
### Common Patterns
|
||||
|
||||
**Schema organization:**
|
||||
```storybook
|
||||
// In schema/core_enums.sb
|
||||
enum SkillLevel { novice, beginner, intermediate, advanced, master }
|
||||
enum Specialty { sourdough, pastries, cakes, general }
|
||||
|
||||
// In world/characters/martha.sb
|
||||
use schema::core_enums::{SkillLevel, Specialty};
|
||||
```
|
||||
|
||||
**Template composition:**
|
||||
```storybook
|
||||
// In schema/templates.sb
|
||||
template SkilledWorker { ... }
|
||||
template Baker {
|
||||
include SkilledWorker
|
||||
...
|
||||
}
|
||||
|
||||
// In world/characters/martha.sb
|
||||
use schema::templates::Baker;
|
||||
```
|
||||
|
||||
**Cross-file references:**
|
||||
```storybook
|
||||
// In world/characters/martha.sb
|
||||
character Martha { ... }
|
||||
|
||||
// In world/relationships/bakery.sb
|
||||
use world::characters::Martha;
|
||||
|
||||
relationship MarthaAndJane {
|
||||
Martha
|
||||
Jane
|
||||
}
|
||||
```
|
||||
|
||||
### Validation Rules
|
||||
|
||||
1. **Path exists**: Imported paths must reference defined modules/items
|
||||
2. **No circular imports**: Modules cannot form circular dependency chains
|
||||
3. **Valid identifiers**: All path segments must be valid identifiers
|
||||
4. **Grouped import validity**: All items in `{}` must exist
|
||||
|
||||
### Best Practices
|
||||
|
||||
**1. Group related imports:**
|
||||
```storybook
|
||||
use schema::core_enums::{SkillLevel, Specialty, Confidence};
|
||||
use schema::beings::{Human, Cat};
|
||||
```
|
||||
|
||||
**2. Explicit over wildcard:**
|
||||
```storybook
|
||||
// Prefer:
|
||||
use schema::core_enums::{SkillLevel, Specialty};
|
||||
|
||||
// Over:
|
||||
use schema::core_enums::*; // Imports everything
|
||||
```
|
||||
|
||||
**3. Organize by hierarchy:**
|
||||
```storybook
|
||||
// Schema imports first
|
||||
use schema::core_enums::SkillLevel;
|
||||
use schema::templates::Baker;
|
||||
|
||||
// Then world imports
|
||||
use world::characters::Martha;
|
||||
```
|
||||
|
||||
**4. Use qualified paths for clarity:**
|
||||
```storybook
|
||||
character Elena: Human from Baker, Apprentice {
|
||||
// Human is species (from schema::beings)
|
||||
// Baker, Apprentice are templates (from schema::templates)
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Characters](./10-characters.md) - Using templates and species
|
||||
- [Relationships](./15-relationships.md) - Institutions can participate
|
||||
- [Schedules](./14-schedules.md) - Resource linking
|
||||
- [Behavior Trees](./11-behavior-trees.md) - Resource linking
|
||||
- [Value Types](./18-value-types.md) - Field value types
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- **Modularity**: Use statements enable file organization
|
||||
- **Composition**: Templates provide trait-based composition
|
||||
- **Type safety**: Enums prevent invalid values
|
||||
- **World-building**: Locations and institutions model environments
|
||||
- **Ontology**: Species define entity essence
|
||||
311
docs/reference/16a-locations.md
Normal file
311
docs/reference/16a-locations.md
Normal file
@@ -0,0 +1,311 @@
|
||||
# Locations
|
||||
|
||||
Locations define places in your world -- rooms, buildings, cities, landscapes, or abstract spaces. They provide spatial context for characters, events, and narratives.
|
||||
|
||||
---
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<location-decl> ::= "location" <identifier> "{" <field>* <prose-block>* "}"
|
||||
```
|
||||
|
||||
A location declaration consists of:
|
||||
- The `location` keyword
|
||||
- A unique name (identifier)
|
||||
- A body block containing fields and optional prose blocks
|
||||
|
||||
Locations are one of the simpler declaration types -- they hold fields and prose blocks but do not support resource linking (`uses behaviors` / `uses schedule`) like characters or institutions.
|
||||
|
||||
---
|
||||
|
||||
## Basic Location
|
||||
|
||||
The simplest location has a name and descriptive fields:
|
||||
|
||||
```storybook
|
||||
location BakersBakery {
|
||||
type: bakery
|
||||
capacity: 30
|
||||
address: "14 Main Street"
|
||||
open_hours: "06:00-18:00"
|
||||
}
|
||||
```
|
||||
|
||||
Fields can use any [value type](./18-value-types.md): integers, floats, strings, booleans, enums, lists, ranges, and durations.
|
||||
|
||||
---
|
||||
|
||||
## Fields
|
||||
|
||||
Location fields describe properties of the place:
|
||||
|
||||
```storybook
|
||||
location BakerHome {
|
||||
type: residence
|
||||
bedrooms: 3
|
||||
has_garden: true
|
||||
garden_size_sqft: 450.0
|
||||
residents: ["Martha", "David", "Jane"]
|
||||
comfort_level: 0.85
|
||||
}
|
||||
```
|
||||
|
||||
### Common Field Patterns
|
||||
|
||||
| Field | Type | Description |
|
||||
|-------|------|-------------|
|
||||
| `type` | enum/identifier | Category of the place |
|
||||
| `capacity` | integer | How many can be in this place |
|
||||
| `size` | enum/float | Physical size |
|
||||
| `coordinates` | integer/float | Position in a world map |
|
||||
| `accessible` | boolean | Whether characters can enter |
|
||||
|
||||
These are conventions, not enforced schema. You define whatever fields are meaningful for your world.
|
||||
|
||||
---
|
||||
|
||||
## Prose Blocks
|
||||
|
||||
Locations support prose blocks for rich narrative content. Prose blocks are delimited by `---tag` markers:
|
||||
|
||||
```storybook
|
||||
location BakersBakery {
|
||||
type: bakery
|
||||
capacity: 30
|
||||
|
||||
---description
|
||||
A warm, inviting bakery on Main Street. The smell of fresh bread
|
||||
wafts out the door every morning at dawn. Martha has run the shop
|
||||
for fifteen years, and the locals consider it the heart of the
|
||||
neighborhood.
|
||||
---
|
||||
|
||||
---atmosphere
|
||||
Flour dust catches the light from tall windows. A display case
|
||||
holds rows of golden pastries. Behind the counter, the kitchen
|
||||
hums with activity from 4 AM onward.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
**Prose block rules:**
|
||||
- Start with `---tag_name` on its own line
|
||||
- Content is free-form text (Markdown supported)
|
||||
- End with `---` on its own line
|
||||
- The tag name becomes the key for retrieval
|
||||
- Multiple prose blocks per location are allowed
|
||||
- Each tag must be unique within the location
|
||||
|
||||
---
|
||||
|
||||
## Ranges
|
||||
|
||||
Locations can use range values for procedural variation:
|
||||
|
||||
```storybook
|
||||
location MarketSquare {
|
||||
type: outdoor_market
|
||||
stalls: 10..25
|
||||
daily_visitors: 50..200
|
||||
noise_level: 0.4..0.9
|
||||
}
|
||||
```
|
||||
|
||||
When instantiated, values are selected from within the specified range. This is useful for locations that should vary across simulation runs.
|
||||
|
||||
---
|
||||
|
||||
## Lists
|
||||
|
||||
Locations can hold list values:
|
||||
|
||||
```storybook
|
||||
location BakersBakery {
|
||||
type: bakery
|
||||
products: ["sourdough", "croissants", "rye bread", "cinnamon rolls"]
|
||||
equipment: ["stone oven", "mixing station", "proofing cabinet"]
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Referencing Other Entities
|
||||
|
||||
Location fields can reference other declarations by name:
|
||||
|
||||
```storybook
|
||||
location BakersBakery {
|
||||
type: bakery
|
||||
owner: Martha
|
||||
neighborhood: MainStreet
|
||||
part_of: TownCenter
|
||||
}
|
||||
```
|
||||
|
||||
These are identifier references -- they are not validated as cross-references at parse time, but the resolver checks that referenced names exist in the name table.
|
||||
|
||||
---
|
||||
|
||||
## Nested Structure with Fields
|
||||
|
||||
You can model spatial hierarchy using fields:
|
||||
|
||||
```storybook
|
||||
location BakersBakery {
|
||||
type: bakery
|
||||
parent: MainStreet
|
||||
|
||||
// Zones within the bakery
|
||||
has_kitchen: true
|
||||
has_storefront: true
|
||||
has_storage_room: true
|
||||
|
||||
// Dimensions
|
||||
total_sqft: 1200
|
||||
kitchen_sqft: 600
|
||||
storefront_sqft: 400
|
||||
storage_sqft: 200
|
||||
}
|
||||
|
||||
location MainStreet {
|
||||
type: street
|
||||
parent: TownCenter
|
||||
length_meters: 500
|
||||
shops: 12
|
||||
}
|
||||
|
||||
location TownCenter {
|
||||
type: district
|
||||
population: 2000
|
||||
}
|
||||
```
|
||||
|
||||
There is no built-in parent-child relationship for locations -- you model hierarchy through conventional field names like `part_of`, `parent`, or `contains`.
|
||||
|
||||
---
|
||||
|
||||
## Location with Enum Fields
|
||||
|
||||
Use [enums](./16-other-declarations.md#enums) for type-safe categorization:
|
||||
|
||||
```storybook
|
||||
enum PlaceType {
|
||||
residence, shop, workshop, office,
|
||||
park, street, square, church
|
||||
}
|
||||
|
||||
enum Accessibility {
|
||||
public, private, restricted, members_only
|
||||
}
|
||||
|
||||
location BakersBakery {
|
||||
type: shop
|
||||
accessibility: public
|
||||
capacity: 30
|
||||
}
|
||||
|
||||
location BakerHome {
|
||||
type: residence
|
||||
accessibility: private
|
||||
capacity: 8
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Complete Example: Baker Family Locations
|
||||
|
||||
```storybook
|
||||
use schema::enums::{PlaceType, Accessibility};
|
||||
|
||||
location BakersBakery {
|
||||
type: shop
|
||||
accessibility: public
|
||||
owner: Martha
|
||||
address: "14 Main Street"
|
||||
capacity: 30
|
||||
employees: 4
|
||||
established: "2011"
|
||||
specialty: "artisan sourdough"
|
||||
daily_output_loaves: 80..120
|
||||
|
||||
---description
|
||||
Martha Baker's artisan bakery, known throughout town for its
|
||||
sourdough and pastries. The shop opens at 6 AM sharp, and by
|
||||
mid-morning there's usually a line out the door.
|
||||
---
|
||||
|
||||
---history
|
||||
Originally a hardware store, Martha converted the space after
|
||||
winning a local baking competition. The stone oven was imported
|
||||
from France and is the heart of the operation.
|
||||
---
|
||||
}
|
||||
|
||||
location BakerHome {
|
||||
type: residence
|
||||
accessibility: private
|
||||
address: "22 Elm Lane"
|
||||
bedrooms: 4
|
||||
has_garden: true
|
||||
garden_size_sqft: 600
|
||||
residents: ["Martha", "David", "Jane", "Tom"]
|
||||
comfort_level: 0.9
|
||||
|
||||
---description
|
||||
A comfortable family home on a quiet street. The kitchen is
|
||||
oversized (Martha insisted) and there's always something
|
||||
baking, even at home.
|
||||
---
|
||||
}
|
||||
|
||||
location BakersGuildHall {
|
||||
type: office
|
||||
accessibility: members_only
|
||||
address: "7 Guild Row"
|
||||
capacity: 100
|
||||
meeting_room_capacity: 40
|
||||
established: "1892"
|
||||
|
||||
---description
|
||||
The historic headquarters of the Bakers Guild, where trade
|
||||
matters are discussed and apprenticeships are arranged.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Validation Rules
|
||||
|
||||
1. **Unique names**: Location names must be unique within their scope
|
||||
2. **Valid field values**: All fields must have values that conform to [value types](./18-value-types.md)
|
||||
3. **Unique field names**: No duplicate field names within a location
|
||||
4. **Unique prose tags**: No duplicate prose block tags within a location
|
||||
5. **Valid identifiers**: Location names must follow identifier rules (`[a-zA-Z_][a-zA-Z0-9_]*`)
|
||||
|
||||
---
|
||||
|
||||
## Locations vs. Other Declarations
|
||||
|
||||
| Aspect | Locations | Institutions | Characters |
|
||||
|--------|-----------|-------------|------------|
|
||||
| Purpose | Physical/abstract places | Organizations/groups | Individuals |
|
||||
| Resource linking | No | Yes | Yes |
|
||||
| Prose blocks | Yes | Yes | Yes |
|
||||
| Species | No | No | Yes |
|
||||
| Templates | No | No | Yes |
|
||||
|
||||
Locations are intentionally simple. They define *where* things happen. For *who* does things, use [characters](./10-characters.md). For *organizational structures*, use [institutions](./16b-institutions.md).
|
||||
|
||||
---
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Characters](./10-characters.md) -- Characters can reference locations via fields
|
||||
- [Institutions](./16b-institutions.md) -- Institutions can be associated with locations
|
||||
- [Schedules](./14-schedules.md) -- Schedule activities can reference locations
|
||||
- [Value Types](./18-value-types.md) -- All field value types
|
||||
- [Other Declarations](./16-other-declarations.md) -- Overview of all utility declarations
|
||||
- [Validation Rules](./19-validation.md) -- Complete validation reference
|
||||
414
docs/reference/16b-institutions.md
Normal file
414
docs/reference/16b-institutions.md
Normal file
@@ -0,0 +1,414 @@
|
||||
# Institutions
|
||||
|
||||
Institutions define organizations, groups, and systems -- entities that function like characters but represent collectives rather than individuals. Unlike locations (which model *where*), institutions model *what structures and organizations* operate in your world.
|
||||
|
||||
---
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<institution-decl> ::= "institution" <identifier> "{" <institution-body> "}"
|
||||
|
||||
<institution-body> ::= (<field> | <uses-behaviors> | <uses-schedule> | <prose-block>)*
|
||||
|
||||
<uses-behaviors> ::= "uses" "behaviors" ":" "[" <behavior-link> ("," <behavior-link>)* "]"
|
||||
|
||||
<behavior-link> ::= "{" "tree" ":" <path> ","?
|
||||
("when" ":" <expression> ","?)?
|
||||
("priority" ":" <priority-level> ","?)? "}"
|
||||
|
||||
<priority-level> ::= "low" | "normal" | "high" | "critical"
|
||||
|
||||
<uses-schedule> ::= "uses" "schedule" ":" <identifier>
|
||||
| "uses" "schedules" ":" "[" <identifier> ("," <identifier>)* "]"
|
||||
```
|
||||
|
||||
An institution declaration consists of:
|
||||
- The `institution` keyword
|
||||
- A unique name (identifier)
|
||||
- A body block containing fields, resource links, and optional prose blocks
|
||||
|
||||
---
|
||||
|
||||
## Basic Institution
|
||||
|
||||
The simplest institution has a name and descriptive fields:
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
members: 50
|
||||
founded: "1892"
|
||||
reputation: 0.85
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Fields
|
||||
|
||||
Institution fields describe properties of the organization:
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
members: 50
|
||||
founded: "1892"
|
||||
reputation: 0.85
|
||||
dues_annual: 120
|
||||
meeting_frequency: "monthly"
|
||||
accepts_apprentices: true
|
||||
max_apprentices: 10
|
||||
location: BakersGuildHall
|
||||
}
|
||||
```
|
||||
|
||||
### Common Field Patterns
|
||||
|
||||
| Field | Type | Description |
|
||||
|-------|------|-------------|
|
||||
| `type` | enum/identifier | Category of organization |
|
||||
| `members` | integer | Membership count |
|
||||
| `founded` | string | Establishment date |
|
||||
| `reputation` | float | Public standing (0.0-1.0) |
|
||||
| `location` | identifier | Where the institution operates |
|
||||
| `leader` | identifier | Who runs the institution |
|
||||
|
||||
These are conventions -- you define whatever fields make sense for your world.
|
||||
|
||||
---
|
||||
|
||||
## Prose Blocks
|
||||
|
||||
Institutions support prose blocks for rich narrative documentation:
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
members: 50
|
||||
|
||||
---description
|
||||
The Bakers Guild has been the backbone of the town's bread trade
|
||||
since 1892. Members share recipes, arrange apprenticeships, and
|
||||
collectively negotiate flour prices with suppliers.
|
||||
---
|
||||
|
||||
---charter
|
||||
Article I: All members shall maintain the highest standards of
|
||||
baking quality. Article II: Apprentices must complete a three-year
|
||||
training program. Article III: Monthly meetings are mandatory.
|
||||
---
|
||||
|
||||
---traditions
|
||||
Every autumn, the Guild hosts the Great Bake-Off, a competition
|
||||
open to all members. The winner earns the title of Master Baker
|
||||
for the following year.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
**Prose block rules:**
|
||||
- Start with `---tag_name` on its own line
|
||||
- Content is free-form text (Markdown supported)
|
||||
- End with `---` on its own line
|
||||
- Multiple prose blocks per institution are allowed
|
||||
- Each tag must be unique within the institution
|
||||
|
||||
---
|
||||
|
||||
## Resource Linking: Behaviors
|
||||
|
||||
Institutions can link to [behavior trees](./11-behavior-trees.md) using the `uses behaviors` clause. This defines what actions the institution takes as a collective entity.
|
||||
|
||||
### Simple Behavior Linking
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
members: 50
|
||||
|
||||
uses behaviors: [
|
||||
{ tree: ManageApprentices },
|
||||
{ tree: NegotiateSuppliers },
|
||||
{ tree: HostEvents }
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
Each behavior link is an object with a `tree` field referencing a behavior tree by name or path.
|
||||
|
||||
### Behavior Links with Priority
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
|
||||
uses behaviors: [
|
||||
{ tree: ManageApprentices, priority: normal },
|
||||
{ tree: NegotiateSuppliers, priority: high },
|
||||
{ tree: HostEvents, priority: low }
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
Priority levels: `low`, `normal` (default), `high`, `critical`.
|
||||
|
||||
### Conditional Behavior Links
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
|
||||
uses behaviors: [
|
||||
{ tree: ManageApprentices },
|
||||
{ tree: NegotiateSuppliers, priority: high },
|
||||
{ tree: EmergencyMeeting, when: reputation < 0.3, priority: critical }
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
The `when` clause takes an [expression](./17-expressions.md) that determines when the behavior activates.
|
||||
|
||||
### Behavior Link Fields
|
||||
|
||||
| Field | Required | Type | Description |
|
||||
|-------|----------|------|-------------|
|
||||
| `tree` | Yes | path | Reference to a behavior tree |
|
||||
| `priority` | No | priority level | Execution priority (default: `normal`) |
|
||||
| `when` | No | expression | Activation condition |
|
||||
|
||||
---
|
||||
|
||||
## Resource Linking: Schedules
|
||||
|
||||
Institutions can link to [schedules](./14-schedules.md) using the `uses schedule` or `uses schedules` clause.
|
||||
|
||||
### Single Schedule
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
uses schedule: GuildOperatingHours
|
||||
}
|
||||
```
|
||||
|
||||
### Multiple Schedules
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
uses schedules: [WeekdaySchedule, WeekendSchedule, HolidaySchedule]
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Complete Syntax Example
|
||||
|
||||
An institution using all available features:
|
||||
|
||||
```storybook
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
members: 50
|
||||
founded: "1892"
|
||||
reputation: 0.85
|
||||
dues_annual: 120
|
||||
location: BakersGuildHall
|
||||
leader: Martha
|
||||
accepts_apprentices: true
|
||||
|
||||
uses behaviors: [
|
||||
{ tree: ManageApprentices, priority: normal },
|
||||
{ tree: NegotiateSuppliers, priority: high },
|
||||
{ tree: HostAnnualBakeOff, when: month is october, priority: high },
|
||||
{ tree: EmergencyMeeting, when: reputation < 0.3, priority: critical }
|
||||
]
|
||||
|
||||
uses schedule: GuildOperatingHours
|
||||
|
||||
---description
|
||||
The Bakers Guild has been the backbone of the town's bread trade
|
||||
since 1892. Martha Baker currently serves as Guild Master.
|
||||
---
|
||||
|
||||
---membership_rules
|
||||
New members must be nominated by an existing member and pass
|
||||
a baking trial. Apprentices are accepted from age 16.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Membership Modeling
|
||||
|
||||
Institutions themselves don't have a built-in membership list. Instead, model membership through character fields or relationships:
|
||||
|
||||
### Via Character Fields
|
||||
|
||||
```storybook
|
||||
character Martha {
|
||||
age: 45
|
||||
guild_member: true
|
||||
guild_role: guild_master
|
||||
guild: BakersGuild
|
||||
}
|
||||
|
||||
character Jane {
|
||||
age: 19
|
||||
guild_member: true
|
||||
guild_role: apprentice
|
||||
guild: BakersGuild
|
||||
}
|
||||
```
|
||||
|
||||
### Via Relationships
|
||||
|
||||
```storybook
|
||||
relationship GuildMembership {
|
||||
Martha as guild_master { }
|
||||
BakersGuild as organization { }
|
||||
bond: 0.95
|
||||
years_active: 20
|
||||
}
|
||||
|
||||
relationship Apprenticeship {
|
||||
Jane as apprentice { }
|
||||
BakersGuild as guild { }
|
||||
Martha as mentor { }
|
||||
years_completed: 1
|
||||
years_remaining: 2
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Institutions vs. Characters
|
||||
|
||||
Both institutions and characters can use behaviors and schedules, but they serve different purposes:
|
||||
|
||||
| Aspect | Institutions | Characters |
|
||||
|--------|-------------|------------|
|
||||
| Represents | Organizations, collectives | Individuals |
|
||||
| Species | No | Yes (optional) |
|
||||
| Templates | No | Yes (optional) |
|
||||
| `uses behaviors` | Yes | Yes |
|
||||
| `uses schedule` | Yes | Yes |
|
||||
| Prose blocks | Yes | Yes |
|
||||
| Participation in relationships | Yes (via name) | Yes (via name) |
|
||||
|
||||
Use institutions when you need an entity that acts collectively: a guild votes, a government issues decrees, a school enrolls students.
|
||||
|
||||
---
|
||||
|
||||
## Use Cases
|
||||
|
||||
- **Organizations**: Guilds, companies, governments, religions
|
||||
- **Social structures**: Families, tribes, castes, classes
|
||||
- **Systems**: Economic systems, magical systems, legal frameworks
|
||||
- **Abstract entities**: Dream logic, fate, cultural norms
|
||||
- **Collectives**: Military units, sports teams, musical ensembles
|
||||
|
||||
---
|
||||
|
||||
## Complete Example: Baker Family World
|
||||
|
||||
```storybook
|
||||
use schema::enums::{GuildRole, InstitutionType};
|
||||
|
||||
institution BakersGuild {
|
||||
type: trade_guild
|
||||
members: 50
|
||||
founded: "1892"
|
||||
reputation: 0.85
|
||||
location: BakersGuildHall
|
||||
leader: Martha
|
||||
annual_dues: 120
|
||||
accepts_apprentices: true
|
||||
max_apprentices_per_mentor: 2
|
||||
|
||||
uses behaviors: [
|
||||
{ tree: ManageApprentices, priority: normal },
|
||||
{ tree: NegotiateSuppliers, priority: high },
|
||||
{ tree: HostAnnualBakeOff, when: month is october, priority: high }
|
||||
]
|
||||
|
||||
uses schedule: GuildOperatingHours
|
||||
|
||||
---description
|
||||
The Bakers Guild has served the town since 1892, ensuring quality
|
||||
standards and fair pricing across all bakeries. Monthly meetings
|
||||
are held at the Guild Hall, and the annual Bake-Off is the
|
||||
highlight of the autumn calendar.
|
||||
---
|
||||
}
|
||||
|
||||
institution TownCouncil {
|
||||
type: government
|
||||
members: 12
|
||||
meets: "first Monday of each month"
|
||||
location: TownHall
|
||||
jurisdiction: "town limits"
|
||||
|
||||
uses behaviors: [
|
||||
{ tree: ReviewPetitions },
|
||||
{ tree: AllocateBudget, priority: high }
|
||||
]
|
||||
|
||||
---description
|
||||
The elected body governing the town. Martha Baker has been
|
||||
lobbying them for years about flour import tariffs.
|
||||
---
|
||||
}
|
||||
|
||||
institution BakersBakeryBusiness {
|
||||
type: business
|
||||
owner: Martha
|
||||
employees: 4
|
||||
location: BakersBakery
|
||||
annual_revenue: 180000
|
||||
established: "2011"
|
||||
|
||||
uses behaviors: [
|
||||
{ tree: DailyBakingOps, priority: high },
|
||||
{ tree: InventoryManagement },
|
||||
{ tree: CustomerService }
|
||||
]
|
||||
|
||||
uses schedule: BakeryOperatingHours
|
||||
|
||||
---description
|
||||
The business entity behind Baker's Bakery. Martha runs the
|
||||
operation with help from her daughter Jane (apprentice baker),
|
||||
two full-time bakers, and a part-time cashier.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Validation Rules
|
||||
|
||||
1. **Unique names**: Institution names must be unique within their scope
|
||||
2. **Valid field values**: All fields must have values conforming to [value types](./18-value-types.md)
|
||||
3. **Unique field names**: No duplicate field names within an institution
|
||||
4. **Unique prose tags**: No duplicate prose block tags within an institution
|
||||
5. **Valid behavior links**: Each behavior link must have a `tree` field
|
||||
6. **Valid priority levels**: Priority must be `low`, `normal`, `high`, or `critical`
|
||||
7. **Valid schedule references**: Schedule names in `uses schedule`/`uses schedules` must be valid identifiers
|
||||
8. **Valid identifiers**: Institution names must follow identifier rules (`[a-zA-Z_][a-zA-Z0-9_]*`)
|
||||
|
||||
---
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Characters](./10-characters.md) -- Characters can be members of institutions
|
||||
- [Locations](./16a-locations.md) -- Institutions can be associated with locations
|
||||
- [Behavior Trees](./11-behavior-trees.md) -- Institutions can use behaviors
|
||||
- [Schedules](./14-schedules.md) -- Institutions can use schedules
|
||||
- [Relationships](./15-relationships.md) -- Model membership via relationships
|
||||
- [Expressions](./17-expressions.md) -- Conditional behavior activation
|
||||
- [Value Types](./18-value-types.md) -- All field value types
|
||||
- [Other Declarations](./16-other-declarations.md) -- Overview of all utility declarations
|
||||
- [Validation Rules](./19-validation.md) -- Complete validation reference
|
||||
703
docs/reference/17-expressions.md
Normal file
703
docs/reference/17-expressions.md
Normal file
@@ -0,0 +1,703 @@
|
||||
# Expression Language
|
||||
|
||||
The Storybook expression language enables conditions, queries, and logic throughout the system. Expressions appear in life arc transitions, behavior tree guards, decorator conditions, and relationship queries. This chapter provides a complete reference for expression syntax and semantics.
|
||||
|
||||
## What are Expressions?
|
||||
|
||||
Expressions are logical statements that evaluate to `true` or `false`. They combine:
|
||||
|
||||
- **Literals**: Numbers, strings, booleans
|
||||
- **Identifiers**: References to fields and entities
|
||||
- **Comparisons**: `==`, `!=`, `<`, `<=`, `>`, `>=`
|
||||
- **Logical operators**: `and`, `or`, `not`
|
||||
- **Field access**: `self.field`, `other.field`
|
||||
- **Quantifiers**: `forall`, `exists` (for collections)
|
||||
|
||||
## Syntax
|
||||
|
||||
```bnf
|
||||
<expression> ::= <literal>
|
||||
| <identifier>
|
||||
| <field-access>
|
||||
| <comparison>
|
||||
| <logical>
|
||||
| <unary>
|
||||
| <quantifier>
|
||||
| "(" <expression> ")"
|
||||
|
||||
<literal> ::= <int> | <float> | <string> | <bool>
|
||||
|
||||
<identifier> ::= <simple-name>
|
||||
| <qualified-path>
|
||||
|
||||
<field-access> ::= <expression> "." <identifier>
|
||||
| "self" "." <identifier>
|
||||
| "other" "." <identifier>
|
||||
|
||||
<comparison> ::= <expression> <comp-op> <expression>
|
||||
|
||||
<comp-op> ::= "==" | "!=" | "<" | "<=" | ">" | ">="
|
||||
|
||||
<logical> ::= <expression> "and" <expression>
|
||||
| <expression> "or" <expression>
|
||||
|
||||
<unary> ::= "not" <expression>
|
||||
| "-" <expression>
|
||||
|
||||
<quantifier> ::= ("forall" | "exists") <identifier> "in" <expression> ":" <expression>
|
||||
```
|
||||
|
||||
## Literals
|
||||
|
||||
### Integer Literals
|
||||
|
||||
```storybook
|
||||
42
|
||||
-7
|
||||
0
|
||||
1000
|
||||
```
|
||||
|
||||
### Float Literals
|
||||
|
||||
```storybook
|
||||
3.14
|
||||
-0.5
|
||||
0.0
|
||||
100.25
|
||||
```
|
||||
|
||||
### String Literals
|
||||
|
||||
```storybook
|
||||
"Martha"
|
||||
"Sourdough takes patience."
|
||||
"active"
|
||||
```
|
||||
|
||||
Strings are enclosed in double quotes. Escape sequences: `\n`, `\t`, `\\`, `\"`.
|
||||
|
||||
### Boolean Literals
|
||||
|
||||
```storybook
|
||||
true
|
||||
false
|
||||
```
|
||||
|
||||
## Identifiers
|
||||
|
||||
Identifiers reference fields or entities.
|
||||
|
||||
### Simple Identifiers
|
||||
|
||||
```storybook
|
||||
health
|
||||
enemy_count
|
||||
is_ready
|
||||
```
|
||||
|
||||
### Qualified Paths
|
||||
|
||||
```storybook
|
||||
Martha.skill_level
|
||||
Character.emotional_state
|
||||
```
|
||||
|
||||
## Comparison Operators
|
||||
|
||||
### Equality: `==`
|
||||
|
||||
Tests if two values are equal.
|
||||
|
||||
```storybook
|
||||
name == "Martha"
|
||||
count == 5
|
||||
status == active
|
||||
```
|
||||
|
||||
**Type compatibility:**
|
||||
- Both operands must be the same type
|
||||
- Works with: int, float, string, bool, enum values
|
||||
|
||||
### Inequality: `!=`
|
||||
|
||||
Tests if two values are not equal.
|
||||
|
||||
```storybook
|
||||
name != "Gregory"
|
||||
health != 0
|
||||
ready != true
|
||||
```
|
||||
|
||||
### Less Than: `<`
|
||||
|
||||
Tests if left operand is less than right.
|
||||
|
||||
```storybook
|
||||
health < 20
|
||||
age < 18
|
||||
distance < 10.0
|
||||
```
|
||||
|
||||
**Valid types:** int, float
|
||||
|
||||
### Less Than or Equal: `<=`
|
||||
|
||||
```storybook
|
||||
health <= 50
|
||||
count <= max_count
|
||||
```
|
||||
|
||||
### Greater Than: `>`
|
||||
|
||||
```storybook
|
||||
strength > 10
|
||||
bond > 0.5
|
||||
```
|
||||
|
||||
### Greater Than or Equal: `>=`
|
||||
|
||||
```storybook
|
||||
age >= 21
|
||||
score >= 100
|
||||
```
|
||||
|
||||
## Logical Operators
|
||||
|
||||
### AND: `and`
|
||||
|
||||
Both operands must be true.
|
||||
|
||||
```storybook
|
||||
health < 50 and has_potion
|
||||
is_ready and not is_busy
|
||||
age >= 18 and age < 65
|
||||
```
|
||||
|
||||
**Evaluation:** Short-circuit (if left is false, right is not evaluated)
|
||||
|
||||
### OR: `or`
|
||||
|
||||
At least one operand must be true.
|
||||
|
||||
```storybook
|
||||
is_day or is_lit
|
||||
health < 20 or surrounded
|
||||
enemy_count == 0 or all_enemies_dead
|
||||
```
|
||||
|
||||
**Evaluation:** Short-circuit (if left is true, right is not evaluated)
|
||||
|
||||
### Operator Precedence
|
||||
|
||||
From highest to lowest:
|
||||
|
||||
1. **Parentheses**: `(...)`
|
||||
2. **Unary**: `not`, `-`
|
||||
3. **Comparisons**: `==`, `!=`, `<`, `<=`, `>`, `>=`
|
||||
4. **AND**: `and`
|
||||
5. **OR**: `or`
|
||||
|
||||
**Examples:**
|
||||
```storybook
|
||||
not is_ready and is_awake
|
||||
// Equivalent to: (not is_ready) and is_awake
|
||||
|
||||
health < 50 or is_poisoned and has_antidote
|
||||
// Equivalent to: (health < 50) or (is_poisoned and has_antidote)
|
||||
|
||||
// Use parentheses for clarity:
|
||||
(health < 50 or is_poisoned) and has_antidote
|
||||
```
|
||||
|
||||
## Unary Operators
|
||||
|
||||
### NOT: `not`
|
||||
|
||||
Inverts a boolean value.
|
||||
|
||||
```storybook
|
||||
not is_ready
|
||||
not (health < 20)
|
||||
not enemy_nearby and safe
|
||||
```
|
||||
|
||||
### Negation: `-`
|
||||
|
||||
Negates a numeric value.
|
||||
|
||||
```storybook
|
||||
-health
|
||||
-10
|
||||
-(max_value - current_value)
|
||||
```
|
||||
|
||||
## Field Access
|
||||
|
||||
### Direct Field Access
|
||||
|
||||
```storybook
|
||||
health
|
||||
bond
|
||||
emotional_state
|
||||
```
|
||||
|
||||
References a field on the current entity.
|
||||
|
||||
### Dot Access
|
||||
|
||||
```storybook
|
||||
Martha.skill_level
|
||||
Character.emotional_state
|
||||
enemy.health
|
||||
```
|
||||
|
||||
Access fields on other entities.
|
||||
|
||||
### Self Access
|
||||
|
||||
In relationships and certain contexts, `self` refers to the current participant:
|
||||
|
||||
```storybook
|
||||
self.bond
|
||||
self.responsibility
|
||||
self.trust
|
||||
```
|
||||
|
||||
**Use case:** Relationship transitions, symmetric queries
|
||||
|
||||
### Other Access
|
||||
|
||||
In relationships, `other` refers to other participants:
|
||||
|
||||
```storybook
|
||||
other.bond
|
||||
other.aware_of_mentor
|
||||
other.respect
|
||||
```
|
||||
|
||||
**Use case:** Relationship queries with perspective
|
||||
|
||||
### Example in Life Arcs
|
||||
|
||||
```storybook
|
||||
life_arc RelationshipState {
|
||||
state new {
|
||||
on self.bond > 0.7 and other.bond > 0.7 -> stable
|
||||
}
|
||||
|
||||
state stable {
|
||||
on self.bond < 0.3 -> troubled
|
||||
on other.bond < 0.3 -> troubled
|
||||
}
|
||||
|
||||
state troubled {
|
||||
on self.bond < 0.1 or other.bond < 0.1 -> broken
|
||||
}
|
||||
|
||||
state broken {}
|
||||
}
|
||||
```
|
||||
|
||||
## Quantifiers
|
||||
|
||||
Quantifiers test conditions over collections.
|
||||
|
||||
### ForAll: `forall`
|
||||
|
||||
Tests if a condition holds for all elements in a collection.
|
||||
|
||||
```storybook
|
||||
forall e in enemies: e.defeated
|
||||
forall item in inventory: item.weight < 10
|
||||
```
|
||||
|
||||
**Syntax:**
|
||||
```bnf
|
||||
forall <variable> in <collection>: <predicate>
|
||||
```
|
||||
|
||||
**Semantics:**
|
||||
- Returns `true` if predicate is true for every element
|
||||
- Returns `true` for empty collections (vacuously true)
|
||||
|
||||
**Examples:**
|
||||
```storybook
|
||||
// All enemies defeated?
|
||||
forall enemy in enemies: enemy.health <= 0
|
||||
|
||||
// All party members ready?
|
||||
forall member in party: member.is_ready
|
||||
|
||||
// All doors locked?
|
||||
forall door in doors: door.is_locked
|
||||
```
|
||||
|
||||
### Exists: `exists`
|
||||
|
||||
Tests if a condition holds for at least one element.
|
||||
|
||||
```storybook
|
||||
exists e in enemies: e.is_hostile
|
||||
exists item in inventory: item.is_healing_potion
|
||||
```
|
||||
|
||||
**Syntax:**
|
||||
```bnf
|
||||
exists <variable> in <collection>: <predicate>
|
||||
```
|
||||
|
||||
**Semantics:**
|
||||
- Returns `true` if predicate is true for any element
|
||||
- Returns `false` for empty collections
|
||||
|
||||
**Examples:**
|
||||
```storybook
|
||||
// Any enemy nearby?
|
||||
exists enemy in enemies: enemy.distance < 10
|
||||
|
||||
// Any door unlocked?
|
||||
exists door in doors: not door.is_locked
|
||||
|
||||
// Any ally wounded?
|
||||
exists ally in allies: ally.health < ally.max_health * 0.5
|
||||
```
|
||||
|
||||
### Nested Quantifiers
|
||||
|
||||
Quantifiers can nest:
|
||||
|
||||
```storybook
|
||||
forall team in teams: exists player in team: player.is_leader
|
||||
// Every team has at least one leader
|
||||
|
||||
exists room in dungeon: forall enemy in room.enemies: enemy.defeated
|
||||
// At least one room has all enemies defeated
|
||||
```
|
||||
|
||||
## Usage in Context
|
||||
|
||||
### Life Arc Transitions
|
||||
|
||||
```storybook
|
||||
life_arc CombatState {
|
||||
state idle {
|
||||
on enemy_count > 0 -> combat
|
||||
}
|
||||
|
||||
state combat {
|
||||
on health < 20 -> fleeing
|
||||
on enemy_count == 0 -> victorious
|
||||
}
|
||||
|
||||
state fleeing {
|
||||
on distance_from_enemies > 100 -> safe
|
||||
}
|
||||
|
||||
state victorious {
|
||||
on celebration_complete -> idle
|
||||
}
|
||||
|
||||
state safe {
|
||||
on health >= 50 -> idle
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Behavior Tree Conditions
|
||||
|
||||
```storybook
|
||||
behavior GuardedAction {
|
||||
if(health > 50 and has_weapon) {
|
||||
AggressiveAttack
|
||||
}
|
||||
}
|
||||
|
||||
behavior ConditionalChoice {
|
||||
choose tactics {
|
||||
then melee {
|
||||
if(distance < 5 and weapon_type == "sword")
|
||||
MeleeAttack
|
||||
}
|
||||
|
||||
then ranged {
|
||||
if(distance >= 5 and has_arrows)
|
||||
RangedAttack
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Behavior Tree Conditions
|
||||
|
||||
```storybook
|
||||
behavior SmartAI {
|
||||
choose strategy {
|
||||
then aggressive {
|
||||
if(health > 70 and enemy_count < 3)
|
||||
Attack
|
||||
}
|
||||
|
||||
then defensive {
|
||||
if(health < 30 or enemy_count >= 5)
|
||||
Defend
|
||||
}
|
||||
|
||||
then balanced {
|
||||
if(health >= 30 and health <= 70)
|
||||
TacticalManeuver
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Type System
|
||||
|
||||
### Type Compatibility
|
||||
|
||||
Comparisons require compatible types:
|
||||
|
||||
| Operator | Left Type | Right Type | Valid? |
|
||||
|----------|-----------|------------|--------|
|
||||
| `==`, `!=` | int | int | ✓ |
|
||||
| `==`, `!=` | float | float | ✓ |
|
||||
| `==`, `!=` | string | string | ✓ |
|
||||
| `==`, `!=` | bool | bool | ✓ |
|
||||
| `==`, `!=` | enum | same enum | ✓ |
|
||||
| `==`, `!=` | int | float | ✗ |
|
||||
| `<`, `<=`, `>`, `>=` | int | int | ✓ |
|
||||
| `<`, `<=`, `>`, `>=` | float | float | ✓ |
|
||||
| `<`, `<=`, `>`, `>=` | string | string | ✗ |
|
||||
|
||||
### Implicit Coercion
|
||||
|
||||
**None.** Storybook has no implicit type coercion. All comparisons must be between compatible types.
|
||||
|
||||
**Error:**
|
||||
```storybook
|
||||
count == "5" // Error: int vs string
|
||||
health < true // Error: int vs bool
|
||||
```
|
||||
|
||||
**Correct:**
|
||||
```storybook
|
||||
count == 5
|
||||
health < 50
|
||||
```
|
||||
|
||||
## Special Keyword: `is`
|
||||
|
||||
The `is` keyword provides syntactic sugar for equality with enum values:
|
||||
|
||||
```storybook
|
||||
// Instead of:
|
||||
status == active
|
||||
|
||||
// You can write:
|
||||
status is active
|
||||
```
|
||||
|
||||
**More examples:**
|
||||
```storybook
|
||||
name is "Martha"
|
||||
skill_level is master
|
||||
emotional_state is focused
|
||||
```
|
||||
|
||||
This is purely syntactic—`is` and `==` are equivalent.
|
||||
|
||||
## Complete Examples
|
||||
|
||||
### Simple Conditions
|
||||
|
||||
```storybook
|
||||
health < 20
|
||||
enemy_nearby
|
||||
not is_ready
|
||||
count > 5
|
||||
```
|
||||
|
||||
### Complex Conditions
|
||||
|
||||
```storybook
|
||||
(health < 20 and not has_potion) or surrounded
|
||||
forall e in enemies: e.defeated
|
||||
exists item in inventory: item.is_healing_potion and item.quantity > 0
|
||||
```
|
||||
|
||||
### Life Arc with Complex Conditions
|
||||
|
||||
```storybook
|
||||
life_arc CharacterMood {
|
||||
state content {
|
||||
on health < 30 or hunger > 80 -> distressed
|
||||
on social_interaction > 0.8 -> happy
|
||||
}
|
||||
|
||||
state distressed {
|
||||
on health >= 50 and hunger < 30 -> content
|
||||
on (health < 10 or hunger > 95) and help_available -> desperate
|
||||
}
|
||||
|
||||
state happy {
|
||||
on social_interaction < 0.3 -> content
|
||||
on received_bad_news -> distressed
|
||||
}
|
||||
|
||||
state desperate {
|
||||
on help_received -> distressed
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Behavior with Quantifiers
|
||||
|
||||
```storybook
|
||||
behavior SquadLeader {
|
||||
choose leadership {
|
||||
then regroup {
|
||||
if(squad_has_wounded)
|
||||
OrderRetreat
|
||||
}
|
||||
|
||||
then advance {
|
||||
if(squad_all_ready)
|
||||
OrderAdvance
|
||||
}
|
||||
|
||||
then hold_position {
|
||||
if(not squad_all_ready)
|
||||
OrderHold
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Relationship Query
|
||||
|
||||
```storybook
|
||||
life_arc FriendshipQuality {
|
||||
state new_friends {
|
||||
on self.bond > 0.7 and other.bond > 0.7 -> strong_bond
|
||||
on self.trust < 0.3 or other.trust < 0.3 -> shaky
|
||||
}
|
||||
|
||||
state strong_bond {
|
||||
on self.bond < 0.5 -> weakening
|
||||
}
|
||||
|
||||
state weakening {
|
||||
on self.bond < 0.2 or other.bond < 0.2 -> ended
|
||||
on self.bond > 0.7 and other.bond > 0.7 -> strong_bond
|
||||
}
|
||||
|
||||
state shaky {
|
||||
on self.trust > 0.6 and other.trust > 0.6 -> new_friends
|
||||
on self.trust < 0.1 or other.trust < 0.1 -> ended
|
||||
}
|
||||
|
||||
state ended {}
|
||||
}
|
||||
```
|
||||
|
||||
## Validation Rules
|
||||
|
||||
1. **Type consistency**: Both sides of comparison must be compatible types
|
||||
2. **Boolean context**: Logical operators (`and`, `or`, `not`) require boolean operands
|
||||
3. **Field existence**: Referenced fields must exist on the entity
|
||||
4. **Collection validity**: Quantifiers require collection-typed expressions
|
||||
5. **Variable scope**: Quantifier variables only valid within their predicate
|
||||
6. **No division by zero**: Arithmetic operations must not divide by zero
|
||||
7. **Enum validity**: Enum comparisons must reference defined enum values
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Use Parentheses for Clarity
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
health < 50 or is_poisoned and has_antidote
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
(health < 50 or is_poisoned) and has_antidote
|
||||
```
|
||||
|
||||
### 2. Break Complex Conditions
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
on (health < 20 and not has_potion) or (surrounded and not has_escape) or (enemy_count > 10 and weapon_broken) -> desperate
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
state combat {
|
||||
on health < 20 and not has_potion -> desperate
|
||||
on surrounded and not has_escape -> desperate
|
||||
on enemy_count > 10 and weapon_broken -> desperate
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Name Complex Conditions
|
||||
|
||||
For repeated complex conditions, consider using intermediate fields:
|
||||
|
||||
**Instead of:**
|
||||
```storybook
|
||||
on health < (max_health * 0.2) and enemy_count > 5 -> flee
|
||||
```
|
||||
|
||||
**Consider:**
|
||||
```storybook
|
||||
// In character definition:
|
||||
critically_wounded: health < (max_health * 0.2)
|
||||
outnumbered: enemy_count > 5
|
||||
|
||||
// In life arc:
|
||||
on critically_wounded and outnumbered -> flee
|
||||
```
|
||||
|
||||
### 4. Use `is` for Enums
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
status is active
|
||||
emotional_state is focused
|
||||
```
|
||||
|
||||
**Over:**
|
||||
```storybook
|
||||
status == active
|
||||
emotional_state == focused
|
||||
```
|
||||
|
||||
### 5. Quantifiers for Collections
|
||||
|
||||
**Avoid:**
|
||||
```storybook
|
||||
// Manual checks for each element
|
||||
if enemy1.defeated and enemy2.defeated and enemy3.defeated
|
||||
```
|
||||
|
||||
**Prefer:**
|
||||
```storybook
|
||||
if forall enemy in enemies: enemy.defeated
|
||||
```
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Life Arcs](./13-life-arcs.md) - Transition conditions
|
||||
- [Behavior Trees](./11-behavior-trees.md) - Guard and condition nodes
|
||||
- [Decorators](./12-decorators.md) - Guard decorator
|
||||
- [Relationships](./15-relationships.md) - Self/other field access
|
||||
- [Value Types](./18-value-types.md) - Literal value types
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- **Type safety**: Strong typing prevents type errors at compile time
|
||||
- **Short-circuit evaluation**: AND/OR operators optimize evaluation
|
||||
- **Quantifiers**: Enable expressive collection queries
|
||||
- **Field access**: Context-sensitive (`self`, `other`) for relationships
|
||||
- **Boolean algebra**: Standard logical operators with expected semantics
|
||||
709
docs/reference/18-value-types.md
Normal file
709
docs/reference/18-value-types.md
Normal file
@@ -0,0 +1,709 @@
|
||||
# Values
|
||||
|
||||
Values are the fundamental data types in Storybook. Every field in a character, template, or other declaration contains a value. This chapter provides a complete reference for all supported value types.
|
||||
|
||||
## Value Types Overview
|
||||
|
||||
Storybook supports 12 value types:
|
||||
|
||||
| Type | Example | Use Case |
|
||||
|------|---------|----------|
|
||||
| **Int** | `42`, `-7` | Quantities, IDs, counts |
|
||||
| **Float** | `3.14`, `-0.5` | Measurements, probabilities |
|
||||
| **String** | `"Hello"`, `"Martha"` | Text, names, descriptions |
|
||||
| **Bool** | `true`, `false` | Flags, switches |
|
||||
| **Time** | `14:30`, `09:15:30` | Clock times, schedule blocks |
|
||||
| **Duration** | `2h30m`, `45s` | Time intervals |
|
||||
| **Range** | `20..40`, `0.5..1.0` | Template variation bounds |
|
||||
| **Identifier** | `Martha`, `items::sword` | References to other declarations |
|
||||
| **List** | `[1, 2, 3]`, `["a", "b"]` | Collections |
|
||||
| **Object** | `{x: 10, y: 20}` | Structured data |
|
||||
| **ProseBlock** | `---tag content ---` | Long-form narrative |
|
||||
| **Override** | `TemplateX with {...}` | Template instantiation with modifications |
|
||||
|
||||
## Integer
|
||||
|
||||
Signed 64-bit integers.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<int> ::= ["-"] <digit>+
|
||||
<digit> ::= "0".."9"
|
||||
```
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
character Hero {
|
||||
age: 25
|
||||
gold: 1500
|
||||
reputation: -10
|
||||
}
|
||||
```
|
||||
|
||||
### Range
|
||||
- Minimum: `-9,223,372,036,854,775,808`
|
||||
- Maximum: `9,223,372,036,854,775,807`
|
||||
|
||||
### Use Cases
|
||||
- Counts (items, population)
|
||||
- Identifiers (IDs, keys)
|
||||
- Scores (reputation, alignment)
|
||||
- Whole quantities (gold pieces, HP)
|
||||
|
||||
## Float
|
||||
|
||||
64-bit floating-point numbers (IEEE 754 double precision).
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<float> ::= ["-"] <digit>+ "." <digit>+
|
||||
| ["-"] <digit>+ ("e" | "E") ["+"|"-"] <digit>+
|
||||
```
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
character Wizard {
|
||||
mana: 100.0
|
||||
spell_power: 1.5
|
||||
corruption: 0.03
|
||||
precision: 1e-6
|
||||
}
|
||||
```
|
||||
|
||||
### Special Values
|
||||
- No `NaN` or `Infinity` support (use validation to prevent)
|
||||
- Negative zero (`-0.0`) equals positive zero (`0.0`)
|
||||
|
||||
### Use Cases
|
||||
- Probabilities (0.0 to 1.0)
|
||||
- Percentages (0.0 to 100.0)
|
||||
- Measurements with precision
|
||||
- Ratios and scaling factors
|
||||
|
||||
## String
|
||||
|
||||
UTF-8 encoded text enclosed in double quotes.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<string> ::= '"' <string-char>* '"'
|
||||
<string-char> ::= <any-char-except-quote-or-backslash>
|
||||
| <escape-sequence>
|
||||
<escape-sequence> ::= "\n" | "\r" | "\t" | "\\" | "\""
|
||||
```
|
||||
|
||||
### Escape Sequences
|
||||
- `\n` - Newline
|
||||
- `\r` - Carriage return
|
||||
- `\t` - Tab
|
||||
- `\\` - Backslash
|
||||
- `\"` - Double quote
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
character Martha {
|
||||
name: "Martha Baker"
|
||||
greeting: "Fresh from the oven!"
|
||||
multiline: "Line 1\nLine 2\nLine 3"
|
||||
quote: "She said, \"The bread is ready!\""
|
||||
}
|
||||
```
|
||||
|
||||
### Limitations
|
||||
- No raw strings (r"...") or multi-line literals
|
||||
- For long text, use [prose blocks](#prose-blocks)
|
||||
- Maximum length: Implementation-defined (typically several MB)
|
||||
|
||||
### Use Cases
|
||||
- Character names
|
||||
- Short descriptions
|
||||
- Dialogue snippets
|
||||
- Enum-like values (before proper enums)
|
||||
|
||||
## Boolean
|
||||
|
||||
Logical true/false values.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<bool> ::= "true" | "false"
|
||||
```
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
character Guard {
|
||||
is_awake: true
|
||||
has_seen_player: false
|
||||
loyal_to_king: true
|
||||
}
|
||||
```
|
||||
|
||||
### Use Cases
|
||||
- Feature flags (can_fly, is_hostile)
|
||||
- State tracking (door_open, quest_complete)
|
||||
- Conditions (is_friendly, accepts_bribes)
|
||||
|
||||
## Time
|
||||
|
||||
Clock time in 24-hour format.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<time> ::= <hour> ":" <minute>
|
||||
| <hour> ":" <minute> ":" <second>
|
||||
|
||||
<hour> ::= "0".."23"
|
||||
<minute> ::= "0".."59"
|
||||
<second> ::= "0".."59"
|
||||
```
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
schedule BakerySchedule {
|
||||
block {
|
||||
start: 06:00
|
||||
end: 08:30
|
||||
action: baking::prepare_dough
|
||||
}
|
||||
|
||||
block {
|
||||
start: 14:30:15 // With seconds
|
||||
end: 15:00:00
|
||||
action: baking::afternoon_cleanup
|
||||
}
|
||||
}
|
||||
|
||||
character EarlyRiser {
|
||||
wake_time: 05:30
|
||||
bedtime: 21:00
|
||||
}
|
||||
```
|
||||
|
||||
### Validation
|
||||
- Hours: 0-23 (24-hour format)
|
||||
- Minutes: 0-59
|
||||
- Seconds: 0-59 (optional)
|
||||
- No AM/PM notation
|
||||
- No timezone support (context-dependent)
|
||||
|
||||
### Use Cases
|
||||
- Schedule blocks (see [Schedules](./16-schedules.md))
|
||||
- Character routines
|
||||
- Event timing
|
||||
- Time-based conditions
|
||||
|
||||
## Duration
|
||||
|
||||
Time intervals with hour/minute/second components.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<duration> ::= <duration-component>+
|
||||
|
||||
<duration-component> ::= <number> ("h" | "m" | "s")
|
||||
|
||||
<number> ::= <digit>+
|
||||
```
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
character Traveler {
|
||||
journey_time: 2h30m
|
||||
rest_needed: 8h
|
||||
sprint_duration: 45s
|
||||
}
|
||||
|
||||
behavior TimedAction {
|
||||
choose {
|
||||
timeout(5m) {
|
||||
CompleteObjective
|
||||
}
|
||||
|
||||
cooldown(30s) {
|
||||
UseSpecialAbility
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Components
|
||||
- `h` - Hours
|
||||
- `m` - Minutes
|
||||
- `s` - Seconds
|
||||
|
||||
Can combine multiple components: `1h30m15s`
|
||||
|
||||
### Validation
|
||||
- All components non-negative
|
||||
- No fractional components (`1.5h` not allowed; use `1h30m`)
|
||||
- Can specify same unit multiple times: `90m` = `1h30m` (normalized)
|
||||
|
||||
### Use Cases
|
||||
- Behavior tree timeouts/cooldowns
|
||||
- Travel times
|
||||
- Cooldown periods
|
||||
- Event durations
|
||||
|
||||
## Range
|
||||
|
||||
Numeric range with inclusive bounds (for templates only).
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<range> ::= <value> ".." <value>
|
||||
```
|
||||
|
||||
Both bounds must be the same type (both int or both float).
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
template Villager {
|
||||
age: 18..65
|
||||
wealth: 10..100
|
||||
height: 150.0..190.0 // Float range
|
||||
}
|
||||
|
||||
template RandomEvent {
|
||||
probability: 0.0..1.0
|
||||
damage: 5..20
|
||||
}
|
||||
```
|
||||
|
||||
### Semantics
|
||||
- **Templates only**: Ranges are only valid in templates
|
||||
- **Instantiation**: When a template is used, a specific value within the range is selected
|
||||
- **Inclusive bounds**: Both `min` and `max` are included
|
||||
- **Order matters**: `min` must be ≤ `max`
|
||||
|
||||
### Validation
|
||||
- Both bounds same type
|
||||
- `min` ≤ `max`
|
||||
- Cannot use ranges in character/species/etc. (only templates)
|
||||
|
||||
### Use Cases
|
||||
- Template variation
|
||||
- Procedural generation
|
||||
- Random NPC attributes
|
||||
- Loot table ranges
|
||||
|
||||
## Identifier
|
||||
|
||||
Reference to another declaration by qualified path.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<identifier> ::= <simple-name>
|
||||
| <qualified-path>
|
||||
|
||||
<simple-name> ::= <ident>
|
||||
|
||||
<qualified-path> ::= <ident> ("::" <ident>)+
|
||||
```
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
character Martha: Human { // Species reference
|
||||
// ...
|
||||
}
|
||||
|
||||
character Elena from Apprentice { // Template reference
|
||||
// ...
|
||||
}
|
||||
|
||||
character Guard {
|
||||
uses behaviors: [
|
||||
{ tree: guards::patrol } // Behavior reference
|
||||
]
|
||||
uses schedule: DailyRoutine // Schedule reference
|
||||
}
|
||||
|
||||
relationship Partnership {
|
||||
Martha // Character reference
|
||||
Jane // Character reference
|
||||
}
|
||||
```
|
||||
|
||||
### Resolution
|
||||
- **Unqualified**: Searches current module, then imports
|
||||
- **Qualified**: `module::submodule::Name`
|
||||
- **Validation**: Compiler ensures all references resolve
|
||||
|
||||
### Use Cases
|
||||
- Species typing (`: Species`)
|
||||
- Template inheritance (`from Template`)
|
||||
- Behavior tree references
|
||||
- Schedule references
|
||||
- Relationship participants
|
||||
- Cross-references
|
||||
|
||||
## List
|
||||
|
||||
Ordered collection of values.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<list> ::= "[" "]"
|
||||
| "[" <value> ("," <value>)* "]"
|
||||
```
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
character Mage {
|
||||
known_spells: ["Fireball", "Lightning", "Shield"]
|
||||
spell_levels: [3, 5, 2]
|
||||
party_members: [Martha, Jane, Elena]
|
||||
}
|
||||
|
||||
character Traveler {
|
||||
inventory: [
|
||||
{item: "Sword", damage: 10},
|
||||
{item: "Potion", healing: 50},
|
||||
{item: "Key", opens: "TowerDoor"}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
### Type Constraints
|
||||
- **Homogeneous preferred**: All elements should be the same type
|
||||
- **Heterogeneous allowed**: Mixed types permitted but discouraged
|
||||
- **Empty lists**: `[]` is valid
|
||||
|
||||
### Operations
|
||||
Lists are immutable at declaration time. Runtime list operations depend on the execution environment.
|
||||
|
||||
### Use Cases
|
||||
- Collections (inventory, spells, party members)
|
||||
- References (multiple behaviors, schedules, participants)
|
||||
- Enum-like sets (before proper enums)
|
||||
|
||||
## Object
|
||||
|
||||
Structured data with named fields.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<object> ::= "{" "}"
|
||||
| "{" <field> ("," <field>)* "}"
|
||||
|
||||
<field> ::= <identifier> ":" <value>
|
||||
```
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
character Hero {
|
||||
position: {x: 100, y: 200}
|
||||
|
||||
stats: {
|
||||
strength: 15,
|
||||
dexterity: 12,
|
||||
intelligence: 10
|
||||
}
|
||||
|
||||
equipment: {
|
||||
weapon: {
|
||||
name: "Longsword",
|
||||
damage: 10,
|
||||
enchantment: "Fire"
|
||||
},
|
||||
armor: {
|
||||
name: "Plate Mail",
|
||||
defense: 8
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Nesting
|
||||
Objects can be nested arbitrarily deep:
|
||||
```storybook
|
||||
character Complex {
|
||||
deep: {
|
||||
level1: {
|
||||
level2: {
|
||||
level3: {
|
||||
value: 42
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Use Cases
|
||||
- Structured data (position, stats)
|
||||
- Nested configurations
|
||||
- Inline data structures
|
||||
- Complex field values
|
||||
|
||||
## Prose Blocks
|
||||
|
||||
Long-form narrative text with semantic tags.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<prose-block> ::= "---" <tag> <content> "---"
|
||||
|
||||
<tag> ::= <identifier>
|
||||
|
||||
<content> ::= <any-text-except-triple-dash>
|
||||
```
|
||||
|
||||
### Common Tags
|
||||
- `---description`: General description
|
||||
- `---backstory`: Character history
|
||||
- `---appearance`: Physical description
|
||||
- `---personality`: Behavioral traits
|
||||
- `---motivation`: Goals and desires
|
||||
- `---notes`: Meta-commentary
|
||||
- `---ecology`: Species habitat/behavior
|
||||
- `---culture`: Social structures
|
||||
- `---narrative`: Story context
|
||||
|
||||
### Examples
|
||||
```storybook
|
||||
character Martha {
|
||||
age: 34
|
||||
|
||||
---backstory
|
||||
Martha learned to bake from her grandmother, starting at age
|
||||
twelve. She now runs the most popular bakery in town, known
|
||||
for her sourdough bread and unwavering quality standards.
|
||||
---
|
||||
|
||||
---personality
|
||||
Meticulous and patient, with an unwavering commitment to
|
||||
quality. Tough but fair with her staff, and deeply loyal
|
||||
to the customers who have supported her bakery for years.
|
||||
---
|
||||
}
|
||||
|
||||
species Dragon {
|
||||
lifespan: 1000
|
||||
|
||||
---ecology
|
||||
Dragons nest in high mountain caves and emerge every few decades
|
||||
to hunt large prey. They hoard treasure as a mating display.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Formatting
|
||||
- Leading/trailing whitespace is preserved
|
||||
- No escape sequences needed
|
||||
- Can contain any characters except `---` on its own line
|
||||
- Indentation is significant for readability but not semantics
|
||||
|
||||
### Multiple Prose Blocks
|
||||
A single declaration can have multiple prose blocks with different tags:
|
||||
```storybook
|
||||
character Gandalf {
|
||||
---appearance
|
||||
An old man with a long gray beard, pointed hat, and staff.
|
||||
---
|
||||
|
||||
---backstory
|
||||
One of the Istari sent to Middle-earth to contest Sauron.
|
||||
---
|
||||
|
||||
---personality
|
||||
Patient and wise, but with a mischievous streak.
|
||||
---
|
||||
}
|
||||
```
|
||||
|
||||
### Use Cases
|
||||
- Character backstories
|
||||
- Species descriptions
|
||||
- World-building flavor text
|
||||
- Design notes
|
||||
- Narrative context
|
||||
|
||||
## Override
|
||||
|
||||
Template instantiation with field modifications.
|
||||
|
||||
### Syntax
|
||||
```bnf
|
||||
<override> ::= <qualified-path> "with" "{" <override-op>* "}"
|
||||
|
||||
<override-op> ::= <identifier> ":" <value> // Set
|
||||
| "remove" <identifier> // Remove
|
||||
| "append" <identifier> ":" <value> // Append (for lists)
|
||||
```
|
||||
|
||||
### Examples
|
||||
|
||||
#### Basic Override
|
||||
```storybook
|
||||
template BaseWarrior {
|
||||
strength: 10
|
||||
dexterity: 8
|
||||
weapon: "Sword"
|
||||
}
|
||||
|
||||
character StrongWarrior {
|
||||
stats: BaseWarrior with {
|
||||
strength: 15 // Override strength
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### Remove Fields
|
||||
```storybook
|
||||
template FullEquipment {
|
||||
helmet: "Iron"
|
||||
chest: "Plate"
|
||||
legs: "Mail"
|
||||
boots: "Leather"
|
||||
}
|
||||
|
||||
character LightFighter {
|
||||
equipment: FullEquipment with {
|
||||
remove helmet
|
||||
remove chest
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### Append to Lists
|
||||
```storybook
|
||||
template BasicSpells {
|
||||
spells: ["Fireball", "Shield"]
|
||||
}
|
||||
|
||||
character AdvancedMage {
|
||||
magic: BasicSpells with {
|
||||
append spells: "Teleport"
|
||||
append spells: "Lightning"
|
||||
}
|
||||
// Result: ["Fireball", "Shield", "Teleport", "Lightning"]
|
||||
}
|
||||
```
|
||||
|
||||
#### Complex Override
|
||||
```storybook
|
||||
template RogueTemplate {
|
||||
stealth: 15
|
||||
lockpicking: 12
|
||||
backstab_damage: 20
|
||||
equipment: ["Dagger", "Lockpicks"]
|
||||
}
|
||||
|
||||
character MasterThief {
|
||||
abilities: RogueTemplate with {
|
||||
stealth: 20 // Set
|
||||
remove backstab_damage // Remove
|
||||
append equipment: "Grappling Hook" // Append
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Operations
|
||||
|
||||
#### `set` (default)
|
||||
Replace a field's value:
|
||||
```storybook
|
||||
field_name: new_value
|
||||
```
|
||||
|
||||
#### `remove`
|
||||
Delete a field from the template:
|
||||
```storybook
|
||||
remove field_name
|
||||
```
|
||||
|
||||
#### `append`
|
||||
Add to a list field (field must be a list):
|
||||
```storybook
|
||||
append field_name: value_to_add
|
||||
```
|
||||
|
||||
### Validation
|
||||
- Base template must exist
|
||||
- Overridden fields must exist in template
|
||||
- Removed fields must exist in template
|
||||
- Appended fields must be lists
|
||||
- Type compatibility enforced
|
||||
|
||||
### Use Cases
|
||||
- Customizing template instances
|
||||
- Procedural character generation
|
||||
- Variant creation
|
||||
- Data composition
|
||||
|
||||
## Type Coercion
|
||||
|
||||
Storybook has **no implicit type coercion**. All type conversions must be explicit.
|
||||
|
||||
**Not allowed:**
|
||||
```storybook
|
||||
character Wrong {
|
||||
count: "42" // Error: expected int, got string
|
||||
flag: 1 // Error: expected bool, got int
|
||||
}
|
||||
```
|
||||
|
||||
**Correct:**
|
||||
```storybook
|
||||
character Right {
|
||||
count: 42
|
||||
flag: true
|
||||
}
|
||||
```
|
||||
|
||||
## Null and Optional
|
||||
|
||||
Storybook **does not have `null`**. For optional values, use:
|
||||
|
||||
1. **Template ranges** with 0 as lower bound:
|
||||
```storybook
|
||||
template MaybeWeapon {
|
||||
weapon_count: 0..5
|
||||
}
|
||||
```
|
||||
|
||||
2. **Boolean flags**:
|
||||
```storybook
|
||||
character Guard {
|
||||
has_weapon: false
|
||||
}
|
||||
```
|
||||
|
||||
3. **Empty lists**:
|
||||
```storybook
|
||||
character Unarmed {
|
||||
weapons: []
|
||||
}
|
||||
```
|
||||
|
||||
## Summary Table
|
||||
|
||||
| Type | Mutable? | Comparable? | Valid in Templates? | Notes |
|
||||
|------|----------|-------------|---------------------|-------|
|
||||
| Int | No | Yes | Yes | 64-bit signed |
|
||||
| Float | No | Yes | Yes | 64-bit IEEE 754 |
|
||||
| String | No | Yes | Yes | UTF-8 |
|
||||
| Bool | No | Yes | Yes | true/false |
|
||||
| Time | No | Yes | No | HH:MM or HH:MM:SS |
|
||||
| Duration | No | Yes | No | Compounds (2h30m) |
|
||||
| Range | No | No | Yes (only) | Template variation |
|
||||
| Identifier | No | Yes | Yes | Declaration reference |
|
||||
| List | No | Yes | Yes | Ordered collection |
|
||||
| Object | No | Yes | Yes | Named fields |
|
||||
| ProseBlock | No | No | Yes | Narrative text |
|
||||
| Override | No | No | Yes | Template modification |
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Characters](./10-characters.md) - Using values in character fields
|
||||
- [Templates](./16-other-declarations.md#templates) - Range values and override syntax
|
||||
- [Schedules](./14-schedules.md) - Time and duration in schedules
|
||||
- [Behavior Trees](./11-behavior-trees.md) - Duration in decorators
|
||||
- [Expressions](./17-expressions.md) - Using values in conditions
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- **Immutability**: All values are immutable at declaration time
|
||||
- **Type safety**: Strong static typing with no implicit coercion
|
||||
- **Structural equivalence**: Objects/lists compared by structure, not identity
|
||||
- **Prose as data**: Narrative text is first-class data, not comments
|
||||
377
docs/reference/19-validation.md
Normal file
377
docs/reference/19-validation.md
Normal file
@@ -0,0 +1,377 @@
|
||||
# Validation Rules
|
||||
|
||||
The Storybook compiler performs multi-layered validation to catch errors before runtime. This chapter documents all validation rules, organized by declaration type, along with the error messages you can expect and how to fix them.
|
||||
|
||||
## Validation Layers
|
||||
|
||||
Storybook validation happens in four stages:
|
||||
|
||||
1. **Lexical**: Tokenization of raw text (invalid characters, malformed literals)
|
||||
2. **Syntactic**: Grammar structure (missing braces, wrong keyword order)
|
||||
3. **Semantic**: Cross-reference resolution, type checking, field merging
|
||||
4. **Domain**: Narrative-specific constraints (bond ranges, schedule overlaps)
|
||||
|
||||
Errors at earlier stages prevent later stages from running.
|
||||
|
||||
## Character Validation
|
||||
|
||||
### Required Rules
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| Unique name | Character names must be unique within their module | Error |
|
||||
| Species exists | If `: Species` is used, the species must be defined | Error |
|
||||
| Templates exist | All templates in `from` clause must be defined | Error |
|
||||
| No circular inheritance | Template chains cannot form cycles | Error |
|
||||
| Field type consistency | Field values must match expected types | Error |
|
||||
| Behavior trees exist | All `uses behaviors` references must resolve | Error |
|
||||
| Schedules exist | All `uses schedule` references must resolve | Error |
|
||||
| Prose tag uniqueness | Each prose tag can appear at most once per character | Error |
|
||||
|
||||
### Examples
|
||||
|
||||
**Species not found:**
|
||||
```storybook
|
||||
character Martha: Hobbit { // Error: species 'Hobbit' not defined
|
||||
age: 34
|
||||
}
|
||||
```
|
||||
|
||||
**Fix:** Define the species or correct the reference:
|
||||
```storybook
|
||||
species Hobbit {
|
||||
lifespan: 130
|
||||
}
|
||||
|
||||
character Martha: Hobbit {
|
||||
age: 34
|
||||
}
|
||||
```
|
||||
|
||||
**Duplicate character name:**
|
||||
```storybook
|
||||
character Martha { age: 34 }
|
||||
character Martha { age: 36 } // Error: duplicate character name 'Martha'
|
||||
```
|
||||
|
||||
## Template Validation
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| Unique name | Template names must be unique within their module | Error |
|
||||
| Includes exist | All included templates must be defined | Error |
|
||||
| No circular includes | Include chains cannot form cycles | Error |
|
||||
| Range validity | Range bounds must satisfy min <= max | Error |
|
||||
| Range type match | Both bounds of a range must be the same type | Error |
|
||||
| Strict enforcement | Characters using strict templates cannot add extra fields | Error |
|
||||
| Resource links valid | Behavior/schedule references must resolve | Error |
|
||||
|
||||
### Examples
|
||||
|
||||
**Invalid range:**
|
||||
```storybook
|
||||
template BadRange {
|
||||
age: 65..18 // Error: range min (65) must be <= max (18)
|
||||
}
|
||||
```
|
||||
|
||||
**Strict template violation:**
|
||||
```storybook
|
||||
template Rigid strict {
|
||||
required_stat: 10
|
||||
}
|
||||
|
||||
character Constrained from Rigid {
|
||||
required_stat: 15
|
||||
extra_field: 42 // Error: field 'extra_field' not allowed by strict template 'Rigid'
|
||||
}
|
||||
```
|
||||
|
||||
## Behavior Tree Validation
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| At least one node | Behavior body must contain at least one node | Error |
|
||||
| Composite children | `choose` and `then` require at least one child | Error |
|
||||
| Decorator child | Decorators require exactly one child | Error |
|
||||
| Subtree exists | `include` must reference a defined behavior | Error |
|
||||
| Expression validity | Condition expressions must be well-formed | Error |
|
||||
| Duration format | Decorator durations must be valid (e.g., `5s`, `10m`) | Error |
|
||||
| Repeat count valid | `repeat N` requires N >= 0 | Error |
|
||||
| Repeat range valid | `repeat min..max` requires 0 <= min <= max | Error |
|
||||
| Retry count valid | `retry N` requires N >= 1 | Error |
|
||||
|
||||
### Examples
|
||||
|
||||
**Empty composite:**
|
||||
```storybook
|
||||
behavior Empty {
|
||||
choose options {
|
||||
// Error: 'choose' requires at least one child
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Invalid subtree reference:**
|
||||
```storybook
|
||||
behavior Main {
|
||||
include NonExistentBehavior // Error: behavior 'NonExistentBehavior' not defined
|
||||
}
|
||||
```
|
||||
|
||||
## Life Arc Validation
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| At least one state | Life arc must contain at least one state | Error |
|
||||
| Unique state names | State names must be unique within the life arc | Error |
|
||||
| Valid transitions | Transition targets must reference defined states | Error |
|
||||
| Expression validity | Transition conditions must be well-formed | Error |
|
||||
| Field targets valid | On-enter field references must resolve | Error |
|
||||
| Reachable states | All states should be reachable from initial state | Warning |
|
||||
|
||||
### Examples
|
||||
|
||||
**Invalid transition target:**
|
||||
```storybook
|
||||
life_arc Broken {
|
||||
state active {
|
||||
on timer_expired -> nonexistent // Error: state 'nonexistent' not defined
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Unreachable state (warning):**
|
||||
```storybook
|
||||
life_arc HasOrphan {
|
||||
state start {
|
||||
on ready -> middle
|
||||
}
|
||||
|
||||
state middle {
|
||||
on done -> end
|
||||
}
|
||||
|
||||
state orphan {} // Warning: state 'orphan' is not reachable
|
||||
|
||||
state end {}
|
||||
}
|
||||
```
|
||||
|
||||
## Schedule Validation
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| Time format | Times must be valid HH:MM or HH:MM:SS | Error |
|
||||
| Extends exists | Base schedule must be defined | Error |
|
||||
| No circular extends | Schedule chains cannot form cycles | Error |
|
||||
| Named blocks unique | Block names must be unique within a schedule | Error |
|
||||
| Action references valid | Action references must resolve to defined behaviors | Error |
|
||||
| Constraint values valid | Temporal constraint values must reference defined enums | Error |
|
||||
| Recurrence names unique | Recurrence names must be unique within a schedule | Error |
|
||||
|
||||
### Examples
|
||||
|
||||
**Invalid time format:**
|
||||
```storybook
|
||||
schedule Bad {
|
||||
block work {
|
||||
25:00 - 17:00 // Error: invalid hour '25'
|
||||
action: work
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Circular extends:**
|
||||
```storybook
|
||||
schedule A extends B { }
|
||||
schedule B extends A { } // Error: circular schedule extension detected
|
||||
```
|
||||
|
||||
## Relationship Validation
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| At least two participants | Relationships require >= 2 participants | Error |
|
||||
| Participants exist | All participant names must reference defined entities | Error |
|
||||
| Unique participants | Each participant appears at most once | Error |
|
||||
| Field type consistency | Fields must have valid value types | Error |
|
||||
|
||||
### Examples
|
||||
|
||||
**Too few participants:**
|
||||
```storybook
|
||||
relationship Lonely {
|
||||
Martha // Error: relationship requires at least 2 participants
|
||||
bond: 0.5
|
||||
}
|
||||
```
|
||||
|
||||
## Species Validation
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| Unique name | Species names must be unique within their module | Error |
|
||||
| No circular includes | Include chains cannot form cycles | Error |
|
||||
| Includes exist | All included species must be defined | Error |
|
||||
| Field type consistency | Fields must have valid values | Error |
|
||||
| Prose tag uniqueness | Each prose tag can appear at most once | Error |
|
||||
|
||||
## Enum Validation
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| Unique enum name | Enum names must be unique within their module | Error |
|
||||
| Unique variants | Variant names must be unique within the enum | Error |
|
||||
| Non-empty | Enums must have at least one variant | Error |
|
||||
| Valid identifiers | Variants must follow identifier rules | Error |
|
||||
|
||||
### Examples
|
||||
|
||||
**Duplicate variant:**
|
||||
```storybook
|
||||
enum Size {
|
||||
tiny,
|
||||
small,
|
||||
small, // Error: duplicate variant 'small' in enum 'Size'
|
||||
large
|
||||
}
|
||||
```
|
||||
|
||||
## Institution and Location Validation
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| Unique name | Names must be unique within their module | Error |
|
||||
| Resource links valid | Behavior/schedule references must resolve | Error |
|
||||
| Field type consistency | Fields must have valid values | Error |
|
||||
|
||||
## Expression Validation
|
||||
|
||||
Expressions are validated wherever they appear (life arc transitions, behavior tree conditions, if decorators).
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| Type consistency | Both sides of comparison must have compatible types | Error |
|
||||
| Boolean context | Logical operators require boolean operands | Error |
|
||||
| Field existence | Referenced fields must exist on the entity | Error |
|
||||
| Collection validity | Quantifiers require collection-typed expressions | Error |
|
||||
| Variable scope | Quantifier variables only valid within their predicate | Error |
|
||||
| Enum validity | Enum comparisons must reference defined values | Error |
|
||||
|
||||
### Examples
|
||||
|
||||
**Type mismatch:**
|
||||
```storybook
|
||||
life_arc TypeError {
|
||||
state checking {
|
||||
on count == "five" -> done // Error: cannot compare int with string
|
||||
}
|
||||
|
||||
state done {}
|
||||
}
|
||||
```
|
||||
|
||||
## Use Statement Validation
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| Path exists | Imported paths must reference defined modules/items | Error |
|
||||
| No circular imports | Modules cannot form circular dependency chains | Error |
|
||||
| Valid identifiers | All path segments must be valid identifiers | Error |
|
||||
| Grouped import validity | All items in `{}` must exist in the target module | Error |
|
||||
|
||||
### Examples
|
||||
|
||||
**Missing import:**
|
||||
```storybook
|
||||
use schema::nonexistent::Thing; // Error: module 'schema::nonexistent' not found
|
||||
```
|
||||
|
||||
## Cross-File Validation
|
||||
|
||||
When resolving across multiple `.sb` files, the compiler performs additional checks:
|
||||
|
||||
| Rule | Description | Severity |
|
||||
|------|-------------|----------|
|
||||
| All references resolve | Cross-file references must find their targets | Error |
|
||||
| No naming conflicts | Declarations must not collide across files in the same module | Error |
|
||||
| Import visibility | Only public declarations can be imported | Error |
|
||||
|
||||
## Common Error Patterns
|
||||
|
||||
### Missing Definitions
|
||||
|
||||
The most common error is referencing something that does not exist:
|
||||
|
||||
```storybook
|
||||
character Martha: Human from Baker {
|
||||
specialty: sourdough
|
||||
}
|
||||
```
|
||||
|
||||
If `Human`, `Baker`, or the `sourdough` enum variant are not defined or imported, the compiler will report an error. Fix by adding the appropriate `use` statements:
|
||||
|
||||
```storybook
|
||||
use schema::core_enums::{SkillLevel, Specialty};
|
||||
use schema::templates::Baker;
|
||||
use schema::beings::Human;
|
||||
|
||||
character Martha: Human from Baker {
|
||||
specialty: sourdough
|
||||
}
|
||||
```
|
||||
|
||||
### Circular Dependencies
|
||||
|
||||
Circular references are rejected at every level:
|
||||
|
||||
- Templates including each other
|
||||
- Species including each other
|
||||
- Schedules extending each other
|
||||
- Modules importing each other
|
||||
|
||||
Break cycles by restructuring into a hierarchy or extracting shared parts into a common module.
|
||||
|
||||
### Type Mismatches
|
||||
|
||||
Storybook has no implicit type coercion. Ensure values match their expected types:
|
||||
|
||||
```storybook
|
||||
// Wrong:
|
||||
character Bad {
|
||||
age: "twenty" // Error: expected int, got string
|
||||
is_ready: 1 // Error: expected bool, got int
|
||||
}
|
||||
|
||||
// Correct:
|
||||
character Good {
|
||||
age: 20
|
||||
is_ready: true
|
||||
}
|
||||
```
|
||||
|
||||
## Validation Summary
|
||||
|
||||
| Declaration | Key Constraints |
|
||||
|-------------|----------------|
|
||||
| Character | Unique name, valid species/templates, no circular inheritance |
|
||||
| Template | Unique name, valid includes, valid ranges, strict enforcement |
|
||||
| Behavior | Non-empty, valid composites, valid decorators, valid subtrees |
|
||||
| Life Arc | Non-empty, unique states, valid transitions, reachable states |
|
||||
| Schedule | Valid times, valid extends chain, unique block names |
|
||||
| Relationship | >= 2 participants, valid references |
|
||||
| Species | Unique name, valid includes, no cycles |
|
||||
| Enum | Unique name, unique variants, non-empty |
|
||||
| Institution | Unique name, valid resource links |
|
||||
| Location | Unique name, valid field types |
|
||||
| Use | Valid paths, no circular imports |
|
||||
|
||||
## Cross-References
|
||||
|
||||
- [Characters](./10-characters.md) - Character-specific validation
|
||||
- [Behavior Trees](./11-behavior-trees.md) - Behavior validation
|
||||
- [Life Arcs](./13-life-arcs.md) - Life arc validation
|
||||
- [Schedules](./14-schedules.md) - Schedule validation
|
||||
- [Expression Language](./17-expressions.md) - Expression validation
|
||||
- [Value Types](./18-value-types.md) - Type system constraints
|
||||
Reference in New Issue
Block a user