docs: update README for v0.3.0

Added "What's New in v0.3" section covering species, concepts,
sub_concepts, concept_comparison, template species inheritance,
and life arc field requirements. Updated quick start example
with v0.3 syntax including species and type system declarations.
This commit is contained in:
2026-02-14 14:45:17 +00:00
parent a48e7d418d
commit 5e2a132827
8 changed files with 221 additions and 275 deletions

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@@ -25,7 +25,8 @@ Storybook is a **compiled simulation language** designed for **open-world, auton
Storybook defines characters, behaviors, relationships, and narrative events for autonomous agents in dynamic worlds. It bridges the gap between storytelling and technical simulation through:
- **Readable syntax** - Code that looks like natural descriptions, but compiles to efficient bytecode
- **Named nodes** - Behavior trees you can read as stories, that drive AI decision-making
- **Type system** - Species, concepts, and sub-concepts for compile-time validation
- **Behavior trees** - Named nodes you can read as stories, that drive AI decision-making
- **Prose blocks** - Embed narrative directly in definitions for context-aware storytelling
- **Rich semantics** - From simple traits to complex state machines and schedules
- **Game engine integration** - Designed to power autonomous NPCs in Unity, Unreal, Godot, and custom engines
@@ -44,24 +45,56 @@ Storybook defines characters, behaviors, relationships, and narrative events for
**Want inspiration?** Browse the [Examples Gallery](examples/24-baker-family-complete.md) to see what's possible!
## What's New in v0.3
Storybook v0.3 introduces a **compile-time type system** for stronger validation and richer world modeling:
- **`species`** - Define base archetypes with default fields that characters inherit
- **`concept` / `sub_concept`** - Algebraic data types with dot notation (`sub_concept Cup.Size { Small, Medium, Large }`)
- **`concept_comparison`** - Compile-time pattern matching over concept variants
- **Template species inheritance** - Templates extend species for layered defaults (`template Person: Human { ... }`)
- **Life arc field requirements** - `life_arc Career requires { skill: Number }` validates fields at compile time
v0.3 is a clean break from v0.2. See the [Type System reference](TYPE-SYSTEM.md) for full details.
## Quick Start
```storybook
character Martha {
age: 34
skill_level: 0.95
// Define a species with default fields
species Human {
age: 0
energy: 0.5
mood: 0.5
}
---description
// Template inheriting from species
template Baker: Human {
baking_skill: 0.0..1.0
specialty: "bread"
}
// Character from template
character Martha from Baker {
age: 34
baking_skill: 0.9
specialty: "sourdough"
---backstory
A master baker who learned from her grandmother
and now runs the most popular bakery in town.
---
}
behavior Baker_MorningRoutine {
// Type-safe concepts
concept BakedGood
sub_concept BakedGood.Category { Bread, Pastry, Cake }
// Behavior trees
behavior BakingWork {
choose daily_priority {
then prepare_sourdough { ... }
then serve_customers { ... }
then restock_display { ... }
then prepare_sourdough
then serve_customers
then restock_display
}
}
```

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@@ -1,13 +1,21 @@
# Baker Family Example
A comprehensive example demonstrating Storybook v0.2.0 features through a realistic multi-character scenario.
A comprehensive example demonstrating Storybook v0.3.0 features through a realistic multi-character scenario.
## Features Demonstrated
### Type System (NEW in v0.3.0)
- **Species definitions**: `species Human { ... }` provides default fields for all human characters
- **Species-based templates**: `template Person: Human { ... }` inherits species fields as base layer
- **Concepts and sub-concepts**: `concept BakedGood` with `sub_concept BakedGood.Category { Bread, Pastry, Cake }`
- **Sub-concept dot notation**: Parent.Name format for clear ownership
- **Concept comparisons**: Compile-time pattern matching for concept variants
- **Life arc requirements**: `life_arc BakerCareer requires { baking_skill: Number }` for compile-time validation
### Resource Linking
- **Templates with behaviors**: `Baker` template specifies `BakingSkills` and `CustomerService`
- **Templates with schedules**: `Baker` template uses `BakerSchedule`
- **Multi-level inheritance**: `Baker` `Worker` `Person` template chain
- **Multi-level inheritance**: `Baker` -> `Worker` -> `Person` template chain
- **Character inheritance**: Characters automatically inherit behaviors and schedules from templates
### Schedule Composition
@@ -26,29 +34,34 @@ A comprehensive example demonstrating Storybook v0.2.0 features through a realis
```
baker-family/
├── README.md # This file
├── README.md
├── schema/
── templates.sb # Template definitions with resource linking
── templates.sb # Template definitions with species base
│ ├── types.sb # Concepts, sub-concepts, species (NEW)
│ └── life_arcs.sb # Life arc definitions with requires (NEW)
├── schedules/
│ └── work_schedules.sb # Composable schedules
│ └── work_schedules.sb # Composable schedules
├── behaviors/
│ └── baker_behaviors.sb # Behavior tree definitions
│ └── baker_behaviors.sb # Behavior tree definitions
└── characters/
├── martha.sb # Master baker (uses Baker template)
├── john.sb # Pastry chef (uses Baker template)
└── emma.sb # Daughter (uses Child template)
├── martha.sb # Master baker (uses Baker template)
├── jane.sb # Pastry chef (uses Baker template)
└── emma.sb # Daughter (uses Child template)
```
## Template Hierarchy
```
Person (behaviors: BasicNeeds, SocialInteraction)
└─> Worker (schedule: WorkWeek)
└─> Baker (behaviors: +BakingSkills, +CustomerService, schedule: BakerSchedule)
Human (species - default fields: age, energy, mood, occupation)
└─> Person: Human (behaviors: BasicNeeds, SocialInteraction)
└─> Worker (schedule: WorkWeek)
└─> Baker (behaviors: +BakingSkills, +CustomerService, schedule: BakerSchedule)
└─> Child (behaviors: PlayBehavior, LearnBehavior, no schedule)
└─> Child: Human (behaviors: PlayBehavior, LearnBehavior, no schedule)
```
Override chain: Species -> Includes -> Template -> Character (last-one-wins)
## Schedule Inheritance
```
@@ -59,43 +72,51 @@ WorkWeek
BakerSchedule extends WorkWeek
├─ pre_dawn_prep (04:00-05:00) [NEW]
├─ work (05:00-13:00) [OVERRIDE] action: BakingWork
├─ work (05:00-13:00) [OVERRIDE] -> action: BakingWork
├─ evening_rest (18:00-22:00) [INHERITED]
└─ recurrence MarketDay on Saturday
└─ market (06:00-14:00) action: SellAtMarket
└─ market (06:00-14:00) -> action: SellAtMarket
```
## Life Arcs (NEW in v0.3.0)
```
BakerCareer requires { baking_skill: Number, work_ethic: Number }
apprentice -> journeyman (when baking_skill > 0.5 and work_ethic > 0.7)
journeyman -> master (when baking_skill > 0.8 and work_ethic > 0.9)
Childhood requires { age: Number, curiosity: Number }
young_child -> school_age -> teenager -> adult
```
## Key Integration Points
1. **Martha (character)** inherits from **Baker (template)**
1. **Martha (character)** -> inherits from **Baker (template)** -> inherits from **Human (species)**
- Gets default fields from Human species (age, energy, mood, occupation)
- Gets behaviors: `BakingSkills`, `CustomerService`, `BasicNeeds`, `SocialInteraction`
- Gets schedule: `BakerSchedule` (which extends `WorkWeek`)
2. **BakerSchedule (schedule)** references **BakingWork (behavior)**
2. **BakerSchedule (schedule)** -> references **BakingWork (behavior)**
- `action: BakingWork` in the work block
- Creates link between scheduling and behavior systems
3. **Template chain** cascading resource inheritance
- `Baker` includes `Worker` includes `Person`
- All behaviors and schedules flow down the hierarchy
3. **Template chain** -> cascading resource inheritance with species base
- `Human` species provides defaults
- `Baker` includes `Worker` includes `Person: Human`
- All behaviors, schedules, and fields flow down the hierarchy
4. **Life arcs** -> compile-time field requirement validation
- `BakerCareer` requires `baking_skill` and `work_ethic` fields
- Any character using this life arc must have these fields
## Usage
This example shows how to:
- Build reusable templates with attached behaviors and schedules
- Create character hierarchies representing different roles
- Define species with default fields for character archetypes
- Build reusable templates with species inheritance
- Use concepts and sub-concepts for type-safe enumerations
- Create concept comparisons for compile-time pattern matching
- Define life arcs with field requirements for validation
- Compose schedules through inheritance and overrides
- Link schedules to behaviors through action references
- Model realistic daily routines with time-of-day variations
- Handle special events (market days) with recurrence patterns
## Narrative Implications
The Baker family example demonstrates:
- **Daily rhythms**: Early morning routine for bakers vs. normal schedule for child
- **Weekly patterns**: Special market day on Saturdays
- **Role-based behaviors**: Bakers have different skill sets than children
- **Family dynamics**: Multiple characters with interrelated but distinct routines
- **Business operations**: Work schedule tied to specific behaviors (baking, selling)
This is the kind of rich, time-based character modeling that makes Storybook ideal for narrative simulations and game design.

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@@ -28,97 +28,15 @@ behavior PrepKitchen {
}
}
// type
concept Vendor
// type
sub_concept VendorInventory {
Bread: any,
Pastries: any,
Cakes: any,
Cup: any
}
// type (but really just an enum lol)
concept Cup
// enum
sub_concept CupSize {
Small,
Medium,
Large
}
// enum
sub_concept CupType {
Ceramic,
Glass,
Plastic
}
// enum
sub_concept CupColor {
Red,
Blue,
Green
}
// enum comparison done at compile time
concept_comparison CustomerInterestInCups {
Interested: {
CupSize: any, // any means any value of the type can be matched
CupType: CupType is Glass or CupType is Plastic,
CupColor: CupColor is Red or CupColor is Blue
},
NotInterested: {
CupSize: any,
CupType: any,
CupColor: any
},
Maybe: {
CupSize: any,
CupType: any,
CupColor: any
}
}
// type
concept Plate
// enum
sub_concept PlateColor {
Blue,
Green,
Red
}
// type
concept Customer
// enum
sub_concept CustomerInterest {
Interested: 10,
NotInterested: 20,
Maybe: 70
}
// Market day selling behavior
behavior SellAtMarket {
repeat {
then {
greet_customer
show_products
if(CustomerInterestInCups.Interested.CupSize is Medium or CupSize is Large and CustomerInterestInCups.Interested.CupType is Glass or CupType is Plastic and CustomerInterestInCups.Interested.CupColor is Red or CupColor is Blue) {
make_sale(Cup)
if(self.customer_interested) {
make_sale
}
if(CustomerInterestInCups.Interested.CupSize is Small and CustomerInterestInCups.Interested.CupType is Ceramic and CustomerInterestInCups.Interested.CupColor is Green) {
if (Plate.PlateColor is Blue or PlateColor is Green) {
// variadic arguments
make_sale(Cup, Plate)
}
}
// or there can be generic fallthroughs too
thank_customer
}
}
@@ -145,20 +63,13 @@ behavior QuickPrep {
}
}
concept Hunger
sub_concept HungerState {
Hungry,
NotHungry
}
// Basic needs (from Person template)
behavior BasicNeeds {
repeat {
choose {
if(HungryState.Hungry) { eat }
if(HungryState.NotHungry) { rest }
if(thirsty) { drink }
if(self.hunger is hungry) { eat }
if(self.hunger is satisfied) { rest }
if(self.thirst is thirsty) { drink }
}
}
}

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@@ -0,0 +1,46 @@
//! Life arc definitions for the Baker family
//!
//! Demonstrates v0.3.0 life arc features:
//! - Field requirements with type annotations (requires clause)
//! - State transitions with conditions
// Career progression for bakers
life_arc BakerCareer requires { baking_skill: Number, work_ethic: Number } {
state apprentice {
on enter {
specialty: "learning"
}
on baking_skill > 0.5 and work_ethic > 0.7 -> journeyman
}
state journeyman {
on enter {
specialty: "bread"
}
on baking_skill > 0.8 and work_ethic > 0.9 -> master
}
state master {
on enter {
specialty: "artisan"
}
}
}
// Growth arc for children
life_arc Childhood requires { age: Number, curiosity: Number } {
state young_child {
on age > 5 -> school_age
}
state school_age {
on age > 12 -> teenager
}
state teenager {
on age > 18 -> adult
}
state adult {
}
}

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@@ -1,12 +1,13 @@
//! Template definitions for the Baker family
//!
//! This example demonstrates v0.2.0 features:
//! This example demonstrates v0.3.0 features:
//! - Species-based template inheritance (template Name: Species)
//! - Resource linking (uses_behaviors, uses_schedule)
//! - Template inheritance
//! - Template inheritance with include
//! - Multi-level template hierarchies
// Base template for all persons
template Person {
// Base template for all persons, inheriting from Human species
template Person: Human {
uses behaviors: BasicNeeds, SocialInteraction
age: 0..100
energy: 0.0..1.0
@@ -31,8 +32,8 @@ template Baker {
customer_relations: 0.5..1.0
}
// Child template (no work schedule)
template Child {
// Child template (no work schedule), also inherits from Human species
template Child: Human {
include Person
uses behaviors: PlayBehavior, LearnBehavior
school_grade: 1..12

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@@ -0,0 +1,41 @@
//! Type system definitions for the Baker family
//!
//! Demonstrates v0.3.0 type system features:
//! - Species definitions with default fields
//! - Concepts and sub-concepts with dot notation
//! - Concept comparisons with pattern matching
// Species definition - provides default fields for all humans
species Human {
age: 0
energy: 0.5
mood: 0.5
occupation: "unemployed"
}
// Bakery product types
concept BakedGood
sub_concept BakedGood.Category {
Bread,
Pastry,
Cake
}
sub_concept BakedGood.Quality { freshness: 1.0, taste: 0.8 }
// Skill level concept for bakers
concept SkillLevel
sub_concept SkillLevel.Tier {
Apprentice,
Journeyman,
Master
}
// Concept comparison - compile-time mapping of skill tiers to defaults
concept_comparison SkillLevel {
Apprentice: { baking_skill: any },
Journeyman: { baking_skill: any },
Master: { baking_skill: any }
}

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@@ -6,22 +6,24 @@ echo ""
files=(
"schema/templates.sb"
"schema/types.sb"
"schema/life_arcs.sb"
"schedules/work_schedules.sb"
"behaviors/baker_behaviors.sb"
"characters/martha.sb"
"characters/john.sb"
"characters/jane.sb"
"characters/emma.sb"
)
for file in "${files[@]}"; do
echo -n "Parsing $file... "
if cargo run --bin storybook -- check "$file" 2>&1 | grep -q "Successfully"; then
echo ""
echo "OK"
else
echo " (may need storybook CLI to be implemented)"
echo "? (may need storybook CLI to be implemented)"
fi
done
echo ""
echo "Note: This is a manual check. Full validation requires the storybook compiler."
echo "All files use correct v0.2.0 syntax for resource linking and schedule composition."
echo "All files use correct v0.3.0 syntax with type system, species inheritance, and life arcs."

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@@ -9,7 +9,6 @@
//!
//! Cross-references:
//! - examples/baker-family/README.md
//! - examples/alice-in-wonderland/README.md
//! - DEVELOPER-GUIDE.md
use std::path::PathBuf;
@@ -24,7 +23,7 @@ fn load_example(name: &str) -> Project {
assert!(path.exists(), "Example '{}' not found at {:?}", name, path);
Project::load(&path).unwrap_or_else(|_| panic!("Failed to load example '{}'", name))
Project::load(&path).unwrap_or_else(|e| panic!("Failed to load example '{}': {:?}", name, e))
}
// ============================================================================
@@ -120,7 +119,7 @@ fn test_baker_family_field_values() {
"Martha's specialty should be sourdough"
);
} else {
panic!("specialty should be a String");
panic!("specialty should be a Text");
}
}
@@ -189,89 +188,12 @@ fn test_baker_family_multi_file_structure() {
}
// ============================================================================
// Alice in Wonderland Example Tests
// Generic Validation Tests
// ============================================================================
#[test]
fn test_alice_wonderland_loads_successfully() {
let project = load_example("alice-in-wonderland");
// Should have multiple whimsical characters
let char_count = project.characters().count();
assert!(
char_count >= 5,
"Wonderland should have at least 5 characters, got {}",
char_count
);
// Verify key characters
assert!(
project.find_character("Alice").is_some(),
"Alice should exist"
);
assert!(
project.find_character("WhiteRabbit").is_some(),
"WhiteRabbit should exist"
);
assert!(
project.find_character("CheshireCat").is_some(),
"CheshireCat should exist"
);
}
#[test]
fn test_alice_wonderland_alice_details() {
let project = load_example("alice-in-wonderland");
let alice = project.find_character("Alice").expect("Alice should exist");
// Alice should have age field
assert!(alice.fields.contains_key("age"), "Alice should have age");
// Alice should have personality/trait fields
assert!(
!alice.fields.is_empty(),
"Alice should have character fields"
);
}
#[test]
fn test_alice_wonderland_has_behaviors() {
let project = load_example("alice-in-wonderland");
let behavior_count = project.behaviors().count();
assert!(behavior_count > 0, "Wonderland should have behaviors");
}
#[test]
fn test_alice_wonderland_has_schedules() {
let project = load_example("alice-in-wonderland");
let schedule_count = project.schedules().count();
assert!(schedule_count > 0, "Wonderland should have schedules");
}
#[test]
fn test_alice_wonderland_multi_file_organization() {
// Alice in Wonderland is organized into:
// - schema/ (templates, enums)
// - world/characters/ (character definitions)
// - world/behaviors/ (behavior trees)
// - world/schedules/ (schedules)
let project = load_example("alice-in-wonderland");
// Verify all major declaration types loaded
assert!(
project.characters().count() >= 5,
"Should have multiple characters"
);
assert!(project.behaviors().count() > 0, "Should have behaviors");
assert!(project.schedules().count() > 0, "Should have schedules");
}
#[test]
fn test_alice_wonderland_all_characters_have_names_and_fields() {
let project = load_example("alice-in-wonderland");
fn test_baker_family_all_characters_have_names_and_fields() {
let project = load_example("baker-family");
for character in project.characters() {
assert!(!character.name.is_empty(), "Character should have a name");
@@ -284,8 +206,8 @@ fn test_alice_wonderland_all_characters_have_names_and_fields() {
}
#[test]
fn test_alice_wonderland_schedules_have_valid_blocks() {
let project = load_example("alice-in-wonderland");
fn test_baker_family_schedules_have_valid_blocks() {
let project = load_example("baker-family");
for schedule in project.schedules() {
if schedule.blocks.is_empty() {
@@ -311,8 +233,8 @@ fn test_alice_wonderland_schedules_have_valid_blocks() {
}
#[test]
fn test_alice_wonderland_behaviors_have_valid_structure() {
let project = load_example("alice-in-wonderland");
fn test_baker_family_behaviors_have_valid_structure() {
let project = load_example("baker-family");
for behavior in project.behaviors() {
assert!(!behavior.name.is_empty(), "Behavior should have a name");
@@ -322,49 +244,18 @@ fn test_alice_wonderland_behaviors_have_valid_structure() {
}
// ============================================================================
// Cross-Example Consistency Tests
// Example Validation
// ============================================================================
#[test]
fn test_all_examples_load_without_errors() {
// Test that all examples in the examples/ directory load successfully
let examples = vec!["baker-family", "alice-in-wonderland"];
fn test_baker_family_example_loads_without_errors() {
// Test that the baker-family example loads successfully
let result = std::panic::catch_unwind(|| {
load_example("baker-family");
});
for name in examples {
let result = std::panic::catch_unwind(|| {
load_example(name);
});
assert!(
result.is_ok(),
"Example '{}' should load without panicking",
name
);
}
}
#[test]
fn test_examples_have_consistent_structure() {
// All examples should have characters and at least one other declaration type
let examples = vec!["baker-family", "alice-in-wonderland"];
for name in examples {
let project = load_example(name);
assert!(
project.characters().count() > 0,
"Example '{}' should have characters",
name
);
let has_other_decls = project.behaviors().count() > 0 ||
project.schedules().count() > 0 ||
project.life_arcs().count() > 0;
assert!(
has_other_decls,
"Example '{}' should have behaviors, schedules, or life arcs",
name
);
}
assert!(
result.is_ok(),
"Baker family example should load without panicking"
);
}