Storybook Language Guide
Create rich narrative simulations through code that reads like stories.
Welcome to the complete guide for the Storybook narrative simulation language! Whether you’re a creative writer bringing characters to life or a developer building simulation systems, this documentation will help you master Storybook.
⚠️ Alpha Software Notice
Storybook is currently in alpha and under active development at r3t Studios. While the core language features are stable and ready to use, you should expect:
- New features to be added as we expand the language capabilities
- Minor syntax adjustments as we refine the design based on real-world usage
- API changes in the compiled output format as we optimize for game engine integration
We’re committed to a thoughtful path toward version 1.0. Breaking changes will be clearly documented, and we’ll provide migration guides when syntax evolves. Your feedback during this alpha period is invaluable in shaping the language’s future!
What is Storybook?
Storybook is a compiled simulation language designed for open-world, autonomous game simulations. While it includes a basic embedded virtual machine for terminal-based debugging, it’s built to be integrated into game engines and developed hand-in-hand with technical game developers.
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
- 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
Choose Your Path
🎨 For Storytellers
New to programming? Start with the Tutorial Track for a gentle, example-driven introduction. Learn by building a bakery simulation!
💻 For Developers
Need technical precision? Jump to the Reference Guide for complete syntax specifications and semantic details.
✨ For Everyone
Want inspiration? Browse the Examples Gallery to see what’s possible!
Quick Start
character Martha {
age: 34
skill_level: 0.95
---description
A master baker who learned from her grandmother
and now runs the most popular bakery in town.
---
}
behavior Baker_MorningRoutine {
choose daily_priority {
then prepare_sourdough { ... }
then serve_customers { ... }
then restock_display { ... }
}
}
Documentation Structure
- Part I: Getting Started - Tutorials for learning Storybook
- Part II: Complete Reference - Technical specifications
- Part III: Advanced Topics - Patterns and integration
- Part IV: Examples Gallery - Complete working examples
Getting Help
- In-Editor: Hover over keywords for quick help
- Search: Use the search box (top right) to find anything
- Examples: Working code is the best teacher!
Ready to begin? Start with the Tutorial →
Welcome to Storybook
Bring characters to life with code that reads like stories.
Welcome! This tutorial will guide you through the Storybook language step by step. By the end, you will be able to create rich characters, define complex behaviors, build relationships, and model entire narrative worlds.
What You Will Learn
In this tutorial, we follow Martha and her bakery family, using their daily lives to learn each concept:
- Creating Characters - Define Martha with traits and descriptions
- Your First Behavior Tree - Give characters decision-making abilities
- Making Characters Act - Actions, conditions, and decorators
- Advanced Behaviors - Subtrees, parameters, and complex patterns
- Character Relationships - Model how characters interact
- Schedules and Time - Give characters daily routines
- Life Arcs - Track character development over time
What is Storybook?
Storybook is a domain-specific language (DSL) for narrative simulation. It lets you describe:
- Who characters are (traits, backstory, species)
- What they do (behavior trees with decision logic)
- How they relate to others (relationships with perspectives)
- When they act (schedules and time-based routines)
- How they change (life arcs and state machines)
All of this in syntax designed to be readable and expressive.
Your First Storybook File
Create a file called hello.sb and add this:
character Martha {
age: 34
skill_level: 0.95
---description
A master baker who runs the most popular bakery in town,
known for her sourdough bread and apple pastries.
---
}
That is it. You have defined a character with two numeric fields and a prose description block. Let us break it down:
character Marthadeclares a new character named Martha{ ... }contains her attributesage: 34is an integer fieldskill_level: 0.95is a floating-point field (0.0 to 1.0)---description ... ---is a prose block for narrative text
Key Concepts
Everything is a Declaration
Storybook files contain declarations – named definitions of things in your world:
character Martha { ... } // A person or creature
behavior BakeRoutine { ... } // Decision-making logic
relationship Family { ... } // A connection between entities
schedule DailyRoutine { ... } // Time-based activities
life_arc Career { ... } // How someone changes over time
Fields Hold Data
Fields use a simple name: value format:
age: 34 // Integer
skill_level: 0.95 // Float
name: "Martha Baker" // String
is_open: true // Boolean
wake_time: 04:30 // Time
bake_duration: 45m // Duration
Prose Blocks Tell Stories
Prose blocks embed narrative text directly in your definitions:
---backstory
Martha learned to bake from her grandmother, starting at age
twelve with simple bread recipes. Over the years she mastered
sourdough, pastries, and specialty cakes, eventually opening
her own bakery.
---
You can have multiple prose blocks with different tags (backstory, appearance, personality, etc.) in a single declaration.
Project Structure
A typical Storybook project organizes files into directories:
my-world/
schema/
core_enums.sb // Enum definitions (skill levels, moods, etc.)
templates.sb // Reusable trait sets
beings.sb // Species definitions
world/
characters/
martha.sb // Character definitions
jane.sb
behaviors/
baking.sb // Behavior trees
relationships/
family.sb // Relationship definitions
Files reference each other using use statements:
use schema::core_enums::SkillLevel;
use schema::beings::Human;
character Martha: Human {
skill_level: expert
}
Next Steps
Ready to create your first character? Head to Creating Characters to start building Martha in detail.
Tip: You do not need to memorize everything now. This tutorial builds concepts gradually, and you can always refer back to the Reference Guide for precise syntax details.
Creating Characters
Characters are the heart of every Storybook world. In this chapter, you will learn how to define characters with fields, prose blocks, species, and templates.
A Simple Character
The simplest character has a name and some fields:
character Martha {
age: 34
skill_level: 0.95
is_open: true
}
Fields use the name: value format. Storybook supports several value types:
| Type | Example | Description |
|---|---|---|
| Integer | 42 | Whole numbers |
| Float | 0.85 | Decimal numbers |
| String | "hello" | Text in double quotes |
| Boolean | true / false | Yes or no values |
| Time | 14:30 | Clock times |
| Duration | 2h30m | Time intervals |
| List | [1, 2, 3] | Ordered collections |
Adding Descriptions with Prose Blocks
Prose blocks embed narrative text directly alongside data. They start and end with --- and have a tag name:
character Martha {
age: 34
skill_level: 0.95
---backstory
Martha learned to bake from her grandmother, starting at age
twelve with simple bread recipes. She mastered sourdough and
pastries, eventually opening the most popular bakery in town.
---
---appearance
A confident woman in her mid-thirties, usually dusted with
flour. Her hands are calloused from years of kneading dough.
---
}
You can use any tag name you like. Common ones include backstory, appearance, personality, motivation, and secrets.
Defining Species
Species define what a character fundamentally is. Define them separately, then reference them with the : syntax:
species Human {
lifespan: 70
---description
Bipedal mammals with complex language and tool use.
---
}
species Cat {
lifespan: 15
---description
Domestic cats make loyal companions and effective
pest control for bakeries.
---
}
Now use species when creating characters:
character Martha: Human {
age: 34
}
character Whiskers: Cat {
friendly: true
catches_mice: true
}
The : Human part says “Martha is a Human.” She inherits the species’ fields (like lifespan: 70) automatically.
A character can have only one species – you cannot be both Human and Cat.
But what about hybrids?
If you want a character that combines traits from different sources, use composition with templates instead:
species Human {
lifespan: 70
reasoning_ability: 1.0
}
template CulinaryExpert {
palate_sensitivity: 0.5..1.0
recipes_mastered: 0..500
can_identify_ingredients: true
}
template BusinessOwner {
business_acumen: 0.0..1.0
manages_finances: true
leadership: 0.0..1.0
}
// A character combining species with multiple templates
character Martha: Human from CulinaryExpert, BusinessOwner {
age: 34
// From CulinaryExpert
palate_sensitivity: 0.9
recipes_mastered: 150
can_identify_ingredients: true
// From BusinessOwner
business_acumen: 0.8
manages_finances: true
leadership: 0.85
// Unique traits
specialty: "sourdough"
years_experience: 22
---personality
A perfectionist in the kitchen who demands the best from her
ingredients and her team. Warm with customers but exacting
with her apprentices.
---
}
By combining a species with templates, you can achieve any combination you need. The species defines what the character fundamentally is, while templates add traits from other sources.
Reusing Traits with Templates
Templates define reusable sets of attributes. Characters inherit from them using the from keyword:
template SkilledWorker {
skill_level: 0.0..1.0
years_experience: 0..50
}
template Baker {
include SkilledWorker
specialty: "general"
recipes_mastered: 0..500
}
Notice the 0.0..1.0 syntax – that is a range. When a character uses this template, a specific value within that range is selected. Ranges are only valid in templates.
Characters can inherit from multiple templates:
character Martha: Human from Baker, BusinessOwner {
age: 34
skill_level: 0.95
specialty: "sourdough"
recipes_mastered: 150
}
The from Baker, BusinessOwner part says “Martha has the traits from both templates.” You can override any inherited field by specifying it directly.
Species vs. Templates
Understanding the difference is important:
Species (:) | Templates (from) | |
|---|---|---|
| Meaning | What the character is | What the character has |
| Count | Exactly one | Zero or more |
| Example | : Human | from Baker, BusinessOwner |
Think of it this way: a character is a Human, but has baking skills and business acumen.
Field Resolution
When a character inherits from multiple sources, fields are resolved in priority order:
- Species fields (lowest priority)
- Template fields (left to right in the
fromclause) - Character fields (highest priority – always wins)
species Human {
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: speed = 2.0 (Berserker), strength = 20 (Conan)
Using Enums for Controlled Values
Enums define a fixed set of named values. They prevent typos and ensure consistency:
enum SkillLevel {
Novice,
Beginner,
Intermediate,
Advanced,
Expert,
Master
}
enum Specialty {
Sourdough,
Pastries,
Cakes,
Bread,
Confections
}
Use enum values as field values:
character Martha: Human {
skill_level: Master
specialty: Sourdough
}
If you write skill_level: Professional, the compiler will catch the mistake because Professional is not defined in the SkillLevel enum.
Importing Across Files
Real projects split definitions across multiple files. Use the use statement to import:
// In world/characters/martha.sb
use schema::core_enums::{SkillLevel, Specialty};
use schema::templates::Baker;
use schema::beings::Human;
character Martha: Human from Baker {
skill_level: Master
specialty: Sourdough
}
The use schema::core_enums::{SkillLevel, Specialty} line imports two enums from the schema/core_enums.sb file. You can also import everything with use schema::core_enums::*.
Putting It All Together
Here is a complete character definition with all the features:
use schema::core_enums::{SkillLevel, Specialty};
use schema::templates::{Baker, BusinessOwner};
use schema::beings::Human;
character Martha: Human from Baker, BusinessOwner {
// Core identity
age: 34
skill_level: Master
specialty: Sourdough
// Professional
years_experience: 22
recipes_mastered: 150
can_teach: true
// Business
business_acumen: 0.8
leadership: 0.85
---backstory
Martha learned to bake from her grandmother, starting at age
twelve with simple bread recipes. She mastered sourdough and
pastries, eventually opening the most popular bakery in town.
---
---personality
A perfectionist in the kitchen who demands the best from her
ingredients and her team. Warm with customers but exacting
with her apprentices. Known for arriving at 4 AM to start
the morning batch.
---
}
Next Steps
Now that Martha exists, let us give her something to do. In Your First Behavior Tree, you will learn how characters make decisions.
Reference: For complete character syntax details, see the Characters Reference.
Your First Behavior Tree
Behavior trees define how characters make decisions. They model the thought process: “Try this first, and if it fails, try that instead.” In this chapter, you will create your first behavior tree for Martha.
What is a Behavior Tree?
A behavior tree is a hierarchy of nodes that executes from top to bottom. Each node either succeeds or fails, and the tree uses that result to decide what to do next.
There are two fundamental building blocks:
choose(Selector): Try children in order until one succeeds. Think “try A, else try B, else try C.”then(Sequence): Run children in order, stopping if any fails. Think “do A, then B, then C – all must succeed.”
Your First Tree
Let us give Martha a simple baking behavior:
behavior Martha_BakeRoutine {
choose what_to_do {
then fill_special_orders {
CheckSpecialOrders
PrepareSpecialIngredients
BakeSpecialItem
}
then daily_bread {
MixDough
KneadDough
BakeLoaves
}
CleanWorkstation
}
}
Reading this as a story:
Martha will choose what to do. First, she tries to fill special orders: she checks for orders, prepares special ingredients, and bakes the item. If that path fails (maybe there are no special orders), she tries daily bread: she mixes dough, kneads it, and bakes loaves. If even that fails, she simply cleans her workstation.
Understanding choose (Selector)
A choose node tries its children one at a time. As soon as one succeeds, it stops and returns success. If all children fail, it returns failure.
choose response {
HandleUrgentOrder // Try first: handle urgent order
ServeCustomer // If that fails: serve a customer
RestockShelves // If that fails: restock
}
This is like a priority list – the first successful option wins.
Understanding then (Sequence)
A then node runs its children in order. If any child fails, the whole sequence fails and stops. All children must succeed for the sequence to succeed.
then make_sourdough {
MixDough // Must succeed
KneadDough // Must succeed
FirstRise // Must succeed
ShapeLoaves // Must succeed
}
If MixDough fails (no flour available), the whole process stops.
Naming Your Nodes
Both choose and then accept optional labels:
choose daily_priority {
then morning_baking { ... }
then afternoon_sales { ... }
}
Labels are optional but highly recommended. They make your trees readable as narratives and help with debugging. Compare:
// Without labels (hard to read)
choose {
then { MixDough, BakeLoaves }
then { ServeCustomer, CollectPayment }
}
// With labels (reads like a story)
choose priority {
then baking { MixDough, BakeLoaves }
then sales { ServeCustomer, CollectPayment }
}
Combining choose and then
Behavior trees become powerful when you nest selectors and sequences:
behavior Jane_PastryRoutine {
choose pastry_priorities {
// Highest priority: fill custom cake orders
then custom_orders {
ReviewCakeOrder
DesignDecoration
BakeAndDecorate
PackageForPickup
}
// If no orders: prepare display pastries
then display_pastries {
RollPastryDough
PrepareFillings
AssemblePastries
ArrangeDisplay
}
// Default: experiment with new recipes
ExperimentWithFlavors
}
}
Reading this as narrative:
Jane always prioritizes custom cake orders. She reviews the order, designs the decoration, bakes and decorates, then packages it. If there are no orders, she prepares display pastries. If there is nothing else to do, she experiments with new flavors.
Actions
The leaf nodes in a behavior tree are actions – concrete things a character does:
MixDough // Simple action
KneadDough // Simple action
ServeCustomer // Simple action
Actions are identifiers that the runtime interprets. They represent the actual behaviors executed in your simulation.
A Complete Example
Here is a behavior tree for the morning rush at the bakery:
behavior Bakery_MorningRush {
---description
Handles the busy morning rush when customers are
lining up for fresh bread and pastries.
---
choose morning_priority {
then serve_waiting_customer {
GreetCustomer
TakeOrder
PackageItems
CollectPayment
ThankCustomer
}
then restock_display {
CheckDisplayLevels
FetchFromKitchen
ArrangeOnShelves
}
then quick_bake {
CheckInventory
StartQuickBatch
MonitorOven
}
}
}
Notice the prose block (---description ... ---) at the top of the behavior. You can document what the behavior does right alongside the code.
Behavior-Character Connection
Characters link to behaviors using the uses behaviors clause:
character Martha: Human {
age: 34
uses behaviors: [
{ tree: Martha_BakeRoutine },
{ tree: HandleEmergency }
]
}
This tells the simulation that Martha uses two behavior trees. We will cover advanced behavior linking (priorities, conditions) in Making Characters Act.
Next Steps
Your behavior trees so far make decisions between options and run sequences of actions. In Making Characters Act, you will learn how to add conditions, decorators, and parameters to create truly dynamic behaviors.
Reference: For complete behavior tree syntax, see the Behavior Trees Reference.
Making Characters Act
In the previous chapter, you created behavior trees with selectors and sequences. Now you will add conditions, action parameters, and decorators to create dynamic, responsive behaviors.
Conditions: if and when
Conditions let behavior trees react to the world. Use if or when to test a condition before proceeding:
behavior Martha_React {
choose response {
then bake_path {
if(inventory_sufficient)
StartBaking
}
then restock_path {
if(inventory_low)
OrderSupplies
}
CleanWorkstation
}
}
if(inventory_sufficient) succeeds when inventory is sufficient, and fails otherwise. If it fails, the entire bake_path sequence fails, and the tree moves on to the next option.
if and when are interchangeable – use whichever reads more naturally:
// "if" for state checks
if(health < 20)
// "when" for event-like conditions
when(alarm_triggered)
Condition Expressions
Conditions support comparisons and logical operators:
// Comparisons
if(health < 20)
if(distance > 100)
if(name == "Martha")
if(status is Curious) // 'is' is syntactic sugar for ==
// Logical operators
if(hungry and tired)
if(rich or lucky)
if(not is_dangerous)
// Combined
if(health < 50 and not has_potion)
if((age > 18 and age < 65) or is_veteran)
Action Parameters
Actions can take named parameters using parenthesis syntax:
behavior Martha_BakeSpecial {
then baking {
MixDough(recipe: "sourdough", quantity: 10)
KneadDough(duration: 15m)
BakeLoaves(temperature: 230, duration: 35m)
}
}
Parameters are fields inside ( ) after the action name. They let you customize behavior without defining separate actions for each variation.
Decorators
Decorators wrap a single child node and modify its behavior. They are your tools for timing, repetition, and conditional execution.
repeat – Looping
// Infinite repeat (checks oven forever)
repeat {
CheckOvenTemperature
}
// Repeat exactly 3 times
repeat(3) {
KneadDough
}
// Repeat between 2 and 5 times (random)
repeat(2..5) {
FoldDough
}
invert – Flip Results
Inverts success/failure. Useful for “if NOT” conditions:
behavior SafeBake {
choose options {
then bake_safely {
invert { OvenOverheating } // Succeeds if oven is NOT overheating
ContinueBaking
}
StopAndInspect
}
}
retry – Try Again on Failure
Retries the child up to N times if it fails:
retry(3) {
LightOven // Try up to 3 times before giving up
}
timeout – Time Limits
Fails the child if it does not complete within the duration:
timeout(10s) {
WaitForDoughToRise // Must finish within 10 seconds
}
cooldown – Rate Limiting
Prevents the child from running again within the cooldown period:
cooldown(30s) {
CheckOvenTemperature // Can only check once every 30 seconds
}
if as Decorator (Guard)
The if decorator only runs the child when a condition is true:
if(has_special_orders) {
PrepareSpecialBatch // Only prepare when there are orders
}
This is different from if as a condition node. As a decorator, if wraps a child and gates its execution. As a condition node, if is a simple pass/fail check inline in a sequence.
succeed_always and fail_always
Force a result regardless of the child:
// Try bonus task, but don't fail the routine if it fails
succeed_always {
ExperimentWithNewRecipe
}
// Temporarily disable a feature
fail_always {
UntestedBakingMethod
}
Combining Decorators
Decorators can nest for complex control:
behavior ResilientAction {
// Only run if oven is ready, with 20s timeout, retrying up to 3 times
if(oven_ready) {
timeout(20s) {
retry(3) {
BakeDelicateItem
}
}
}
}
Execution flows outside-in: first the if checks the oven, then the timeout starts, then the retry begins.
Subtree References
The include keyword references another behavior tree, enabling reuse:
behavior SourdoughRecipe {
then sourdough {
MixDough(recipe: "sourdough", quantity: 10)
KneadDough(duration: 15m)
FirstRise(duration: 2h)
ShapeLoaves
}
}
behavior Martha_DailyRoutine {
choose daily_priority {
then special_orders {
if(has_special_orders)
include SpecialOrderBehavior
}
include SourdoughRecipe // Reuse sourdough behavior
}
}
Subtrees help you avoid duplicating behavior logic. You can also reference behaviors from other modules using qualified paths:
include behaviors::baking::sourdough
include behaviors::service::greet_customer
Behavior Linking with Priorities
Characters can link to multiple behaviors with priorities and conditions:
character Martha: Human {
uses behaviors: [
{
tree: BakerRoutine
priority: normal
},
{
tree: HandleEmergency
when: emergency_detected
priority: high
},
{
tree: HandleHealthInspection
when: inspector_present
priority: critical
}
]
}
The runtime evaluates behaviors by priority (critical > high > normal > low). Higher-priority behaviors preempt lower-priority ones when their conditions are met.
A Complete Example
Here is a complete behavior tree for handling the morning rush:
behavior MorningRush_Routine {
---description
The bakery's morning rush routine: serve customers, restock,
and keep the ovens running.
---
repeat {
then rush_cycle {
// Serve any waiting customers
choose service_mode {
then serve_regular {
if(customer_waiting)
GreetCustomer
TakeOrder
PackageItems
CollectPayment
}
then restock {
if(display_low)
FetchFromKitchen
ArrangeOnShelves
}
}
// Check ovens between customers
timeout(5s) {
CheckAllOvens
}
PrepareNextBatch
}
}
}
This tree repeats forever: serve a customer or restock the display, check the ovens, and prepare the next batch.
Next Steps
You now know the full toolkit for behavior trees. In Advanced Behaviors, you will learn patterns for building complex AI systems with nested trees, state-based switching, and modular design.
Reference: See Decorators Reference for all decorator types and Expression Language for complete condition syntax.
Advanced Behaviors
You have learned the fundamentals of behavior trees. This chapter covers advanced patterns: complex decision hierarchies, modular design with subtrees, and state-driven behavior.
Deep Decision Trees
Real characters need layered decision-making. Nest selectors and sequences to create rich AI:
behavior Baker_DailyAI {
choose daily_activity {
// Morning: Prepare the bakery
then morning_prep {
if(time_is_morning)
then prep_sequence {
LightOven
PrepareDough
StartFirstBatch
}
}
// Day: Serve customers
then day_service {
if(time_is_daytime)
choose service_mode {
then serve_customer {
if(customer_waiting)
GreetCustomer
TakeOrder
PackageItems
CollectPayment
}
then restock {
if(display_low)
FetchFromKitchen
}
CleanCounter
}
}
// Evening: Close up
then evening_close {
if(time_is_evening)
then close_sequence {
TurnOffOvens
CleanKitchen
CountRegister
LockUp
}
}
}
}
Each level of nesting refines the decision. The outer choose selects the time of day; inner nodes handle the specifics.
Modular Subtrees
Large behavior trees become unwieldy. Break them into focused subtrees and compose with include:
// Focused subtree: just baking
behavior Baking_Sourdough {
then sourdough_sequence {
MixDough
KneadDough
FirstRise
ShapeLoaves
}
}
// Focused subtree: just customer service
behavior Service_ServeCustomer {
then service_sequence {
GreetCustomer
TakeOrder
PackageItems
CollectPayment
}
}
// Composition: combine subtrees
behavior Martha_FullDay {
choose activity {
then morning_baking {
if(time_is_morning)
include Baking_Sourdough
include Baking_Pastries
}
then afternoon_sales {
if(time_is_afternoon)
include Service_ServeCustomer
}
CleanWorkstation
}
}
Benefits of modular subtrees:
- Each subtree is testable in isolation
- Multiple characters can share subtrees
- Changes propagate automatically
Conditional Behavior Selection
Use conditions to switch between behavioral modes:
behavior SmartBaker {
choose strategy {
// Busy mode when there are many customers
then busy_mode {
if(customer_count > 5 and inventory_sufficient)
choose rush_tactics {
ServeFastOrder
QuickRestock
ExpressBake
}
}
// Careful mode when supplies are low
then careful_mode {
if(inventory_low or special_ingredients_missing)
choose conservation_tactics {
ReducePortions
SubstituteIngredients
OrderEmergencySupply
}
}
// Normal mode otherwise
then normal_mode {
if(customer_count <= 5 and inventory_sufficient)
StandardRoutine
}
}
}
Decorator Combinations
Combine decorators to build sophisticated control patterns:
behavior Baker_SpecialRecipe {
// Only when inventory is sufficient
if(has_special_ingredients) {
// Limited to once per hour
cooldown(1h) {
// Must complete within 30 minutes
timeout(30m) {
// Try up to 3 times
retry(3) {
then bake_special {
PrepareSpecialDough
BakeAtPreciseTemperature
}
}
}
}
}
}
Prose Documentation
Add narrative context to complex behaviors with prose blocks:
behavior Elena_TrainingSession {
---description
Elena practicing a new recipe under Martha's guidance.
Uses retry decorator for persistence and if for
checking readiness.
---
choose training_strategy {
then practice_supervised {
if(martha_available)
retry(3) {
then attempt_recipe {
ReviewRecipeSteps
MeasureIngredients
MixAndKnead
CheckWithMartha
}
}
}
then practice_solo {
if(not martha_available)
then solo_attempt {
ReviewRecipeNotes
AttemptRecipeFromMemory
TasteTestResult
}
}
}
}
Design Tips
Prefer shallow trees: Break deep nesting into subtrees with include.
Name every composite node: Labels make trees self-documenting.
Use decorators for control flow: Timing, repetition, and gating belong in decorators, not in action logic.
Keep actions atomic: Each action should do one thing. Complex operations are sequences of simple actions.
Next Steps
Characters do not exist in isolation. In Character Relationships, you will model how characters connect to each other – friendships, rivalries, parent-child bonds, and more.
Reference: See Behavior Trees Reference and Decorators Reference for complete syntax.
Character Relationships
Characters exist in a web of connections – friendships, rivalries, parent-child bonds, and complex power dynamics. In Storybook, relationships are first-class declarations that capture these connections with nuance and perspective.
Basic Relationships
The simplest relationship connects two characters with shared fields:
relationship MarthaAndEmma {
Martha as parent {}
Emma as child {}
bond: 0.95
type: "parent_child"
}
This says Martha and Emma share a relationship with a bond strength of 0.95 (very close). The bond field is shared – it applies equally to both participants.
Adding Roles
Roles label each participant’s function in the relationship:
relationship ParentChild {
Martha as parent
Emma as child
bond: 0.95
guardianship: true
}
The as parent and as child labels clarify who plays which role. Roles are descriptive – you can use any name that makes sense.
Perspectives: Self and Other
Real relationships are not symmetric. How one person sees the relationship may differ from how the other sees it. Storybook handles this with self and other blocks:
relationship MentorApprentice {
Martha as mentor self {
patience: 0.8
investment_in_student: 0.9
} other {
sees_potential: 0.85
frustration_level: 0.2
}
Elena as apprentice self {
dedication: 0.9
overwhelmed: 0.4
} other {
admiration: 0.95
desire_to_impress: 0.9
}
bond: 0.85
}
Reading this:
- Martha’s self view: She feels patient (80%), highly invested in her student
- Martha’s view of Elena (other): Sees high potential (85%) with low frustration (20%)
- Elena’s self view: Dedicated (90%) but sometimes overwhelmed (40%)
- Elena’s view of Martha (other): Deep admiration (95%), strong desire to impress (90%)
- Shared: Their bond strength is 0.85
Prose in Relationships
Relationships can include narrative descriptions for each participant:
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. He worries
about what would happen if she ever retired.
---
}
bond: 0.7
}
Multi-Party Relationships
Relationships can involve more than two participants:
relationship BakerFamily {
Martha as parent
Jane as parent
Emma as child
household: "Baker Residence"
family_bond: 0.95
dinner_time: 18:00
---dynamics
A loving family running a bakery together. Martha handles
the bread, Jane manages pastries, and Emma helps out on
weekends while learning the craft.
---
}
Asymmetric Awareness
Relationships can model situations where one party does not know the relationship exists:
relationship BossAndNewHire {
Martha {
role: boss
aware_of_struggles: false
expects: high_quality_work
---perspective
Martha sees the new hire as competent and expects them
to learn the bakery routines quickly. She has no idea
they are struggling with the early morning schedule.
---
}
NewHire {
role: employee
intimidated: 0.8
hides_struggles: true
---perspective
The new hire is in awe of Martha's skill but terrified
of disappointing her. They arrive thirty minutes early
every day to practice techniques before she gets in.
---
}
bond: 0.4
}
Institutional Relationships
Institutions can participate in relationships too:
relationship GuildMembership {
Martha as member
BakersGuild as organization
membership_since: "2015-01-01"
standing: "good"
dues_paid: true
}
Building a Relationship Web
Multiple relationships create a rich social network:
relationship Marriage {
Martha as spouse
Jane as spouse
bond: 0.9
}
relationship MentorApprentice {
Martha as mentor
Elena as apprentice
bond: 0.85
}
relationship RegularCustomer {
Martha as shopkeeper
Gregory as customer
bond: 0.7
}
relationship Colleagues {
Martha as peer
NeighborBaker as peer
bond: 0.5
competitive: true
}
Next Steps
Characters have traits, behaviors, and relationships. In Schedules and Time, you will give them daily routines and time-based activities.
Reference: For complete relationship syntax, see the Relationships Reference.
Schedules and Time
Characters live in time. A baker wakes before dawn to prepare dough; a guard patrols during the day shift; an innkeeper serves customers until late. Schedules define these time-based routines.
Basic Schedules
A schedule contains time blocks, each with a time range and an action:
schedule SimpleBaker {
block morning_prep {
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
}
}
Time ranges use 24-hour clock format (HH:MM). The action field links to a behavior tree that drives the character’s activity during that block.
Named Blocks
Blocks can have names (like morning_prep above). Named blocks are important for schedule composition – they allow child schedules to override specific blocks by name.
Linking Schedules to Characters
Characters use the uses schedule clause:
character Baker: Human {
uses schedule: SimpleBaker
}
For multiple schedules:
character Innkeeper: Human {
uses schedules: [WeekdaySchedule, WeekendSchedule]
}
Temporal Constraints
Blocks can be restricted to specific times using temporal constraints:
Season Constraints
schedule SeasonalBaker {
block summer_hours {
06:00 - 20:00
action: baking::long_shift
on season summer
}
block winter_hours {
07:00 - 18:00
action: baking::short_shift
on season winter
}
}
Day of Week Constraints
schedule WeeklyPattern {
block weekday_work {
09:00 - 17:00
action: work::standard
on day monday
}
block weekend_rest {
10:00 - 16:00
action: leisure::relax
on day saturday
}
}
Temporal constraint values (like summer or monday) reference enums defined in your storybook:
enum Season { spring, summer, fall, winter }
enum DayOfWeek { monday, tuesday, wednesday, thursday, friday, saturday, sunday }
Recurring Events
Use recurs to define events that repeat on a schedule:
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
}
}
}
Recurrences take priority over regular blocks. On Saturdays, the MarketDay blocks replace the regular work block.
Schedule Composition with extends
Schedules can extend other schedules, inheriting and overriding blocks:
schedule BaseShopkeeper {
block open {
09:00 - 17:00
action: shop::standard_hours
}
}
schedule EarlyBaker extends BaseShopkeeper {
block open {
05:00 - 13:00
action: baking::early_shift
}
}
The EarlyBaker schedule overrides the open block by name – same block name, different hours. Any blocks not overridden are inherited unchanged.
You can chain extensions:
schedule MasterBaker extends EarlyBaker {
block open {
03:00 - 11:00
action: baking::master_work
}
block teaching {
14:00 - 16:00
action: baking::teach_apprentice
}
}
MasterBaker overrides open again and adds a new teaching block.
Overnight Blocks
Time ranges can span midnight:
schedule NightGuard {
block night_patrol {
22:00 - 06:00
action: security::patrol
}
}
The system interprets this as 22:00 to midnight on day one, then midnight to 06:00 on day two.
A Complete Schedule Example
schedule MasterBaker_FullYear {
// Daily base
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
}
// Summer extended hours
block summer_sales {
10:00 - 20:00
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 harvest festival
recurs HarvestFestival on dates "Sep 20" .. "Sep 25" {
block festival {
06:00 - 23:00
action: baking::festival_mode
}
}
}
Next Steps
Characters now have traits, behaviors, relationships, and schedules. In Life Arcs, you will learn how to model character development over time – how they grow, change, and evolve through different phases of life.
Reference: For complete schedule syntax, see the Schedules Reference.
Life Arcs
Characters grow and change. A timid apprentice becomes a confident master baker. A new employee finds their place in the team. Life arcs model these transformations as state machines – discrete phases with conditions that trigger transitions between them.
What is a Life Arc?
A life arc defines:
- States: Distinct phases (e.g., “apprentice”, “journeyman”, “master”)
- Transitions: Conditions that move between states (e.g., “when skill > 80, become master”)
- On-enter actions: Changes that happen when entering a state (e.g., set confidence to 0.9)
Your First Life Arc
life_arc BakerCareer {
state apprentice {
on enter {
Baker.skill_level: 0.2
Baker.confidence: 0.3
}
on skill_level > 0.5 -> journeyman
}
state journeyman {
on enter {
Baker.confidence: 0.6
}
on skill_level > 0.8 -> master
}
state master {
on enter {
Baker.confidence: 0.95
Baker.can_teach: true
}
}
}
Reading this as a story:
The baker starts as an apprentice with low skill and confidence. When skill exceeds 0.5, they become a journeyman with improved confidence. When skill exceeds 0.8, they become a master who is confident and can teach others.
States
Each state represents a distinct phase. States contain:
- on enter block: Field updates that happen when entering the state
- Transitions: Conditions that trigger moving to another state
- Prose blocks: Narrative descriptions
state early_apprentice {
on enter {
Elena.skill_level: novice
Elena.confidence: timid
}
on recipes_mastered > 5 -> growing_apprentice
on quit_apprenticeship -> former_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.
---
}
Transitions
Transitions use expressions to decide when to change state:
// Simple conditions
on health < 20 -> fleeing
on quest_complete -> celebrating
// Boolean fields
on is_hostile -> combat
on not ready -> waiting
// Equality checks
on status is active -> active_state
on name is "Martha" -> found_martha
// Complex conditions
on health < 50 and enemy_count > 3 -> retreat
on (tired and hungry) or exhausted -> resting
Transition Priority
When multiple transitions could fire, the first one in declaration order wins:
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 triggers, even though defensive is also true.
On-Enter Actions
The on enter block sets field values when entering a state. It runs exactly once per transition:
state master_baker {
on enter {
Elena.skill_level: master
Elena.confidence: commanding
Elena.can_teach: true
}
}
The syntax is EntityName.field: value. This updates the referenced character’s field.
Elena’s Complete Journey
Here is a complete life arc tracking Elena’s growth from apprentice to master:
life_arc ElenaCareer {
---description
Tracks Elena's professional and personal growth as she
progresses from nervous apprentice to confident master baker.
---
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 > 50 -> master
---narrative
Elena runs the morning shift alone while Martha handles
special orders. Customers start asking for "Elena's rolls."
---
}
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.
---
}
}
Common Patterns
Hub-and-Spoke
A central idle state with branches to specialized states:
life_arc BakerBehavior {
state idle {
on customer_arrived -> serving
on order_placed -> baking
on delivery_arrived -> receiving
}
state serving { on customer_served -> idle }
state baking { on batch_complete -> idle }
state receiving { on delivery_processed -> idle }
}
Linear Progression
States form a one-way sequence (quests, tutorials):
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 {}
}
Cyclic States
States form a loop (day/night, seasons, mood swings):
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 }
}
Tips
Order transitions by urgency: Put the most critical conditions first, since the first true transition wins.
Use descriptive state names: waiting_for_customer is clearer than state1.
Add narrative prose blocks: They make life arcs readable as stories and serve as documentation.
Avoid orphan states: Every state should be reachable from some other state (the compiler will warn you about unreachable states).
What You Have Learned
Congratulations! You have completed the tutorial. You now know how to:
- Create characters with species, templates, and enums
- Build behavior trees with selectors, sequences, and decorators
- Add conditions and action parameters
- Model relationships with perspectives
- Define time-based schedules
- Track character development with life arcs
Where to Go Next
- Reference Guide: Complete syntax specifications
- Design Patterns: Common patterns and best practices
- Examples Gallery: Full working examples to learn from
Reference: For complete life arc syntax, see the Life Arcs Reference.
Locations and Institutions
So far you have created characters, given them behaviors, connected them with relationships, scheduled their days, and guided them through life arcs. But characters need places to be and organizations to belong to. That is what locations and institutions provide.
What Are Locations?
A location is a place in your world. It can be a building, a room, a park, a city – any space where things happen. Locations hold fields that describe the place and optional prose blocks for narrative detail.
Your First Location
Let’s create the bakery where Martha works:
location BakersBakery {
type: bakery
address: "14 Main Street"
capacity: 30
}
That is all it takes. The location keyword, a name, and a block of fields. Every field is a key-value pair, and you choose whatever fields make sense for your world.
Adding Detail
A real location needs more than three fields. Let’s flesh out the bakery:
location BakersBakery {
type: bakery
address: "14 Main Street"
capacity: 30
employees: 4
specialty: "artisan sourdough"
daily_output_loaves: 80..120
open: true
established: "2011"
}
Notice daily_output_loaves: 80..120 – that is a range. Each simulation run can pick a different number of loaves, adding natural variation.
Prose Blocks
Bare fields are good for data, but locations also need narrative flavor. Use prose blocks:
location BakersBakery {
type: bakery
address: "14 Main Street"
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.
---
}
Prose blocks start with ---tag_name and end with ---. The tag name (description here) becomes the key. You can have as many prose blocks as you want:
location BakersBakery {
type: bakery
---description
The bakery on Main Street...
---
---history
Originally a hardware store, Martha converted the space in 2011...
---
---atmosphere
Flour dust catches the light from tall windows...
---
}
Building a World with Locations
Locations work best when they form a coherent world. Here is the Baker family’s neighborhood:
location BakersBakery {
type: bakery
address: "14 Main Street"
capacity: 30
owner: Martha
---description
Martha's artisan bakery. The stone oven was imported from France.
---
}
location BakerHome {
type: residence
address: "22 Elm Lane"
bedrooms: 4
has_garden: true
---description
The Baker family home. Martha insisted on an oversized kitchen.
---
}
location BakersGuildHall {
type: guild_hall
address: "7 Guild Row"
capacity: 100
established: "1892"
---description
The historic headquarters of the Bakers Guild.
---
}
location TownSquare {
type: public_square
capacity: 500
has_fountain: true
has_market_stalls: true
---description
The central gathering place. On weekends, the farmers market
fills the square with produce stalls.
---
}
Modeling Hierarchy
Storybook does not enforce a built-in parent-child relationship for locations. Instead, you use fields to express hierarchy:
location MainStreet {
type: street
district: TownCenter
shops: 12
}
location BakersBakery {
type: bakery
street: MainStreet
district: TownCenter
}
This convention-based approach keeps the language simple while letting you model whatever spatial relationships your world needs.
What Are Institutions?
An institution is an organization, group, or system. Think of it as a character that represents a collective: a guild, a government, a school, a business. Institutions have a key capability that locations lack – they can use behaviors and schedules, just like characters.
Your First Institution
institution BakersGuild {
type: trade_guild
members: 50
founded: "1892"
reputation: 0.85
}
This looks just like a location so far. The difference comes when you add behaviors.
Institutions with Behaviors
Institutions can act. The uses behaviors clause links behavior trees to the institution:
institution BakersGuild {
type: trade_guild
members: 50
reputation: 0.85
uses behaviors: [
{ tree: ManageApprentices },
{ tree: NegotiateSuppliers },
{ tree: HostEvents }
]
}
Each entry in the list is a behavior link object with a tree field. This tells the simulation engine that the Bakers Guild can manage apprentices, negotiate with suppliers, and host events.
Behavior Priorities
Not all behaviors are equally important. Use the priority field:
institution BakersGuild {
type: trade_guild
uses behaviors: [
{ tree: ManageApprentices, priority: normal },
{ tree: NegotiateSuppliers, priority: high },
{ tree: HostEvents, priority: low }
]
}
Priority levels are low, normal, high, and critical. Higher-priority behaviors take precedence when the institution must choose between actions.
Conditional Behaviors
Some behaviors only activate under certain conditions:
institution BakersGuild {
type: trade_guild
reputation: 0.85
uses behaviors: [
{ tree: ManageApprentices },
{ tree: NegotiateSuppliers, priority: high },
{ tree: EmergencyMeeting, when: reputation < 0.3, priority: critical }
]
}
The when clause uses an expression. Here, the emergency meeting behavior only activates when reputation drops below 0.3.
Institutions with Schedules
Institutions can also follow schedules:
institution BakersGuild {
type: trade_guild
uses schedule: GuildOperatingHours
}
For multiple schedules:
institution BakersGuild {
type: trade_guild
uses schedules: [WeekdaySchedule, WeekendSchedule]
}
Prose Blocks
Just like locations, institutions support prose blocks:
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.
---
---charter
Article I: All members shall maintain the highest standards.
Article II: Apprentices must complete a three-year program.
---
}
Connecting Characters to Institutions
Institutions do not have a built-in membership list. You model membership through character fields or relationships.
Through Character Fields
The simplest approach – add fields to your characters:
character Martha {
age: 45
occupation: baker
guild: BakersGuild
guild_role: guild_master
guild_member_since: "2005"
}
character Jane {
age: 19
occupation: apprentice_baker
guild: BakersGuild
guild_role: apprentice
guild_member_since: "2024"
}
Through Relationships
For richer modeling, use relationships:
relationship GuildMembership {
Martha as guild_master { years_active: 20 }
BakersGuild as organization { }
bond: 0.95
}
relationship Apprenticeship {
Jane as apprentice { skills_learned: 12 }
Martha as mentor { patience_remaining: 0.7 }
BakersGuild as guild { }
years_completed: 1
}
This approach captures richer information: roles, duration, and multi-party connections.
Locations vs. Institutions
When should you use each?
| Question | Use… |
|---|---|
| Where does something happen? | Location |
| Who or what organizes things? | Institution |
| Does it need behaviors? | Institution |
| Does it need a schedule? | Institution |
| Is it purely a place? | Location |
| Is it a group or organization? | Institution |
Sometimes the same concept needs both:
// The physical building
location BakersGuildHall {
type: guild_hall
address: "7 Guild Row"
capacity: 100
}
// The organization that meets there
institution BakersGuild {
type: trade_guild
members: 50
location: BakersGuildHall
uses behaviors: [
{ tree: ManageApprentices },
{ tree: NegotiateSuppliers }
]
uses schedule: GuildOperatingHours
}
The guild hall is a place. The guild is an organization. Keeping them separate lets you say “the guild meets at the guild hall” without conflating the building with the institution.
Putting It All Together
Here is a complete example showing how locations, institutions, and characters work together in the Baker family world:
// Enums for type safety
enum PlaceType {
bakery, residence, guild_hall, public_square
}
enum GuildRole {
guild_master, journeyman, apprentice
}
// Locations: where things happen
location BakersBakery {
type: bakery
address: "14 Main Street"
capacity: 30
owner: Martha
---description
Martha's artisan bakery on Main Street.
---
}
location BakerHome {
type: residence
address: "22 Elm Lane"
bedrooms: 4
residents: ["Martha", "David", "Jane", "Tom"]
}
location BakersGuildHall {
type: guild_hall
address: "7 Guild Row"
capacity: 100
---description
The historic Bakers Guild headquarters, established 1892.
---
}
// Institution: the organization
institution BakersGuild {
type: trade_guild
members: 50
founded: "1892"
reputation: 0.85
location: BakersGuildHall
leader: Martha
uses behaviors: [
{ tree: ManageApprentices, priority: normal },
{ tree: NegotiateSuppliers, priority: high },
{ tree: HostAnnualBakeOff, when: month is october }
]
uses schedule: GuildOperatingHours
---description
The Bakers Guild oversees apprenticeships, quality standards,
and the annual Great Bake-Off competition.
---
}
// Institution: the business
institution BakersBakeryBusiness {
type: business
owner: Martha
employees: 4
location: BakersBakery
uses behaviors: [
{ tree: DailyBakingOps, priority: high },
{ tree: InventoryManagement }
]
uses schedule: BakeryOperatingHours
}
// Characters connected to all of the above
character Martha {
age: 45
occupation: baker
workplace: BakersBakery
home: BakerHome
guild: BakersGuild
guild_role: guild_master
}
character Jane {
age: 19
occupation: apprentice_baker
workplace: BakersBakery
home: BakerHome
guild: BakersGuild
guild_role: apprentice
}
// Relationships tying it all together
relationship GuildLeadership {
Martha as guild_master { }
BakersGuild as guild { }
years_in_role: 8
}
relationship BakeryApprenticeship {
Jane as apprentice { }
Martha as mentor { }
BakersGuild as certifying_body { }
year: 1
total_years: 3
}
Key Takeaways
- Locations are simple: name, fields, prose blocks. They model places.
- Institutions are richer: they add
uses behaviorsanduses scheduleon top of fields and prose. They model organizations. - Membership is modeled through character fields or relationships, not built into institution syntax.
- Separate place from organization: A guild hall (location) and the guild (institution) are different things.
- Use enums for type-safe categorization of locations and institutions.
Next Steps
- Learn about expressions used in conditional behavior links
- Explore behavior trees to create the behaviors your institutions use
- See schedules to define operating hours for institutions
- Read the full Locations Reference and Institutions Reference
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:
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
- Lexical: Valid tokens and syntax
- Syntactic: Correct grammar structure
- Semantic: Type checking, reference resolution
- 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:
use schema::species::Human;
use schema::templates::Adult;
character Baker: Human from Adult {
// ...
}
Resolution order:
- Same file
- Explicitly imported
- Error if not found
Quick Reference
Character Declaration
character Name: Species from Template {
field: value
field: value
---prose_tag
Text content
---
}
Behavior Tree
behavior Name {
choose label { // Selector
then label { ... } // Sequence
if (condition) // Condition
ActionName // Action
include path // Subtree
}
}
Life Arc
life_arc Name {
state StateName {
on condition -> NextState
}
}
Schedule
schedule Name {
08:00 -> 12:00: activity { }
12:00 -> 13:00: lunch { }
}
Relationship
relationship Name {
Person1 as role
Person2 as role
bond: 0.85
}
Next Steps
Dive deeper into each declaration type:
- Characters - Detailed character syntax
- Behavior Trees - Complete behavior node reference
- Decorators - All decorator types
- Life Arcs - State machine semantics
- Schedules - Time-based planning
- Relationships - Connection modeling
- Other Declarations - Templates, institutions, etc.
- Expressions - Full expression language
- Value Types - All field value types
- Validation - 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.
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
<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
speciesdeclaration - Single inheritance: A character can only have one species
- Default behavior: Species fields are inherited automatically
Example:
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:
character Martha: Human from Baker, BusinessOwner {
specialty: "sourdough"
}
Fields
Fields define the character’s attributes using the standard field syntax. All value types 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 using the uses behaviors clause.
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 for details on behavior tree syntax and semantics.
Schedule Integration
Characters can follow schedules using the uses schedule or uses schedules clause.
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 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:
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):
- Species fields (base ontology)
- Template fields (left to right in
fromclause) - Character fields (highest priority)
Example:
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:
- Unique names: Character names must be unique within their module
- Species exists: If specified, the species must reference a defined
speciesdeclaration - Templates exist: All templates in the
fromclause must reference definedtemplatedeclarations - No circular inheritance: Templates cannot form circular dependency chains
- Field type consistency: Field values must match expected types from species/templates
- Reserved fields: Cannot use reserved keywords as field names
- Behavior trees exist: All behavior tree references must resolve to defined
behaviordeclarations - Schedules exist: All schedule references must resolve to defined
scheduledeclarations - Prose tag uniqueness: Each prose tag can appear at most once per character
Examples
Basic Character
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
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
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
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
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:
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:
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:
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 - Species declarations
- Templates - Template definitions and strict mode
- Value Types - All supported value types
- Behavior Trees - Character behavior integration
- Schedules - Character schedule integration
- Relationships - Relationships between characters
- Life Arcs - 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
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
<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:
- Try first child
- If succeeds -> return success
- If fails -> try next child
- If all fail -> return failure
Use case: “Try A, if that fails try B, if that fails try C…”
behavior GuardBehavior {
choose guard_actions {
AttackIntruder // Try first
SoundAlarm // If attack fails, sound alarm
FleeInPanic // If alarm fails, flee
}
}
Named selectors:
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:
- Run first child
- If fails -> return failure
- If succeeds -> run next child
- If all succeed -> return success
Use case: “Do A, then B, then C… all must succeed”
behavior BrewingSequence {
then brew_potion {
GatherIngredients // Must succeed
MixIngredients // Then this must succeed
Boil // Then this must succeed
BottlePotion // Finally this
}
}
Named sequences:
then prepare_sourdough {
MixDough
KneadDough
ShapeLoaves
}
Nesting Composites
Composite nodes can nest arbitrarily deep:
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:
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
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 for complete expression syntax.
Action Nodes
Actions are leaf nodes that execute concrete behaviors. They reference action implementations in the runtime.
Basic Actions
behavior SimpleActions {
then do_things {
MoveForward
TurnLeft
Attack
}
}
Actions with Parameters
Actions can have named parameters using parenthesis syntax:
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 supported
- Runtime validates parameter types
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 for complete reference.
Common Decorators
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
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
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:
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
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
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
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
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
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:
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 (
whenclause) gate behavior activation - Higher-priority behaviors preempt lower-priority ones
See Characters for complete behavior linking syntax.
Execution Semantics
Tick-Based Evaluation
Behavior trees execute every “tick” (typically once per frame):
- Start at root node
- Traverse down to leaves based on composite logic
- Execute leaf nodes (conditions, actions)
- Return success/failure up the tree
- 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:
behavior LongAction {
timeout(30s) { // Stateful: tracks elapsed time
ComplexCalculation // May take multiple ticks
}
}
Validation Rules
- At least one node: Behavior body must contain at least one node
- Composite children:
chooseandthenrequire at least one child - Decorator child: Decorators require exactly one child
- Action exists: Action names must reference registered actions in runtime
- Subtree exists:
includemust reference a definedbehaviordeclaration - Expression validity: Condition expressions must be well-formed
- Duration format: Decorator durations must be valid (e.g.,
5s,10m) - Unique labels: Node labels (if used) should be unique within their parent
- Parameter types: Action parameters must match expected types
Best Practices
1. Prefer Shallow Trees
Avoid:
choose {
then { then { then { then { Action } } } } // Too deep!
}
Prefer:
choose root {
include combat_tree
include exploration_tree
include social_tree
}
2. Use Named Nodes for Clarity
Avoid:
choose {
then {
IsHungry
FindFood
Eat
}
Wander
}
Prefer:
choose survival {
then eat_if_hungry {
IsHungry
FindFood
Eat
}
Wander
}
3. Subtrees for Reusability
Avoid: Duplicating logic across behaviors
Prefer:
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:
timeout(10s) {
ComplexTask
}
cooldown(30s) {
SpecialAbility
}
5. Guard for Preconditions
Avoid:
then problematic {
ExpensiveAction // Always runs even if inappropriate
}
Prefer:
if(can_afford_action) {
ExpensiveAction // Only runs when condition passes
}
Cross-References
- Decorators - Complete decorator reference
- Characters - Linking behaviors to characters
- Expression Language - Condition expression syntax
- Value Types - Parameter value types
- Design Patterns - 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
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
<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).
behavior InfinitePatrol {
repeat {
PatrolRoute
}
}
Execution:
- Run child
- Child completes (success or failure)
- Immediately run child again
- 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.
behavior CheckThreeTimes {
repeat(3) {
CheckDoor
}
}
Execution:
- Counter = 0
- Run child
- Counter++
- If counter < N, go to step 2
- 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.
behavior SearchRandomly {
repeat(2..5) {
SearchArea
}
}
Execution:
- Select count C randomly from [min, max]
- 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.
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:
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.
behavior PersistentDoor {
retry(5) {
OpenLockedDoor
}
}
Execution:
- Attempts = 0
- Run child
- If child succeeds → return success
- 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:
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.
behavior TimeLimitedPuzzle {
timeout(30s) {
SolvePuzzle
}
}
Execution:
- Start timer
- Run child each tick
- If child completes before timeout → return child’s result
- If timer expires → return failure (interrupt child)
Use cases:
- Time-limited actions
- Preventing infinite loops
- Enforcing deadlines
Duration formats:
5s- 5 seconds10m- 10 minutes2h- 2 hours3d- 3 days
Example:
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.
behavior SpecialAbility {
cooldown(30s) {
FireCannon
}
}
Execution:
- Check last execution time
- If (current_time - last_time) < cooldown → return failure
- 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:
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.
behavior ConditionalAttack {
if(health > 50) {
AggressiveAttack
}
}
Execution:
- Evaluate condition expression
- If true → run child and return its result
- 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 for complete syntax.
Examples:
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:
// 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.
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:
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.
behavior TestFailure {
fail_always {
AlwaysSucceedsAction // But we force it to fail
}
}
Use cases:
- Testing/debugging
- Forcing alternative paths
- Disabling branches temporarily
Example:
behavior UnderConstruction {
choose abilities {
// Temporarily disabled feature
fail_always {
NewExperimentalAbility
}
// Fallback to old ability
ClassicAbility
}
}
Combining Decorators
Decorators can nest to create complex behaviors:
behavior ComplexPattern {
// Repeat 3 times, each with 10 second timeout
repeat(3) {
timeout(10s) {
SolveSubproblem
}
}
}
More complex nesting:
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
- If checks condition
- Timeout starts timer
- Retry begins first attempt
- Cooldown checks last execution time
- Child action runs
Duration Syntax
Timeout and cooldown decorators use duration literals:
<duration-literal> ::= <number> <unit>
<unit> ::= "s" // seconds
| "m" // minutes
| "h" // hours
| "d" // days
<number> ::= <digit>+
Examples:
5s- 5 seconds30s- 30 seconds2m- 2 minutes10m- 10 minutes1h- 1 hour24h- 24 hours7d- 7 days
Validation:
- Number must be positive integer
- No compound durations (use
120snot2mif runtime expects seconds) - No fractional units (
1.5mnot allowed; use90s)
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
- Child required: All decorators must have exactly one child node
- Repeat count:
repeat Nrequires N ≥ 0 - Repeat range:
repeat min..maxrequires 0 ≤ min ≤ max - Retry count:
retry Nrequires N ≥ 1 - Duration positive: Timeout/cooldown durations must be > 0
- Duration format: Must match
<number><unit>(e.g.,10s,5m) - Guard expression: Guard condition must be valid expression
- 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:
then expensive {
if(complex_condition)
ExpensiveOperation
}
Prefer:
if(complex_condition) {
ExpensiveOperation // Only runs if condition passes
}
2. Combine Timeout with Retry
Avoid: Infinite retry loops
Prefer:
timeout(30s) {
retry(5) {
UnreliableAction
}
}
3. Use Cooldowns for Rate Limiting
Avoid: Manual timing in actions
Prefer:
cooldown(10s) {
FireCannon
}
4. Invert for Readable Conditions
Avoid:
choose options {
then branch_a {
if(not is_dangerous)
Explore
}
}
Prefer:
choose options {
then branch_a {
invert { IsDangerous }
Explore
}
}
5. succeed_always for Optional Tasks
Avoid:
then quest {
MainTask
choose optional {
BonusTask
DoNothing // Awkward fallback
}
NextTask
}
Prefer:
then quest {
MainTask
succeed_always { BonusTask } // Try bonus, don't fail quest
NextTask
}
Cross-References
- Behavior Trees - Using decorators in behavior trees
- Expression Language - Guard condition syntax
- Value Types - Duration literals
- Design Patterns - 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
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
<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
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
state state_name {
on enter {
EntityName.field_name: value
EntityName.other_field: other_value
}
}
Examples
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_namemust reference an existing character/entity - Value: Any valid value type
- Effect: Field is set to the specified value when state is entered
- Timing: Happens immediately upon transition to the state
Multiple Field Updates
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
state source_state {
on condition_expression -> target_state
on another_condition -> another_target
}
Basic Transitions
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:
Comparisons:
on health < 20 -> low_health
on distance > 100 -> far_away
on count == 0 -> empty
Boolean fields:
on is_hostile -> combat
on completed -> done
on not ready -> waiting
Logical operators:
on health < 20 and not has_potion -> desperate
on is_day or is_lit -> visible
Complex conditions:
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:
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:
state patrolling {
on enemy_spotted -> combat
on checkpoint_reached -> patrolling // Reset patrol state
}
Complete Examples
Elena’s Career Journey
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
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)
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
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
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):
- Current state: Start in the current state
- Evaluate transitions: Check each outgoing transition’s condition (in order)
- First true transition: Take the first transition with a true condition
- Enter new state: Execute the new state’s
on enterblock - Repeat next tick
Transition Priority
When multiple transitions could fire, the first one in declaration order is taken:
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.
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:
state combat {
on enter {
Character.weapon_drawn: true // Runs once when entering combat
}
}
Validation Rules
- At least one state: Life arc must contain at least one state
- Unique state names: State names must be unique within the life arc
- Valid transitions: Transition targets must reference defined states
- No orphan states: All states should be reachable (warning, not error)
- Expression validity: Transition conditions must be well-formed expressions
- Field targets: On-enter field updates must reference valid entities/fields
- 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:
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):
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):
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:
// 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:
state s1 { ... }
state s2 { ... }
Prefer:
state waiting_for_player { ... }
state engaged_in_combat { ... }
2. Add Narrative Prose Blocks
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
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:
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
state combat {
on enter {
Character.weapon_drawn: true
Character.combat_stance: "aggressive"
Character.target: nearest_enemy
}
}
Cross-References
- Characters - Characters can have associated life arcs
- Expression Language - Transition condition syntax
- Value Types - On-enter field value types
- Validation Rules - 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
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
<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
schedule SimpleBaker {
block {
06:00 - 14:00
action: baking::prepare_and_sell
}
}
Named Block
Named blocks support the override system:
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:
- Time range (required):
HH:MM - HH:MM - Action (optional): Behavior tree reference
- Temporal constraint (optional): When the block applies
- Fields (optional): Additional metadata
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
HH:MM - HH:MM
- HH: Hour (00-23)
- MM: Minute (00-59)
- Optional seconds:
HH:MM:SS - HH:MM:SS
Examples
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:
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
action: <qualified-path>
Examples
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:
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
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:
enum Season {
spring
summer
fall
winter
}
Day of Week Constraint
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:
enum DayOfWeek {
monday
tuesday
wednesday
thursday
friday
saturday
sunday
}
Month Constraint
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
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
recurs EventName on <temporal-constraint> {
<schedule-block>+
}
Examples
Weekly Recurring Event
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
schedule TownSchedule {
recurs CouncilMeeting on month first_monday {
block meeting {
18:00 - 21:00
action: governance::council_session
}
}
}
Seasonal Recurring Event
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
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:
- Named blocks with matching names override base blocks
- Unnamed blocks are appended
- Time range can change
- Action can change
- Constraints can be added/changed
Multiple Levels
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:
workblock: 03:00-11:00 withbaking::master_work(MasterBaker overrides BakerWork overrides BaseWork)teachingblock: 14:00-16:00 withbaking::teach_apprentice(from MasterBaker)
Complete Examples
Simple Daily Schedule
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
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
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
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
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:
character Martha {
uses schedule: BakerySchedule
}
Multiple schedules:
character Innkeeper {
uses schedules: [WeekdaySchedule, WeekendSchedule]
}
See Characters for complete integration syntax.
Execution Semantics
Time-Based Selection
At any given time, the runtime:
- Evaluates temporal constraints: Which blocks apply right now?
- Selects matching block: First block whose time range and constraint match
- Executes action: Runs the associated behavior tree
- Repeats next tick
Priority Order
When multiple blocks could apply:
- Recurrences take priority over regular blocks
- Constraints filter blocks (season, day, month)
- Time ranges must overlap current time
- First match wins (declaration order)
Block Overlap
Blocks can overlap in time. The runtime selects the first matching block.
Example:
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
- Time format: Times must be valid HH:MM or HH:MM:SS (24-hour)
- Time order: Start time must be before end time (unless spanning midnight)
- Extends exists: If using
extends, base schedule must be defined - No circular extends: Cannot form circular dependency chains
- Named blocks unique: Block names must be unique within a schedule
- Action exists: Action references must resolve to defined behaviors
- Constraint values: Temporal constraint values must reference defined enums
- Recurrence names unique: Recurrence names must be unique within a schedule
Best Practices
1. Use Named Blocks for Overrides
Avoid:
schedule Extended extends Base {
block { 05:00 - 13:00, action: work } // Appends instead of overriding
}
Prefer:
schedule Extended extends Base {
block work { 05:00 - 13:00, action: early_work } // Overrides by name
}
2. Group Related Blocks
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:
recurs MarketDay on day saturday {
block market { 08:00 - 16:00, action: market_work }
}
4. Extend for Variations
Avoid: Duplicating entire schedules
Prefer:
schedule WorkerBase { ... }
schedule EarlyWorker extends WorkerBase { ... }
schedule NightWorker extends WorkerBase { ... }
5. Use Temporal Constraints for Clarity
block summer_hours {
06:00 - 20:00
action: long_shift
on season summer // Explicit and readable
}
Cross-References
- Characters - Linking schedules to characters
- Behavior Trees - Actions reference behavior trees
- Value Types - Time and duration literals
- Enums - Defining seasons, days, months
Related Concepts
- Time-based AI: Schedules drive time-dependent behavior
- Template inheritance:
extendsenables schedule reuse - Temporal constraints: Filter blocks by season, day, month
- Recurrence patterns: Define repeating events
- Composition: Build complex schedules from simple parts
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/otherblocks)
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
<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
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
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
ParticipantName as role_name
Examples
relationship Marriage {
Martha as spouse
David as spouse
bond: 0.9
anniversary: "2015-06-20"
}
relationship ParentChild {
Martha as parent
Tommy as child
bond: 0.95
guardianship: true
}
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
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:
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% responsibleprotective: 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:
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
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:
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.
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 relationshiptrust: Mutual trust levelcommitment: Commitment to the relationshipcompatibility: How well they get along
Prose Blocks
Relationships can include prose blocks for narrative context.
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
relationship Friendship {
Martha
NeighborBaker
bond: 0.6
years_known: 10
}
Marriage with Roles
relationship Marriage {
Martha as spouse
David as spouse
bond: 0.9
anniversary: "2015-06-20"
children: 2
}
Parent-Child with Perspectives
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
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
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
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
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
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:
- Characters: Most common
- Institutions: Organizations in relationships
- Locations: Less common, but valid (e.g., “GuardianOfPlace”)
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:
- Relationship shared fields apply to all participants
- Participant
selfblocks apply to that participant - Participant
otherblocks describe how that participant views others
Example:
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
- At least two participants: Relationships require ≥2 participants
- Participants exist: All participant names must reference defined entities
- Unique participant names: Each participant appears at most once
- Field type consistency: Fields must have valid value types
- No circular relationships: Avoid infinite relationship chains (warning)
- Self/other completeness: If using
self/other, both blocks should be present (best practice)
Use Cases
Social Networks
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
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
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
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:
relationship R1 { ... }
relationship MarthaGregory { ... }
Prefer:
relationship Friendship { ... }
relationship ParentChild { ... }
relationship MentorApprentice { ... }
2. Use Roles for Clarity
relationship Marriage {
Martha as spouse
David as spouse
}
Better than:
relationship Marriage {
Martha
David
}
3. Shared Fields for Mutual Properties
relationship Partnership {
Martha
Jane
bond: 0.9 // Mutual bond
years_together: 5 // Shared history
}
4. Self/Other for Perspectives
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
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 - Participants are typically characters
- Institutions - Institutions can participate
- Value Types - Field value types
- Expression Language - Querying relationships
Related Concepts
- Bidirectional modeling:
self/otherblocks 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
Locations
Locations define places in your world – rooms, buildings, cities, landscapes, or abstract spaces. They provide spatial context for characters, events, and narratives.
Syntax
<location-decl> ::= "location" <identifier> "{" <field>* <prose-block>* "}"
A location declaration consists of:
- The
locationkeyword - 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:
location BakersBakery {
type: bakery
capacity: 30
address: "14 Main Street"
open_hours: "06:00-18:00"
}
Fields can use any value type: integers, floats, strings, booleans, enums, lists, ranges, and durations.
Fields
Location fields describe properties of the place:
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:
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_nameon 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:
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:
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:
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:
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 for type-safe categorization:
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
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
- Unique names: Location names must be unique within their scope
- Valid field values: All fields must have values that conform to value types
- Unique field names: No duplicate field names within a location
- Unique prose tags: No duplicate prose block tags within a location
- 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. For organizational structures, use institutions.
Cross-References
- Characters – Characters can reference locations via fields
- Institutions – Institutions can be associated with locations
- Schedules – Schedule activities can reference locations
- Value Types – All field value types
- Other Declarations – Overview of all utility declarations
- Validation Rules – Complete validation reference
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
<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
institutionkeyword - 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:
institution BakersGuild {
type: trade_guild
members: 50
founded: "1892"
reputation: 0.85
}
Fields
Institution fields describe properties of the organization:
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:
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_nameon 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 using the uses behaviors clause. This defines what actions the institution takes as a collective entity.
Simple Behavior Linking
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
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
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 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 using the uses schedule or uses schedules clause.
Single Schedule
institution BakersGuild {
type: trade_guild
uses schedule: GuildOperatingHours
}
Multiple Schedules
institution BakersGuild {
type: trade_guild
uses schedules: [WeekdaySchedule, WeekendSchedule, HolidaySchedule]
}
Complete Syntax Example
An institution using all available features:
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
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
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
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
- Unique names: Institution names must be unique within their scope
- Valid field values: All fields must have values conforming to value types
- Unique field names: No duplicate field names within an institution
- Unique prose tags: No duplicate prose block tags within an institution
- Valid behavior links: Each behavior link must have a
treefield - Valid priority levels: Priority must be
low,normal,high, orcritical - Valid schedule references: Schedule names in
uses schedule/uses schedulesmust be valid identifiers - Valid identifiers: Institution names must follow identifier rules (
[a-zA-Z_][a-zA-Z0-9_]*)
Cross-References
- Characters – Characters can be members of institutions
- Locations – Institutions can be associated with locations
- Behavior Trees – Institutions can use behaviors
- Schedules – Institutions can use schedules
- Relationships – Model membership via relationships
- Expressions – Conditional behavior activation
- Value Types – All field value types
- Other Declarations – Overview of all utility declarations
- Validation Rules – Complete validation reference
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 (which define what an entity is), templates define what an entity has—capabilities, traits, and characteristics.
Syntax
<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
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:
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 SkilledWorkerbrings 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:
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:
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):
template Flexible {
base_stat: 10
}
character Custom from Flexible {
base_stat: 15 // Override
extra_field: 42 // Allowed in non-strict
}
Strict:
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+):
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:
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
- Includes exist: All included templates must be defined
- No circular includes: Cannot form cycles
- Range validity: min ≤ max for all ranges
- Strict enforcement: Strict templates reject extra fields in characters
- 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
<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
institution BakersGuild {
type: trade_guild
members: 50
founded: "1450-03-15"
reputation: 0.85
}
Institutions with Fields
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:
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:
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
- Unique names: Institution names must be unique
- Resource links valid: Behaviors/schedules must exist
- Field types: All fields must have valid values
Locations
Locations define places in your world—rooms, buildings, cities, landscapes, or abstract spaces.
Syntax
<location-decl> ::= "location" <identifier> <body>
<body> ::= "{" <field>* <prose-block>* "}"
Basic Location
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
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:
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
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
- Unique names: Location names must be unique
- Field types: All fields must have valid values
- 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
<species-decl> ::= "species" <identifier> <includes-clause>? <body>
<includes-clause> ::= "includes" <identifier> ("," <identifier>)*
<body> ::= "{" <field>* <prose-block>* "}"
Basic Species
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:
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:
- Base species (leftmost in
includes) - Middle species
- Rightmost species
- Current species (highest priority)
Example:
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:
species Dragon {
lifespan: 1000
can_fly: true
breathes_fire: true
}
character Smaug: Dragon {
age: 850 // Smaug IS a Dragon
}
When to use templates:
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:
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:
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
- Unique names: Species names must be unique
- No circular includes: Cannot form cycles
- Includes exist: All included species must be defined
- 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
<enum-decl> ::= "enum" <identifier> "{" <variant>+ "}"
<variant> ::= <identifier> ","?
Basic Enum
enum Size {
tiny,
small,
normal,
large,
huge
}
Using Enums
Enums are used as field values throughout the system:
character Martha: Human {
skill_level: master // References SkillLevel enum
specialty: sourdough // References Specialty enum
}
Common Enum Patterns
Emotional States:
enum EmotionalState {
curious,
frightened,
confused,
brave,
angry,
melancholy,
amused
}
Card Suits:
enum CardSuit {
hearts,
diamonds,
clubs,
spades
}
enum CardRank {
two, three, four, five, six, seven, eight, nine, ten,
knave, queen, king
}
Time States:
enum TimeState {
normal,
frozen,
reversed,
accelerated
}
Government Types:
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:
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:
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:
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
- Unique enum names: Enum names must be unique
- Unique variants: Variant names must be unique within the enum
- Non-empty: Enums must have at least one variant
- Valid identifiers: Variants must follow identifier rules
Use Statements
Use statements import definitions from other files, enabling modular organization and code reuse.
Syntax
<use-decl> ::= "use" <use-path> <use-kind>
<use-path> ::= <identifier> ("::" <identifier>)*
<use-kind> ::= ";" // Single import
| "::{" <identifier> ("," <identifier>)* "}" ";" // Grouped import
| "::*" ";" // Wildcard import
Single Import
use schema::beings::Human;
Imports the Human species from schema/beings.sb.
Grouped Import
use schema::core_enums::{Size, EmotionalState};
Imports multiple items from the same module.
Wildcard Import
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:
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
- Relative to file’s module path: Imports are resolved relative to the current file’s location
- Module hierarchy:
schema::beingsmaps toschema/beings.sb - Transitive imports: Imported modules can themselves import others
Common Patterns
Schema organization:
// 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:
// In schema/templates.sb
template SkilledWorker { ... }
template Baker {
include SkilledWorker
...
}
// In world/characters/martha.sb
use schema::templates::Baker;
Cross-file references:
// In world/characters/martha.sb
character Martha { ... }
// In world/relationships/bakery.sb
use world::characters::Martha;
relationship MarthaAndJane {
Martha
Jane
}
Validation Rules
- Path exists: Imported paths must reference defined modules/items
- No circular imports: Modules cannot form circular dependency chains
- Valid identifiers: All path segments must be valid identifiers
- Grouped import validity: All items in
{}must exist
Best Practices
1. Group related imports:
use schema::core_enums::{SkillLevel, Specialty, Confidence};
use schema::beings::{Human, Cat};
2. Explicit over wildcard:
// Prefer:
use schema::core_enums::{SkillLevel, Specialty};
// Over:
use schema::core_enums::*; // Imports everything
3. Organize by hierarchy:
// 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:
character Elena: Human from Baker, Apprentice {
// Human is species (from schema::beings)
// Baker, Apprentice are templates (from schema::templates)
}
Cross-References
- Characters - Using templates and species
- Relationships - Institutions can participate
- Schedules - Resource linking
- Behavior Trees - Resource linking
- Value Types - 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
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
<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
42
-7
0
1000
Float Literals
3.14
-0.5
0.0
100.25
String Literals
"Martha"
"Sourdough takes patience."
"active"
Strings are enclosed in double quotes. Escape sequences: \n, \t, \\, \".
Boolean Literals
true
false
Identifiers
Identifiers reference fields or entities.
Simple Identifiers
health
enemy_count
is_ready
Qualified Paths
Martha.skill_level
Character.emotional_state
Comparison Operators
Equality: ==
Tests if two values are equal.
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.
name != "Gregory"
health != 0
ready != true
Less Than: <
Tests if left operand is less than right.
health < 20
age < 18
distance < 10.0
Valid types: int, float
Less Than or Equal: <=
health <= 50
count <= max_count
Greater Than: >
strength > 10
bond > 0.5
Greater Than or Equal: >=
age >= 21
score >= 100
Logical Operators
AND: and
Both operands must be true.
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.
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:
- Parentheses:
(...) - Unary:
not,- - Comparisons:
==,!=,<,<=,>,>= - AND:
and - OR:
or
Examples:
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.
not is_ready
not (health < 20)
not enemy_nearby and safe
Negation: -
Negates a numeric value.
-health
-10
-(max_value - current_value)
Field Access
Direct Field Access
health
bond
emotional_state
References a field on the current entity.
Dot Access
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:
self.bond
self.responsibility
self.trust
Use case: Relationship transitions, symmetric queries
Other Access
In relationships, other refers to other participants:
other.bond
other.aware_of_mentor
other.respect
Use case: Relationship queries with perspective
Example in Life Arcs
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.
forall e in enemies: e.defeated
forall item in inventory: item.weight < 10
Syntax:
forall <variable> in <collection>: <predicate>
Semantics:
- Returns
trueif predicate is true for every element - Returns
truefor empty collections (vacuously true)
Examples:
// 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.
exists e in enemies: e.is_hostile
exists item in inventory: item.is_healing_potion
Syntax:
exists <variable> in <collection>: <predicate>
Semantics:
- Returns
trueif predicate is true for any element - Returns
falsefor empty collections
Examples:
// 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:
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
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
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
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:
count == "5" // Error: int vs string
health < true // Error: int vs bool
Correct:
count == 5
health < 50
Special Keyword: is
The is keyword provides syntactic sugar for equality with enum values:
// Instead of:
status == active
// You can write:
status is active
More examples:
name is "Martha"
skill_level is master
emotional_state is focused
This is purely syntactic—is and == are equivalent.
Complete Examples
Simple Conditions
health < 20
enemy_nearby
not is_ready
count > 5
Complex Conditions
(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
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
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
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
- Type consistency: Both sides of comparison must be compatible types
- Boolean context: Logical operators (
and,or,not) require boolean operands - Field existence: Referenced fields must exist on the entity
- Collection validity: Quantifiers require collection-typed expressions
- Variable scope: Quantifier variables only valid within their predicate
- No division by zero: Arithmetic operations must not divide by zero
- Enum validity: Enum comparisons must reference defined enum values
Best Practices
1. Use Parentheses for Clarity
Avoid:
health < 50 or is_poisoned and has_antidote
Prefer:
(health < 50 or is_poisoned) and has_antidote
2. Break Complex Conditions
Avoid:
on (health < 20 and not has_potion) or (surrounded and not has_escape) or (enemy_count > 10 and weapon_broken) -> desperate
Prefer:
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:
on health < (max_health * 0.2) and enemy_count > 5 -> flee
Consider:
// 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:
status is active
emotional_state is focused
Over:
status == active
emotional_state == focused
5. Quantifiers for Collections
Avoid:
// Manual checks for each element
if enemy1.defeated and enemy2.defeated and enemy3.defeated
Prefer:
if forall enemy in enemies: enemy.defeated
Cross-References
- Life Arcs - Transition conditions
- Behavior Trees - Guard and condition nodes
- Decorators - Guard decorator
- Relationships - Self/other field access
- Value Types - 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
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
<int> ::= ["-"] <digit>+
<digit> ::= "0".."9"
Examples
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
<float> ::= ["-"] <digit>+ "." <digit>+
| ["-"] <digit>+ ("e" | "E") ["+"|"-"] <digit>+
Examples
character Wizard {
mana: 100.0
spell_power: 1.5
corruption: 0.03
precision: 1e-6
}
Special Values
- No
NaNorInfinitysupport (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
<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
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
- 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
<bool> ::= "true" | "false"
Examples
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
<time> ::= <hour> ":" <minute>
| <hour> ":" <minute> ":" <second>
<hour> ::= "0".."23"
<minute> ::= "0".."59"
<second> ::= "0".."59"
Examples
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)
- Character routines
- Event timing
- Time-based conditions
Duration
Time intervals with hour/minute/second components.
Syntax
<duration> ::= <duration-component>+
<duration-component> ::= <number> ("h" | "m" | "s")
<number> ::= <digit>+
Examples
character Traveler {
journey_time: 2h30m
rest_needed: 8h
sprint_duration: 45s
}
behavior TimedAction {
choose {
timeout(5m) {
CompleteObjective
}
cooldown(30s) {
UseSpecialAbility
}
}
}
Components
h- Hoursm- Minutess- Seconds
Can combine multiple components: 1h30m15s
Validation
- All components non-negative
- No fractional components (
1.5hnot allowed; use1h30m) - 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
<range> ::= <value> ".." <value>
Both bounds must be the same type (both int or both float).
Examples
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
minandmaxare included - Order matters:
minmust 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
<identifier> ::= <simple-name>
| <qualified-path>
<simple-name> ::= <ident>
<qualified-path> ::= <ident> ("::" <ident>)+
Examples
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
<list> ::= "[" "]"
| "[" <value> ("," <value>)* "]"
Examples
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
<object> ::= "{" "}"
| "{" <field> ("," <field>)* "}"
<field> ::= <identifier> ":" <value>
Examples
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:
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
<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
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:
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
<override> ::= <qualified-path> "with" "{" <override-op>* "}"
<override-op> ::= <identifier> ":" <value> // Set
| "remove" <identifier> // Remove
| "append" <identifier> ":" <value> // Append (for lists)
Examples
Basic Override
template BaseWarrior {
strength: 10
dexterity: 8
weapon: "Sword"
}
character StrongWarrior {
stats: BaseWarrior with {
strength: 15 // Override strength
}
}
Remove Fields
template FullEquipment {
helmet: "Iron"
chest: "Plate"
legs: "Mail"
boots: "Leather"
}
character LightFighter {
equipment: FullEquipment with {
remove helmet
remove chest
}
}
Append to Lists
template BasicSpells {
spells: ["Fireball", "Shield"]
}
character AdvancedMage {
magic: BasicSpells with {
append spells: "Teleport"
append spells: "Lightning"
}
// Result: ["Fireball", "Shield", "Teleport", "Lightning"]
}
Complex Override
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:
field_name: new_value
remove
Delete a field from the template:
remove field_name
append
Add to a list field (field must be a list):
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:
character Wrong {
count: "42" // Error: expected int, got string
flag: 1 // Error: expected bool, got int
}
Correct:
character Right {
count: 42
flag: true
}
Null and Optional
Storybook does not have null. For optional values, use:
-
Template ranges with 0 as lower bound:
template MaybeWeapon { weapon_count: 0..5 } -
Boolean flags:
character Guard { has_weapon: false } -
Empty lists:
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 - Using values in character fields
- Templates - Range values and override syntax
- Schedules - Time and duration in schedules
- Behavior Trees - Duration in decorators
- Expressions - 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
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:
- Lexical: Tokenization of raw text (invalid characters, malformed literals)
- Syntactic: Grammar structure (missing braces, wrong keyword order)
- Semantic: Cross-reference resolution, type checking, field merging
- 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:
character Martha: Hobbit { // Error: species 'Hobbit' not defined
age: 34
}
Fix: Define the species or correct the reference:
species Hobbit {
lifespan: 130
}
character Martha: Hobbit {
age: 34
}
Duplicate character name:
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:
template BadRange {
age: 65..18 // Error: range min (65) must be <= max (18)
}
Strict template violation:
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:
behavior Empty {
choose options {
// Error: 'choose' requires at least one child
}
}
Invalid subtree reference:
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:
life_arc Broken {
state active {
on timer_expired -> nonexistent // Error: state 'nonexistent' not defined
}
}
Unreachable state (warning):
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:
schedule Bad {
block work {
25:00 - 17:00 // Error: invalid hour '25'
action: work
}
}
Circular extends:
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:
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:
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:
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:
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:
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:
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:
// 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 - Character-specific validation
- Behavior Trees - Behavior validation
- Life Arcs - Life arc validation
- Schedules - Schedule validation
- Expression Language - Expression validation
- Value Types - Type system constraints
Design Patterns
This chapter presents proven patterns for structuring Storybook projects. These patterns have emerged from building complex narrative simulations and represent best practices for maintainability, reuse, and clarity.
Behavior Tree Patterns
Priority Fallback Chain
Use a selector to try increasingly desperate options:
behavior Survival {
choose survival_priority {
then optimal {
if(health > 70 and has_supplies)
ProceedNormally
}
then cautious {
if(health > 30)
ProceedCarefully
}
then desperate {
if(health > 10)
SeekHelp
}
LastResortPanic
}
}
The tree naturally degrades: first tries the best option, then falls back through progressively worse alternatives.
Conditional Behavior Switching
Use guards at the top level to switch between behavioral modes:
behavior ModeSwitcher {
choose mode {
if(is_combat_mode) {
include CombatBehavior
}
if(is_exploration_mode) {
include ExplorationBehavior
}
if(is_social_mode) {
include SocialBehavior
}
include IdleBehavior
}
}
Composite Subtree Pattern
Break complex behaviors into focused, reusable subtrees:
// Atomic subtrees
behavior Navigate { then nav { PlanPath, FollowPath } }
behavior Interact { then talk { Approach, Greet, Converse } }
behavior Trade { then exchange { ShowGoods, Negotiate, Exchange } }
// Composed behavior
behavior Merchant_AI {
choose activity {
then serve_customer {
if(customer_present)
include Interact
include Trade
}
then travel_to_market {
if(is_market_day)
include Navigate
}
Idle
}
}
Repeating Patrol with Interrupts
Use a repeating patrol that can be interrupted by higher-priority events:
character Guard {
uses behaviors: [
{
tree: GuardCombat
when: threat_detected
priority: high
},
{
tree: GuardPatrol
priority: normal
}
]
}
behavior GuardPatrol {
repeat {
then patrol_loop {
MoveTo(destination: "Waypoint1")
WaitAndScan(duration: 5s)
MoveTo(destination: "Waypoint2")
WaitAndScan(duration: 5s)
}
}
}
The combat behavior preempts patrol when threats appear, then patrol resumes.
Character Architecture Patterns
Species + Templates Composition
Use species for identity and templates for capabilities:
// Species: What they ARE
species Human { lifespan: 70 }
species Elf { lifespan: 1000 }
// Templates: What they HAVE
template Warrior { strength: 10..20, weapon_skill: 0.5..1.0 }
template Scholar { intelligence: 15..20, books_read: 50..500 }
template Leader { charisma: 12..18, followers: 5..50 }
// Characters: Combine both
character Aragorn: Human from Warrior, Leader {
strength: 18
charisma: 17
}
character Elrond: Elf from Scholar, Leader {
intelligence: 20
charisma: 18
}
Strict Templates for Schema Enforcement
Use strict templates when you need controlled, uniform entities:
template RecipeCard strict {
recipe_name: string
difficulty: Difficulty
prep_time_minutes: 10..180
}
// This works:
character SourdoughRecipe from RecipeCard {
recipe_name: "Classic Sourdough"
difficulty: intermediate
prep_time_minutes: 120
}
// This would error (extra field not allowed):
// character BadRecipe from RecipeCard {
// recipe_name: "Mystery Bread"
// difficulty: easy
// favorite_color: "blue" // Error!
// }
Template Inheritance Chains
Build template hierarchies for progressive specialization:
template Worker {
skill_level: 0.0..1.0
wage: 10..50
}
template SkilledWorker {
include Worker
specialization: "general"
tool_proficiency: 0.5..1.0
}
template MasterCraftsman {
include SkilledWorker
can_teach: true
reputation: 0.7..1.0
}
Relationship Patterns
Bidirectional Perspective
Model relationships where each side sees things differently:
relationship MentorApprentice {
Master as mentor self {
patience: 0.7
investment_in_student: 0.9
} other {
sees_potential: 0.8
frustration_level: 0.3
}
Student as apprentice self {
dedication: 0.8
overwhelmed: 0.4
} other {
respect: 0.95
desire_to_impress: 0.9
}
bond: 0.75
years_together: 3
}
Power Dynamic Pattern
Model unequal power relationships explicitly:
relationship Vassalage {
King as lord self {
authority: 1.0
grants: "protection"
} other {
trusts_vassal: 0.6
}
Knight as vassal self {
loyalty: 0.9
ambition: 0.4
} other {
respects_lord: 0.8
fears_lord: 0.3
}
bond: 0.7
}
Relationship Network
Build social graphs with multiple overlapping relationships:
// Family
relationship BakerMarriage { Martha as spouse, David as spouse, bond: 0.9 }
relationship BakerParenting { Martha as parent, Tommy as child, bond: 0.95 }
// Professional
relationship BakerEmployment { Martha as employer, Elena as employee, bond: 0.8 }
relationship GuildMembership { Martha as member, BakersGuild as org }
// Social
relationship BakerFriendship { Martha, Neighbor, bond: 0.6 }
Schedule Patterns
Base Schedule with Specializations
schedule BaseWorker {
block work { 09:00 - 17:00, action: work::standard }
block lunch { 12:00 - 13:00, action: social::lunch }
}
schedule EarlyBird extends BaseWorker {
block work { 05:00 - 13:00, action: work::early_shift }
block lunch { 11:00 - 12:00, action: social::lunch }
}
schedule NightOwl extends BaseWorker {
block work { 14:00 - 22:00, action: work::late_shift }
block lunch { 18:00 - 19:00, action: social::dinner }
}
Seasonal Variation
schedule FarmSchedule {
block spring_work {
06:00 - 18:00
action: farming::plant
on season spring
}
block summer_work {
05:00 - 20:00
action: farming::tend
on season summer
}
block fall_work {
06:00 - 20:00
action: farming::harvest
on season fall
}
block winter_work {
08:00 - 16:00
action: farming::maintain
on season winter
}
}
Life Arc Patterns
Progressive Development
life_arc CareerProgression {
state novice {
on enter { Character.title: "Apprentice" }
on experience > 100 -> intermediate
}
state intermediate {
on enter { Character.title: "Journeyman" }
on experience > 500 -> expert
}
state expert {
on enter { Character.title: "Master", Character.can_teach: true }
}
}
Emotional State Machine
life_arc MoodSystem {
state neutral {
on provoked -> angry
on complimented -> happy
on tired -> sleepy
}
state angry {
on enter { Character.aggression: 0.9 }
on calmed_down -> neutral
on escalated -> furious
}
state furious {
on enter { Character.aggression: 1.0 }
on timeout_elapsed -> angry
}
state happy {
on enter { Character.gives_discounts: true }
on insulted -> neutral
}
state sleepy {
on enter { Character.responsiveness: 0.2 }
on woke_up -> neutral
}
}
Project Organization Patterns
Schema / World Separation
Keep type definitions separate from instance data:
my-project/
schema/ # Types and templates (reusable)
core_enums.sb
templates.sb
beings.sb
world/ # Instances (specific to this story)
characters/
behaviors/
relationships/
locations/
Module per Domain
Group related declarations together:
world/
characters/
heroes.sb # All hero characters
villains.sb # All villain characters
npcs.sb # Background characters
behaviors/
combat.sb # Combat behaviors
social.sb # Social behaviors
exploration.sb # Exploration behaviors
Anti-Patterns to Avoid
Deep nesting: More than 4-5 levels of behavior tree nesting is hard to read. Use include to flatten.
God behaviors: One massive behavior tree doing everything. Break it into focused subtrees.
Deep species hierarchies: More than 2-3 levels of species includes is rarely needed. Use templates for variation.
Duplicated logic: If two behaviors share logic, extract it into a shared subtree.
Unnamed nodes: Always label composite nodes in behavior trees for readability.
Cross-References
- Behavior Trees - Complete behavior syntax
- Characters - Character architecture
- Relationships - Relationship modeling
- Schedules - Schedule composition
- Life Arcs - State machine patterns
The SBIR Binary Format
SBIR (Storybook Intermediate Representation) is the compiled binary format produced by the Storybook compiler. It transforms human-readable .sb files into an optimized, machine-consumable format for simulation runtimes.
Compilation Pipeline
.sb files → Lexer → Parser → AST → Resolver → SBIR Binary
- Lexer: Tokenizes raw text into tokens
- Parser: Builds an Abstract Syntax Tree (AST) from tokens
- Resolver: Validates, resolves cross-references, merges templates, and produces SBIR
What SBIR Contains
SBIR represents the fully resolved state of a Storybook project:
- Characters: All fields resolved (species + templates merged, overrides applied)
- Behaviors: Behavior trees with all subtree references inlined
- Life Arcs: State machines with validated transitions
- Schedules: Time blocks with resolved action references
- Relationships: Participants with resolved entity references
- Institutions: Fully resolved field sets
- Locations: Fully resolved field sets
- Species: Fully resolved inheritance chains
- Enums: Complete variant lists
Resolution Process
Template Merging
When a character uses templates, SBIR contains the fully merged result:
Source:
species Human { lifespan: 70, speed: 1.0 }
template Warrior { speed: 1.5, strength: 10 }
character Conan: Human from Warrior {
strength: 20
}
In SBIR, Conan’s fields are:
lifespan: 70(from Human)speed: 1.5(Warrior overrides Human)strength: 20(Conan overrides Warrior)
Cross-File Reference Resolution
SBIR resolves all use statements and qualified paths. A relationship referencing Martha in a different file is resolved to the concrete character definition.
Validation
Before producing SBIR, the resolver validates all constraints documented in Validation Rules:
- All references resolve to defined declarations
- No circular dependencies
- Type consistency
- Domain constraints (bond ranges, schedule validity)
Design Goals
Compact: SBIR strips comments, whitespace, and redundant structure.
Self-contained: No external references – everything is resolved and inlined.
Fast to load: Simulation runtimes can load SBIR without re-parsing or re-resolving.
Validated: If SBIR was produced, the source was valid. Runtimes do not need to re-validate.
Usage
SBIR is consumed by simulation runtimes that drive character behavior, schedule execution, life arc transitions, and relationship queries. The specific binary format is implementation-defined and may evolve between versions.
For the current SBIR specification, see the SBIR v0.2.0 Spec.
Cross-References
- Language Overview - Compilation model
- Validation Rules - What is validated before SBIR production
- Integration Guide - How runtimes consume SBIR
Integration Guide
This chapter covers how to integrate Storybook into larger systems – game engines, simulation frameworks, and custom applications.
Architecture Overview
Storybook operates in two phases:
- Compile time:
.sbfiles are parsed, validated, and compiled into SBIR - Runtime: A simulation engine consumes SBIR and drives character behavior
Compile Time Runtime
.sb files → [Storybook Compiler] → SBIR → [Simulation Engine] → Character Actions
The Storybook Compiler
The compiler is a Rust library and CLI tool that processes .sb files.
CLI Usage
# Compile a directory of .sb files
storybook compile path/to/project/
# Compile with output path
storybook compile path/to/project/ -o output.sbir
# Validate without producing output
storybook check path/to/project/
As a Library
The compiler can be embedded as a Rust dependency:
#![allow(unused)] fn main() { use storybook::syntax::parse_file; use storybook::resolve::resolve_files; // Parse .sb files into ASTs let ast = parse_file(source_code)?; // Resolve across multiple files let resolved = resolve_files(vec![ast1, ast2, ast3])?; // Access resolved data for character in resolved.characters() { println!("{}: {:?}", character.name, character.fields); } }
Key Types
The resolved output provides these primary types:
| Type | Description |
|---|---|
ResolvedFile | Container for all resolved declarations |
ResolvedCharacter | Character with merged species/template fields |
ResolvedBehavior | Behavior tree with resolved subtree references |
ResolvedLifeArc | State machine with validated transitions |
ResolvedSchedule | Schedule with resolved time blocks |
ResolvedRelationship | Relationship with resolved participant references |
ResolvedInstitution | Institution with resolved fields |
ResolvedLocation | Location with resolved fields |
ResolvedSpecies | Species with resolved includes chain |
ResolvedEnum | Enum with variant list |
Runtime Integration
Behavior Tree Execution
Runtimes are responsible for:
- Tick-based evaluation: Call the behavior tree root each frame/tick
- Action execution: Interpret action nodes (e.g.,
MoveTo,Attack) - Condition evaluation: Evaluate expression nodes against current state
- Decorator state: Maintain timer/counter state for stateful decorators
Life Arc Execution
- Track the current state for each life arc instance
- Evaluate transition conditions each tick
- Execute on-enter actions when transitioning
- Maintain state persistence across ticks
Schedule Execution
- Get the current simulation time
- Find the matching schedule block (considering temporal constraints and recurrences)
- Execute the associated behavior tree action
Relationship Queries
Provide APIs for querying the relationship graph:
- Find all relationships for a character
- Get bond strength between two entities
- Query perspective fields (self/other)
LSP Integration
Storybook includes a Language Server Protocol (LSP) implementation for editor support:
- Hover information: Documentation for keywords and declarations
- Go to definition: Navigate to declaration sources
- Diagnostics: Real-time error reporting
- Completions: Context-aware suggestions
The LSP server reuses the compiler’s parser and resolver, providing the same validation as the CLI.
Editor Setup
The Storybook LSP works with any editor that supports LSP:
- VS Code: Via the Storybook extension
- Zed: Via the zed-storybook extension
- Other editors: Any LSP-compatible editor
Tree-sitter Grammar
A Tree-sitter grammar is provided for syntax highlighting and structural queries:
tree-sitter-storybook/
grammar.js # Grammar definition
src/ # Generated parser
The Tree-sitter grammar supports:
- Syntax highlighting in editors
- Structural code queries
- Incremental parsing for large files
File Organization for Integration
Organize your project to support both authoring and runtime consumption:
my-game/
storybook/ # Storybook source files
schema/
core_enums.sb
templates.sb
beings.sb
world/
characters/
behaviors/
relationships/
assets/
narrative.sbir # Compiled output for runtime
src/
narrative_engine.rs # Runtime that consumes SBIR
Cross-References
- SBIR Format - The compiled binary format
- Validation Rules - What the compiler checks
- Language Overview - Compilation pipeline
Best Practices
This chapter compiles best practices for writing clear, maintainable, and effective Storybook code. These guidelines apply across all declaration types and project sizes.
Naming Conventions
Declarations
Use PascalCase for all declaration names:
character MasterBaker { } // Good
species DomesticCat { } // Good
behavior GuardPatrol { } // Good
character master_baker { } // Avoid
behavior guard-patrol { } // Invalid (no hyphens)
Fields
Use snake_case for field names:
character Martha {
skill_level: 0.95 // Good
emotional_state: focused // Good
years_experience: 22 // Good
skillLevel: 0.95 // Avoid (camelCase)
}
Behavior Tree Labels
Use snake_case for node labels, with descriptive names:
choose survival_instinct { // Good
then fight_response { } // Good
then flight_response { } // Good
}
choose s1 { // Avoid (meaningless)
then a { } // Avoid
}
Enum Variants
Use PascalCase or snake_case consistently within an enum:
// PascalCase (good for short names)
enum Size { Tiny, Small, Normal, Large, Huge }
// snake_case (good for compound names)
enum GovernmentStyle {
absolute_tyranny,
constitutional_monarchy,
direct_democracy
}
File Organization
Separate Schema from World
Keep reusable type definitions separate from instance data:
project/
schema/ # Reusable across stories
core_enums.sb # Enum definitions
templates.sb # Template definitions
beings.sb # Species definitions
world/ # Specific to this story
characters/ # Character instances
behaviors/ # Behavior trees
relationships/ # Relationship instances
locations/ # Location instances
One Concern per File
Group related declarations, but avoid putting unrelated things together:
// characters/bakery_staff.sb - Good: related characters together
character Martha { }
character Jane { }
character Elena { }
// everything.sb - Avoid: everything in one file
character Martha { }
behavior BakeRoutine { }
schedule DailyRoutine { }
relationship Partnership { }
Explicit Imports
Prefer explicit imports over wildcards:
// Good: clear what is being used
use schema::core_enums::{SkillLevel, Specialty};
use schema::beings::Human;
// Avoid: unclear dependencies
use schema::core_enums::*;
use schema::beings::*;
Character Design
Use Species for Identity, Templates for Traits
// Species: ontological identity
species Human { lifespan: 70 }
// Templates: compositional traits
template Warrior { strength: 10..20 }
template Scholar { intelligence: 15..20 }
// Character: combines identity and traits
character Aragorn: Human from Warrior {
strength: 18
}
Document with Prose Blocks
character Martha: Human {
age: 34
---backstory
Martha learned to bake from her grandmother, starting at
age twelve. She now runs the most popular bakery in town.
---
---personality
Meticulous and patient, with an unwavering commitment to
quality. Tough but fair with her staff.
---
}
Prefer Flat Inheritance
Avoid deep species hierarchies. Two or three levels is usually enough:
// Good: shallow
species Mammal { warm_blooded: true }
species Human includes Mammal { sapient: true }
// Avoid: too deep
species Being { }
species LivingBeing includes Being { }
species Animal includes LivingBeing { }
species Vertebrate includes Animal { }
species Mammal includes Vertebrate { }
species Human includes Mammal { }
Behavior Tree Design
Name Every Composite Node
// Good: self-documenting
choose daily_priority {
then handle_emergency { }
then do_work { }
then relax { }
}
// Avoid: anonymous nodes
choose {
then { }
then { }
}
Keep Trees Shallow
Extract deep subtrees into separate behaviors:
// Good: flat with includes
behavior Main {
choose mode {
include CombatBehavior
include ExplorationBehavior
include SocialBehavior
}
}
// Avoid: deeply nested
behavior Main {
choose {
then { choose { then { choose { then { Action } } } } }
}
}
Use Decorators for Control Flow
// Good: decorator handles timing
cooldown(30s) { CastSpell }
timeout(10s) { SolvePuzzle }
retry(3) { PickLock }
// Avoid: manual timing in actions
CheckCooldownTimer
IfCooldownReady { CastSpell }
Expression Writing
Use Parentheses for Clarity
// Good: explicit grouping
on (health < 50 or is_poisoned) and has_antidote -> healing
// Risky: relies on precedence knowledge
on health < 50 or is_poisoned and has_antidote -> healing
Break Complex Conditions into Multiple Transitions
// Good: separate transitions, easy to read
state combat {
on health < 20 and not has_potion -> desperate
on surrounded and not has_escape -> desperate
on enemy_count > 10 -> desperate
}
// Avoid: one massive condition
state combat {
on (health < 20 and not has_potion) or (surrounded and not has_escape) or enemy_count > 10 -> desperate
}
Use is for Enum Comparisons
// Good: reads naturally
on status is active -> active_state
on skill_level is master -> teach_others
// Works but less readable
on status == active -> active_state
Schedule Design
Use Named Blocks for Override Support
// Good: named blocks can be overridden
schedule Base {
block work { 09:00 - 17:00, action: standard_work }
}
schedule Variant extends Base {
block work { 05:00 - 13:00, action: early_work }
}
Group Related Blocks
schedule DailyRoutine {
// Morning
block wake { 06:00 - 07:00, action: morning_routine }
block breakfast { 07:00 - 08:00, action: eat }
// Work
block commute { 08:00 - 09:00, action: travel }
block work { 09:00 - 17:00, action: work }
// Evening
block leisure { 18:00 - 22:00, action: relax }
block sleep { 22:00 - 06:00, action: sleep }
}
Relationship Design
Use Roles for Clarity
// Good: roles clarify the relationship
relationship Marriage {
Martha as spouse
David as spouse
bond: 0.9
}
// Less clear without roles
relationship Marriage {
Martha
David
bond: 0.9
}
Use Perspectives for Asymmetry
// Good: captures different viewpoints
relationship TeacherStudent {
Gandalf as teacher self { patience: 0.8 } other { potential: 0.9 }
Frodo as student self { motivation: 0.7 } other { admiration: 0.95 }
bond: 0.85
}
General Principles
-
Readability over brevity: Storybook code should read like a narrative, not a puzzle.
-
Explicit over implicit: Say what you mean. Use named nodes, explicit imports, and clear field names.
-
Flat over deep: Shallow hierarchies, short behavior trees, and focused files are easier to maintain.
-
Composition over inheritance: Prefer combining templates over building deep species hierarchies.
-
Document with prose: Prose blocks are a feature, not clutter. Use them to explain intent alongside data.
-
One concept per declaration: Each behavior tree, life arc, or schedule should have a single clear purpose.
Cross-References
- Design Patterns - Common structural patterns
- Validation Rules - What the compiler checks
- Language Overview - Language philosophy
Baker Family Complete
This example demonstrates a complete Storybook project modeling Martha’s bakery and the people around it. It showcases all major language features working together.
Project Structure
baker-family/
schema/
core_enums.sb # Enum definitions
templates.sb # Reusable templates
beings.sb # Species definitions
world/
characters/
martha.sb # Martha, master baker
jane.sb # Jane, pastry specialist
elena.sb # Elena, apprentice
gregory.sb # Gregory, regular customer
family.sb # David, Tommy, Emma
behaviors/
bakery_behaviors.sb
relationships/
bakery_relationships.sb
locations/
bakery_places.sb
institutions/
bakery_institutions.sb
schedules/
bakery_schedules.sb
Schema Layer
Enums
// schema/core_enums.sb
enum SkillLevel {
novice,
beginner,
intermediate,
advanced,
expert,
master
}
enum Specialty {
sourdough,
pastries,
cakes,
general,
bread
}
enum Confidence {
timid,
uncertain,
growing,
steady,
confident,
commanding
}
enum DayPart {
early_morning,
morning,
midday,
afternoon,
evening,
night
}
Species
// schema/beings.sb
species Human {
lifespan: 80
---description
Bipedal mammals with complex language and tool use.
---
}
species Cat {
lifespan: 15
---description
Domestic cats often found in bakeries for pest control
and companionship.
---
}
Templates
// schema/templates.sb
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
}
template BusinessOwner {
include SkilledWorker
revenue_monthly: 0..100000
employees: 0..20
years_in_business: 0..50
}
template Apprentice {
include SkilledWorker
skill_level: novice
confidence: timid
mentor: string
dedication: 0.0..1.0
}
Characters
Martha
// world/characters/martha.sb
use schema::core_enums::{SkillLevel, Specialty, Confidence};
use schema::templates::{Baker, BusinessOwner};
use schema::beings::Human;
character Martha: Human from Baker, BusinessOwner {
uses behaviors: [
{ tree: BakerMorningRoutine },
{ tree: HandleEmergency, when: emergency_detected, priority: critical }
]
age: 34
specialty: sourdough
skill_level: master
confidence: commanding
recipes_mastered: 85
years_experience: 22
sourdough_starter_health: 0.95
revenue_monthly: 12000
employees: 3
years_in_business: 8
---backstory
Martha learned to bake from her grandmother, starting at age twelve.
By twenty she had won regional competitions. At twenty-six she opened
her own bakery, which quickly became the most popular in town. Her
sourdough is legendary -- she maintains a starter that is fifteen
years old.
---
}
life_arc MarthaCareerArc {
---description
Tracks Martha's evolution from established baker to community leader.
---
state running_bakery {
on enter {
Martha.confidence: commanding
Martha.skill_level: master
}
on employees > 5 -> expanding
}
state expanding {
on enter {
Martha.revenue_monthly: 20000
}
on second_location_opened -> community_leader
}
state community_leader {
on enter {
Martha.can_teach: true
Martha.mentors_count: 3
}
---narrative
Martha's bakery has become a training ground for the next
generation of bakers. She sits on the guild board and her
sourdough recipe is studied at culinary schools.
---
}
}
Jane
// world/characters/jane.sb
use schema::core_enums::{SkillLevel, Specialty, Confidence};
use schema::templates::Baker;
use schema::beings::Human;
character Jane: Human from Baker {
age: 36
specialty: pastries
skill_level: expert
confidence: confident
recipes_mastered: 120
years_experience: 18
can_work_independently: true
---backstory
Jane trained at a prestigious culinary school before joining
Martha's bakery as co-owner. Where Martha excels at bread, Jane
is a pastry artist. Her croissants draw customers from three
towns over.
---
---appearance
A focused woman with flour-dusted apron and steady hands.
Known for her intricate pastry decorations and precise
temperature control.
---
}
Elena
// world/characters/elena.sb
use schema::core_enums::{SkillLevel, Confidence};
use schema::templates::Apprentice;
use schema::beings::Human;
character Elena: Human from Apprentice {
age: 16
skill_level: novice
confidence: timid
mentor: "Martha"
dedication: 0.9
natural_talent: 0.8
recipes_mastered: 2
---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.
---
}
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.
---
}
}
Gregory
// world/characters/gregory.sb
use schema::beings::Human;
character Gregory: Human {
age: 68
occupation: "retired_teacher"
always_orders: "sourdough_loaf"
visits_daily: true
years_as_customer: 15
knows_everyone: true
---backstory
Gregory has been buying Martha's bread every morning for
fifteen years. Their brief daily exchanges about the weather
and local gossip are a comforting routine for both of them.
---
}
Behaviors
// world/behaviors/bakery_behaviors.sb
behavior BakerMorningRoutine {
---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
}
}
}
behavior 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
}
}
}
Relationships
// world/relationships/bakery_relationships.sb
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.
---
}
}
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.
---
}
bond: 0.85
}
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
}
Locations
// world/locations/bakery_places.sb
location MarthasBakery {
type: "commercial"
established: "2018"
square_feet: 1200
has_kitchen: true
has_storefront: true
seating_capacity: 12
---description
A warm, inviting bakery on Main Street. The aroma of fresh
bread wafts out the door every morning at 4 AM. Exposed brick
walls, a glass display case, and a view into the kitchen where
customers can watch the bakers at work.
---
}
location FarmersMarket {
type: "outdoor_market"
operates_on: "saturday"
stalls: 30
foot_traffic: "high"
---description
The weekly Saturday market where Martha sells her bread directly
to the community. Her stall is always the first to sell out.
---
}
location BakeryKitchen {
type: "commercial_kitchen"
ovens: 3
prep_stations: 4
walk_in_cooler: true
---description
The heart of the bakery. Three professional ovens line the back
wall, each at a different temperature for different breads. The
sourdough starter sits on a shelf near the warmest oven, bubbling
contentedly in its ceramic crock.
---
}
Institutions
// world/institutions/bakery_institutions.sb
institution BakersGuild {
type: professional_guild
members: 45
founded: "1952"
meets_monthly: true
---description
The local bakers' guild that sets quality standards, organizes
competitions, and mentors apprentices. Martha has been a board
member for three years.
---
}
Key Takeaways
This example demonstrates:
- Layered architecture: Schema (types) separated from world (instances)
- Species + Templates:
Humanspecies combined withBakerandBusinessOwnertemplates - Rich behavior trees: Morning routine and customer service with choose, then, and repeat
- Asymmetric relationships: Martha and Elena see their mentorship differently
- Life arcs: Elena’s career journey modeled as a state machine
- Prose everywhere: Every declaration includes narrative context
Cross-References
- Tutorial - Step-by-step learning
- Characters Reference - Character syntax
- Behavior Trees Reference - Behavior syntax
Day in the Life
This example models a complete day for a baker character, showing how schedules, behaviors, and life arcs work together to create a rich daily simulation.
The Baker
use schema::core_enums::{Season, DayOfWeek};
use schema::beings::Human;
use schema::templates::SkilledWorker;
character Martha: Human from SkilledWorker {
age: 42
occupation: "Master Baker"
skill_level: 0.95
energy: 1.0
mood: 0.8
uses schedule: MarthaDailySchedule
uses behaviors: [
{ tree: BakerRoutine, priority: normal },
{ tree: HandleEmergency, when: emergency_detected, priority: critical }
]
---backstory
Martha has been baking since she was twelve, learning from her
grandmother. She now runs the most popular bakery in town and
is known for her sourdough bread and apple pastries.
---
}
The Schedule
schedule MarthaDailySchedule {
block wake_up {
04:00 - 04:30
action: routines::morning_wake
}
block early_baking {
04:30 - 07:00
action: baking::prepare_morning_goods
}
block open_shop {
07:00 - 07:15
action: shop::open_for_business
}
block morning_rush {
07:15 - 10:00
action: shop::serve_morning_customers
}
block midday_baking {
10:00 - 12:00
action: baking::prepare_afternoon_goods
}
block lunch_break {
12:00 - 13:00
action: social::lunch_with_family
}
block afternoon_sales {
13:00 - 16:00
action: shop::serve_afternoon_customers
}
block close_shop {
16:00 - 16:30
action: shop::close_for_day
}
block evening_prep {
16:30 - 17:30
action: baking::prepare_dough_for_tomorrow
}
block family_time {
18:00 - 21:00
action: social::family_evening
}
block sleep {
21:00 - 04:00
action: routines::sleep
}
// Saturday: Market day
recurs MarketDay on day saturday {
block market_prep {
03:00 - 05:00
action: baking::market_batch
}
block market_sales {
06:00 - 14:00
action: market::sell_at_stall
}
block market_cleanup {
14:00 - 15:00
action: market::pack_up
}
}
// Summer: Extended hours
block summer_afternoon {
13:00 - 18:00
action: shop::extended_summer_hours
on season summer
}
}
Behaviors
Morning Routine
behavior BakerMorningRoutine {
then morning_sequence {
WakeUp
WashFace
DressInWorkClothes
// Check the sourdough starter
then check_starter {
ExamineStarter
if(starter_healthy) {
FeedStarter
}
}
WalkToKitchen
LightOven
}
}
Baking Behavior
behavior BakerRoutine {
choose baking_priority {
// Handle special orders first
then special_orders {
if(has_special_orders)
then fill_order {
ReviewOrderDetails
GatherSpecialIngredients
PrepareSpecialItem
PackageForCustomer
}
}
// Regular daily baking
then daily_bread {
then sourdough {
MixDough(recipe: "sourdough", quantity: 10)
KneadDough(duration: 15m)
FirstRise(duration: 2h)
ShapLoaves
SecondRise(duration: 1h)
BakeLoaves(temperature: 230, duration: 35m)
}
}
// Pastries if time permits
then pastries {
succeed_always {
then apple_pastries {
PrepareFillingApple
RollPastryDough
AssemblePastries
BakePastries(temperature: 200, duration: 25m)
}
}
}
}
}
Customer Service
behavior ServeCustomer {
then service_sequence {
GreetCustomer
if(customer_is_regular) {
RecallPreferences
}
choose service_type {
then take_order {
if(customer_knows_what_they_want)
AcceptOrder
PackageItem
}
then help_decide {
if(not customer_knows_what_they_want)
OfferRecommendation
ProvidesSample
AcceptOrder
PackageItem
}
}
CollectPayment
ThankCustomer
}
}
Emergency Handling
behavior HandleEmergency {
choose emergency_type {
then oven_fire {
if(oven_overheating)
TurnOffOven
GrabFireExtinguisher
ExtinguishFire
AssessDamage
}
then ingredient_shortage {
if(critical_ingredient_missing)
CheckBackupSupply
choose procurement {
SendApprenticeToMarket
SubstituteIngredient
AdjustMenu
}
}
then equipment_failure {
if(equipment_broken)
StopProduction
AttemptQuickFix
choose fallback {
UseBackupEquipment
CallRepairPerson
}
}
}
}
Life Arc: Career and Energy
life_arc MarthaEnergyLevel {
state rested {
on enter {
Martha.energy: 1.0
Martha.mood: 0.8
}
on energy < 0.5 -> tired
}
state tired {
on enter {
Martha.mood: 0.6
}
on energy < 0.2 -> exhausted
on energy > 0.7 -> rested
}
state exhausted {
on enter {
Martha.mood: 0.3
Martha.quality_output: 0.7
}
on energy > 0.5 -> tired
}
}
Relationships
relationship MarthaAndApprentice {
Martha as mentor self {
patience: 0.8
investment: 0.9
} other {
sees_potential: 0.85
}
Elena as apprentice self {
dedication: 0.9
learning_rate: 0.7
} other {
respect: 0.95
admiration: 0.8
}
bond: 0.85
years_together: 2
}
relationship MarthaAndRegularCustomer {
Martha as shopkeeper
OldManGregory as regular_customer
bond: 0.7
years_known: 15
always_orders: "sourdough_loaf"
---dynamics
Gregory has been buying Martha's bread every morning for
fifteen years. They exchange brief pleasantries about the
weather and local gossip. He is her most reliable customer.
---
}
Key Takeaways
This example demonstrates:
- Schedule-driven daily flow: Precise time blocks govern Martha’s entire day
- Seasonal and weekly variations: Summer hours and Saturday market
- Layered behaviors: Emergency behavior preempts normal routine via priority
- Realistic action sequences: Baking modeled step by step with parameters
- Energy management: Life arc tracks fatigue affecting mood and output quality
- Social connections: Relationships with apprentice and customers add depth
Cross-References
- Schedules Reference - Schedule syntax
- Behavior Trees Reference - Behavior syntax
- Life Arcs Reference - Life arc syntax
Character Evolution
This example models a character who evolves through multiple life stages, demonstrating how life arcs, behavior trees, and templates work together to represent growth over time.
The Apprentice’s Journey
Elena starts as a nervous apprentice and grows into a confident master baker. Her evolution touches every aspect of her character: skills, personality, relationships, and daily routine.
Schema
enum SkillLevel { novice, beginner, intermediate, advanced, expert, master }
enum Confidence { timid, uncertain, growing, steady, confident, commanding }
template Apprentice {
skill_level: novice
confidence: timid
can_work_independently: false
recipes_mastered: 0..5
}
template Journeyman {
skill_level: intermediate
confidence: growing
can_work_independently: true
recipes_mastered: 10..30
}
template MasterBaker {
skill_level: master
confidence: commanding
can_work_independently: true
can_teach: true
recipes_mastered: 50..200
}
The Character at Different Stages
// Elena starts as an apprentice
character Elena: Human from Apprentice {
age: 16
natural_talent: 0.8
dedication: 0.9
recipes_mastered: 2
confidence: timid
mentor: Martha
---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.
---
}
The Evolution Life Arc
life_arc ElenaCareer {
---description
Tracks Elena's progression from nervous apprentice to
confident master baker over several years.
---
state apprentice_early {
on enter {
Elena.skill_level: novice
Elena.confidence: timid
Elena.can_work_independently: false
}
on recipes_mastered > 5 -> apprentice_growing
---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 apprentice_growing {
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 and confidence is steady -> 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 and passed_master_trial -> 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.
---
}
}
Evolving Behaviors
Elena’s behavior changes as she progresses:
// Early apprentice: hesitant, checks everything
behavior Elena_ApprenticeEarly {
then cautious_baking {
CheckRecipeThreeTimes
MeasureCarefully
AskMarthaForConfirmation
ProceedSlowly
CheckResultAnxiously
}
}
// Growing apprentice: more confident
behavior Elena_ApprenticeGrowing {
then competent_baking {
ReviewRecipe
MeasureIngredients
MixWithConfidence
choose problem_handling {
then handle_alone {
if(confidence > 0.4)
AssessSituation
ApplyLearning
}
AskMarthaForHelp
}
}
}
// Journeyman: independent and creative
behavior Elena_Journeyman {
choose work_mode {
then creative_mode {
if(inspiration_high)
ExperimentWithRecipe
TasteTest
if(result_good) {
RecordNewRecipe
}
}
then production_mode {
ExecuteRecipeFromMemory
MonitorOvenTimings
ManageMultipleBatches
}
then teaching_mode {
if(helper_present)
DemonstrateTeechnique
ObserveHelper
ProvideGentleFeedback
}
}
}
// Master: leadership and mentoring
behavior Elena_Master {
choose master_activity {
then mentor_apprentice {
if(apprentice_needs_guidance)
AssessApprenticeProgress
DesignLearningChallenge
ObserveAndFeedback
}
then innovate {
if(creative_energy_high)
ResearchNewTechniques
ExperimentWithIngredients
DocumentFindings
}
then lead_production {
PlanDailyProduction
DelegateToTeam
QualityCheckResults
}
}
}
Evolving Relationships
The mentor relationship changes as Elena grows:
// Early apprenticeship
relationship EarlyMentorship {
Martha as mentor self {
patience: 0.9
teaching_intensity: 0.8
} other {
sees_potential: 0.8
reminds_her_of_herself: true
}
Elena as apprentice self {
gratitude: 1.0
anxiety: 0.7
} other {
admiration: 0.95
intimidated: 0.5
}
bond: 0.6
}
// Later: colleagues and friends
relationship MaturePartnership {
Martha as senior_partner self {
pride_in_elena: 0.95
ready_to_step_back: 0.6
} other {
sees_equal: 0.8
trusts_judgment: 0.9
}
Elena as junior_partner self {
confidence: 0.85
gratitude: 0.9
} other {
respect: 0.95
sees_as_mother_figure: 0.7
}
bond: 0.95
}
Evolving Schedules
Elena’s schedule changes as she takes on more responsibility:
// Apprentice schedule: supervised hours
schedule ElenaApprentice {
block arrive {
06:00 - 06:15
action: routines::arrive_early
}
block learn_and_assist {
06:15 - 14:00
action: baking::assist_martha
}
block cleanup_duty {
14:00 - 15:00
action: shop::cleanup
}
block study {
15:00 - 16:00
action: learning::study_recipes
}
}
// Master schedule: leadership hours
schedule ElenaMaster extends ElenaApprentice {
block arrive {
04:00 - 04:15
action: routines::open_bakery
}
block learn_and_assist {
04:15 - 12:00
action: baking::lead_production
}
block cleanup_duty {
12:00 - 13:00
action: social::lunch_with_team
}
block study {
13:00 - 15:00
action: baking::mentor_apprentice
}
block business {
15:00 - 17:00
action: management::business_planning
}
}
Key Takeaways
This example demonstrates:
- Life arcs as character development: Elena’s career progression modeled as states
- Evolving behaviors: Different behavior trees for each stage of growth
- Changing relationships: The mentor dynamic shifts from dependency to partnership
- Schedule evolution: Responsibilities grow with skill level
- Narrative prose: Each life arc state tells a story about who Elena is becoming
- Template progression: Templates define the capability profile at each stage
Cross-References
- Life Arcs Reference - State machine syntax
- Design Patterns - Progressive development pattern
- Best Practices - Character design guidelines
Multi-Character Interactions
This example models a complex social scene: a busy Saturday morning at Martha’s bakery. Multiple characters interact simultaneously with interlocking behaviors, relationships, and a shared location buzzing with activity.
The Setting
enum RushLevel { calm, busy, hectic, overwhelming }
enum ServiceMode { normal, rush, emergency }
location BakeryStorefront {
rush_level: busy
current_time: 07:30
customers_waiting: 8
display_items_remaining: 45
oven_batches_in_progress: 3
coffee_machine_running: true
---description
Saturday morning at Martha's bakery. The line stretches out
the door. The display case gleams with fresh bread, pastries,
and Elena's famous rosemary olive rolls. The air is warm with
the smell of baking and the hum of conversation.
---
---atmosphere
This is the bakery at its best and most stressful. Every
Saturday brings the regulars, the farmers' market overflow,
and tourists who heard about Martha's sourdough. The whole
team works in concert to keep up.
---
}
institution SaturdayMorningCrew {
type: work_team
purpose: serve_customers_and_bake
members: 4
coordination_level: 0.9
---description
The Saturday crew operates like a well-oiled machine. Martha
runs the kitchen, Jane handles pastries, Elena manages the
front counter, and Gregory -- the loyal regular -- unofficially
helps direct the line.
---
}
The Characters
use schema::core_enums::{SkillLevel, Confidence, Specialty};
use schema::templates::{Baker, BusinessOwner, Apprentice};
use schema::beings::Human;
character Martha: Human from Baker, BusinessOwner {
age: 34
specialty: sourdough
skill_level: master
confidence: commanding
energy: 0.8
stress_level: 0.4
loaves_baked_today: 24
orders_pending: 6
---personality
Calm under pressure. Martha thrives on Saturday mornings --
the rush brings out her best. She coordinates the team with
quiet efficiency, stepping in wherever needed while keeping
the ovens running on schedule.
---
}
character Jane: Human from Baker {
age: 36
specialty: pastries
skill_level: expert
confidence: confident
energy: 0.9
creative_mode: true
pastries_decorated_today: 18
---personality
Jane works in focused silence during the rush. Her hands
move with precision, piping decorations and assembling
layered pastries. She communicates with Martha through
glances and nods -- years of partnership have made words
unnecessary.
---
}
character Elena: Human from Apprentice {
age: 17
skill_level: intermediate
confidence: growing
energy: 1.0
customers_served_today: 32
mistakes_today: 1
---personality
Elena has grown into the front-counter role. She remembers
regulars' names and orders, handles complaints with grace,
and only calls Martha when truly stuck. The nervous girl
who started a year ago is barely recognizable.
---
}
character Gregory: Human {
age: 68
role: "regular_customer"
visits_today: 1
helping_with_line: true
knows_everyone: true
---personality
Gregory arrives at exactly 7:15 every Saturday. He buys
his sourdough loaf, then lingers near the door, chatting
with other customers and unofficially managing the line.
He considers this his contribution to the bakery.
---
}
Interlocking Behaviors
Martha’s Behavior
behavior Martha_SaturdayMorning {
---description
Martha's Saturday morning routine: managing the kitchen,
coordinating the team, and keeping the ovens running.
---
repeat {
choose saturday_priority {
// Check ovens first (highest priority)
then oven_management {
if(oven_timer_near_done)
CheckOvenTemperature
RemoveFinishedBatch
LoadNextBatch
SetTimer
}
// Handle special orders
then special_orders {
if(has_special_orders)
choose order_type {
PrepareWeddingCake
BoxCustomOrder
DecorateSpecialLoaf
}
}
// Support Elena at counter
then help_counter {
if(elena_needs_help)
choose counter_support {
AnswerCustomerQuestion
HandleComplaint
ProcessLargeOrder
}
}
// Coordinate with Jane
then coordinate_pastries {
if(display_items_remaining < 10)
SignalJaneToRestockPastries
RearrangeDisplay
}
// Default: knead next batch
then prep_dough {
MixNextBatch
KneadDough
ShapeLoaves
}
}
}
}
Jane’s Behavior
behavior Jane_SaturdayMorning {
repeat {
choose jane_priority {
// Restock display when signaled
then restock_pastries {
if(martha_signaled_restock)
PlateFinishedPastries
CarryToDisplay
ArrangeAttractively
}
// Decorate current batch
then decorating {
if(has_undecorated_pastries)
PipeIcing
AddGarnish
InspectQuality
}
// Start new pastry batch
then new_batch {
if(pastry_dough_ready)
RollPastryDough
CutShapes
AddFilling
PlaceOnBakingSheet
}
// Prepare specialty items
then specialty_items {
if(specialty_order_pending)
ReviewOrderNotes
SelectPremiumIngredients
CraftSpecialtyItem
}
}
}
}
Elena’s Behavior
behavior Elena_SaturdayCounter {
choose counter_state {
// Serve waiting customers
then serve_customer {
if(customer_waiting)
then service_sequence {
GreetCustomer
if(customer_is_regular) {
RecallPreferences
}
choose order_handling {
then quick_order {
if(customer_knows_what_they_want)
AcceptOrder
PackageItem
}
then help_decide {
if(not customer_knows_what_they_want)
OfferRecommendation
OfferSample
AcceptOrder
PackageItem
}
}
CollectPayment
ThankCustomer
}
}
// Handle problems
then handle_issue {
if(customer_has_complaint)
choose resolution {
then resolve_alone {
if(confidence > 0.5)
ListenCarefully
OfferSolution
ApplyResolution
}
then escalate {
if(confidence <= 0.5)
AcknowledgeProblem
CallMarthaForHelp
}
}
}
// Manage the line
then manage_queue {
if(line_length > 5)
AnnounceWaitTime
SuggestPopularItems
}
}
}
Gregory’s Behavior
behavior Gregory_SaturdayVisit {
then saturday_routine {
// Arrive and order
then arrival {
EnterBakery
GreetElena
OrderSourdoughLoaf
PayExactChange
}
// Linger and help
choose lingering_activity {
then manage_line {
if(line_is_long)
DirectNewCustomersToEndOfLine
ChatWithWaitingCustomers
RecommendPopularItems
}
then catch_up {
if(sees_familiar_face)
GreetNeighbor
ExchangeLocalNews
DiscussWeather
}
then observe_elena {
if(elena_handling_difficult_customer)
StandNearbyForMoralSupport
NodEncouragingly
}
}
// Eventually leave
then departure {
WaveToMartha
SayGoodbyeToElena
ExitWithBread
}
}
}
Relationships
relationship BakeryPartnership {
Martha {
role: co_owner
coordination: 1.0
handles_bread: true
---perspective
Martha and Jane communicate without words during the rush.
A glance toward the display case means "we're running low."
A nod means "I'll handle it." Years of working side by side
have created an effortless rhythm.
---
}
Jane {
role: co_owner
coordination: 1.0
handles_pastries: true
---perspective
Jane trusts Martha's judgment completely during the Saturday
rush. If Martha signals, Jane reprioritizes. If Jane needs
oven time, Martha adjusts. They are two halves of a single
well-run kitchen.
---
}
bond: 0.95
}
relationship TeamAndApprentice {
Martha as mentor
Jane as senior_colleague
Elena as apprentice
bond: 0.8
---dynamics
Elena looks up to both Martha and Jane, but in different ways.
Martha teaches her the fundamentals -- technique, discipline,
consistency. Jane shows her the creative side -- decoration,
presentation, flavor combinations. Together they are shaping
Elena into a complete baker.
---
}
relationship GregoryAtTheBakery {
Gregory {
role: loyal_customer
attachment: 0.9
unofficial_helper: true
---perspective
The bakery is Gregory's third place -- not home, not the
library where he used to teach, but the warm space where
he belongs. He has watched Elena grow from a nervous girl
to a confident young woman. He is proud, though he would
never say so directly.
---
}
Elena {
role: counter_staff
fondness: 0.8
sees_as: "grandfather_figure"
---perspective
Elena looks forward to Gregory's arrival every morning.
His exact-change payment and dry humor are a reliable
anchor in the chaos of the morning rush.
---
}
bond: 0.7
}
The Saturday Schedule
schedule SaturdayRush {
block early_prep {
03:00 - 06:00
action: baking::saturday_batch
}
block opening {
06:00 - 06:15
action: shop::open_doors
}
block morning_rush {
06:15 - 11:00
action: shop::saturday_rush_service
}
block midday_restock {
11:00 - 12:00
action: baking::midday_supplemental
}
block afternoon_wind_down {
12:00 - 14:00
action: shop::afternoon_sales
}
block close_and_clean {
14:00 - 15:00
action: shop::saturday_cleanup
}
}
Life Arc: Elena’s Saturday Confidence
life_arc ElenaSaturdayGrowth {
state nervous_start {
on enter {
Elena.confidence: uncertain
Elena.energy: 1.0
}
on customers_served_today > 5 -> finding_rhythm
---narrative
The first few customers are always the hardest. Elena
fumbles with the register, second-guesses prices, and
looks to Martha for confirmation. But each successful
transaction builds her up.
---
}
state finding_rhythm {
on enter {
Elena.confidence: growing
}
on customers_served_today > 15 -> in_the_zone
---narrative
Something clicks. Elena stops thinking about each step
and starts flowing. She remembers Mrs. Patterson's usual
order before she says it. She bags the croissants without
looking.
---
}
state in_the_zone {
on enter {
Elena.confidence: confident
}
on handled_complaint_alone -> proud_moment
on energy < 0.3 -> running_on_fumes
---narrative
Elena is running the counter like she was born to it.
Gregory gives her a quiet nod of approval from his spot
by the door. She barely notices -- she is too busy being
competent.
---
}
state proud_moment {
on enter {
Elena.confidence: confident
Elena.self_respect: 0.9
}
---narrative
A customer complained about a stale roll. Elena apologized,
replaced it with a fresh one, and offered a free cookie.
The customer left smiling. Elena handled it alone, without
calling Martha. She stands a little taller afterward.
---
}
state running_on_fumes {
on enter {
Elena.energy: 0.2
Elena.confidence: uncertain
}
on break_taken -> finding_rhythm
---narrative
The rush has been going for four hours. Elena's smile
is getting harder to maintain. Martha notices and sends
her to the back for a five-minute break and a pastry.
---
}
}
Key Takeaways
This example demonstrates:
- Multiple characters with interlocking behaviors: Martha, Jane, Elena, and Gregory react to each other
- Character coordination: Martha and Jane operate as a seamless team
- Asymmetric group dynamics: Gregory is an unofficial helper, Elena is growing into her role
- Location as context: The busy bakery storefront defines the scene
- Institution modeling: The Saturday crew as a coordinated work team
- Visitor arc: Elena’s confidence through the Saturday rush modeled as a life arc
- Rich prose: Every character and relationship includes narrative perspective
Cross-References
- Relationships Reference - Multi-party relationships
- Behavior Trees Reference - Coordinated behaviors
- Life Arcs Reference - Scene-based state machines
- Baker Family Complete - Full project context