BREAKING CHANGES: - Relationship syntax now requires blocks for all participants - Removed self/other perspective blocks from relationships - Replaced 'guard' keyword with 'if' for behavior tree decorators Language Features: - Add tree-sitter grammar with improved if/condition disambiguation - Add comprehensive tutorial and reference documentation - Add SBIR v0.2.0 binary format specification - Add resource linking system for behaviors and schedules - Add year-long schedule patterns (day, season, recurrence) - Add behavior tree enhancements (named nodes, decorators) Documentation: - Complete tutorial series (9 chapters) with baker family examples - Complete reference documentation for all language features - SBIR v0.2.0 specification with binary format details - Added locations and institutions documentation Examples: - Convert all examples to baker family scenario - Add comprehensive working examples Tooling: - Zed extension with LSP integration - Tree-sitter grammar for syntax highlighting - Build scripts and development tools Version Updates: - Main package: 0.1.0 → 0.2.0 - Tree-sitter grammar: 0.1.0 → 0.2.0 - Zed extension: 0.1.0 → 0.2.0 - Storybook editor: 0.1.0 → 0.2.0
580 lines
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580 lines
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<main>
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<h1 id="design-patterns"><a class="header" href="#design-patterns">Design Patterns</a></h1>
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<p>This chapter presents proven patterns for structuring Storybook projects. These patterns have emerged from building complex narrative simulations and represent best practices for maintainability, reuse, and clarity.</p>
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<h2 id="behavior-tree-patterns"><a class="header" href="#behavior-tree-patterns">Behavior Tree Patterns</a></h2>
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<h3 id="priority-fallback-chain"><a class="header" href="#priority-fallback-chain">Priority Fallback Chain</a></h3>
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<p>Use a selector to try increasingly desperate options:</p>
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<pre><code class="language-storybook">behavior Survival {
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choose survival_priority {
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then optimal {
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if(health > 70 and has_supplies)
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ProceedNormally
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}
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then cautious {
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if(health > 30)
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ProceedCarefully
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}
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then desperate {
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if(health > 10)
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SeekHelp
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}
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LastResortPanic
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}
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}
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</code></pre>
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<p>The tree naturally degrades: first tries the best option, then falls back through progressively worse alternatives.</p>
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<h3 id="conditional-behavior-switching"><a class="header" href="#conditional-behavior-switching">Conditional Behavior Switching</a></h3>
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<p>Use guards at the top level to switch between behavioral modes:</p>
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<pre><code class="language-storybook">behavior ModeSwitcher {
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choose mode {
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if(is_combat_mode) {
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include CombatBehavior
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}
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if(is_exploration_mode) {
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include ExplorationBehavior
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}
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if(is_social_mode) {
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include SocialBehavior
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}
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include IdleBehavior
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}
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}
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</code></pre>
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<h3 id="composite-subtree-pattern"><a class="header" href="#composite-subtree-pattern">Composite Subtree Pattern</a></h3>
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<p>Break complex behaviors into focused, reusable subtrees:</p>
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<pre><code class="language-storybook">// Atomic subtrees
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behavior Navigate { then nav { PlanPath, FollowPath } }
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behavior Interact { then talk { Approach, Greet, Converse } }
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behavior Trade { then exchange { ShowGoods, Negotiate, Exchange } }
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// Composed behavior
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behavior Merchant_AI {
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choose activity {
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then serve_customer {
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if(customer_present)
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include Interact
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include Trade
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}
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then travel_to_market {
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if(is_market_day)
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include Navigate
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}
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Idle
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}
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}
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</code></pre>
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<h3 id="repeating-patrol-with-interrupts"><a class="header" href="#repeating-patrol-with-interrupts">Repeating Patrol with Interrupts</a></h3>
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<p>Use a repeating patrol that can be interrupted by higher-priority events:</p>
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<pre><code class="language-storybook">character Guard {
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uses behaviors: [
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{
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tree: GuardCombat
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when: threat_detected
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priority: high
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},
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{
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tree: GuardPatrol
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priority: normal
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}
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]
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}
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behavior GuardPatrol {
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repeat {
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then patrol_loop {
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MoveTo(destination: "Waypoint1")
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WaitAndScan(duration: 5s)
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MoveTo(destination: "Waypoint2")
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WaitAndScan(duration: 5s)
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}
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}
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}
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</code></pre>
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<p>The combat behavior preempts patrol when threats appear, then patrol resumes.</p>
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<h2 id="character-architecture-patterns"><a class="header" href="#character-architecture-patterns">Character Architecture Patterns</a></h2>
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<h3 id="species--templates-composition"><a class="header" href="#species--templates-composition">Species + Templates Composition</a></h3>
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<p>Use species for identity and templates for capabilities:</p>
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<pre><code class="language-storybook">// Species: What they ARE
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species Human { lifespan: 70 }
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species Elf { lifespan: 1000 }
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// Templates: What they HAVE
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template Warrior { strength: 10..20, weapon_skill: 0.5..1.0 }
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template Scholar { intelligence: 15..20, books_read: 50..500 }
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template Leader { charisma: 12..18, followers: 5..50 }
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// Characters: Combine both
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character Aragorn: Human from Warrior, Leader {
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strength: 18
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charisma: 17
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}
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character Elrond: Elf from Scholar, Leader {
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intelligence: 20
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charisma: 18
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}
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</code></pre>
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<h3 id="strict-templates-for-schema-enforcement"><a class="header" href="#strict-templates-for-schema-enforcement">Strict Templates for Schema Enforcement</a></h3>
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<p>Use strict templates when you need controlled, uniform entities:</p>
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<pre><code class="language-storybook">template RecipeCard strict {
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recipe_name: string
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difficulty: Difficulty
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prep_time_minutes: 10..180
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}
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// This works:
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character SourdoughRecipe from RecipeCard {
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recipe_name: "Classic Sourdough"
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difficulty: intermediate
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prep_time_minutes: 120
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}
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// This would error (extra field not allowed):
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// character BadRecipe from RecipeCard {
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// recipe_name: "Mystery Bread"
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// difficulty: easy
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// favorite_color: "blue" // Error!
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// }
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</code></pre>
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<h3 id="template-inheritance-chains"><a class="header" href="#template-inheritance-chains">Template Inheritance Chains</a></h3>
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|
<p>Build template hierarchies for progressive specialization:</p>
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<pre><code class="language-storybook">template Worker {
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skill_level: 0.0..1.0
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wage: 10..50
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}
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template SkilledWorker {
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include Worker
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specialization: "general"
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tool_proficiency: 0.5..1.0
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}
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template MasterCraftsman {
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include SkilledWorker
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can_teach: true
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reputation: 0.7..1.0
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}
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</code></pre>
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<h2 id="relationship-patterns"><a class="header" href="#relationship-patterns">Relationship Patterns</a></h2>
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<h3 id="bidirectional-perspective"><a class="header" href="#bidirectional-perspective">Bidirectional Perspective</a></h3>
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|
<p>Model relationships where each side sees things differently:</p>
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<pre><code class="language-storybook">relationship MentorApprentice {
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Master as mentor self {
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patience: 0.7
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|
investment_in_student: 0.9
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|
} other {
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sees_potential: 0.8
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|
frustration_level: 0.3
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}
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Student as apprentice self {
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|
dedication: 0.8
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overwhelmed: 0.4
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} other {
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respect: 0.95
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desire_to_impress: 0.9
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|
}
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|
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bond: 0.75
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years_together: 3
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}
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</code></pre>
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|
<h3 id="power-dynamic-pattern"><a class="header" href="#power-dynamic-pattern">Power Dynamic Pattern</a></h3>
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|
<p>Model unequal power relationships explicitly:</p>
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|
<pre><code class="language-storybook">relationship Vassalage {
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King as lord self {
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|
authority: 1.0
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|
grants: "protection"
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|
} other {
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trusts_vassal: 0.6
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}
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|
|
|
Knight as vassal self {
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|
loyalty: 0.9
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|
ambition: 0.4
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|
} other {
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|
respects_lord: 0.8
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fears_lord: 0.3
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}
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|
|
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bond: 0.7
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}
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</code></pre>
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|
<h3 id="relationship-network"><a class="header" href="#relationship-network">Relationship Network</a></h3>
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|
<p>Build social graphs with multiple overlapping relationships:</p>
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|
<pre><code class="language-storybook">// Family
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relationship BakerMarriage { Martha as spouse, David as spouse, bond: 0.9 }
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relationship BakerParenting { Martha as parent, Tommy as child, bond: 0.95 }
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|
|
|
// Professional
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relationship BakerEmployment { Martha as employer, Elena as employee, bond: 0.8 }
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relationship GuildMembership { Martha as member, BakersGuild as org }
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|
|
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// Social
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relationship BakerFriendship { Martha, Neighbor, bond: 0.6 }
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</code></pre>
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|
<h2 id="schedule-patterns"><a class="header" href="#schedule-patterns">Schedule Patterns</a></h2>
|
|
<h3 id="base-schedule-with-specializations"><a class="header" href="#base-schedule-with-specializations">Base Schedule with Specializations</a></h3>
|
|
<pre><code class="language-storybook">schedule BaseWorker {
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|
block work { 09:00 - 17:00, action: work::standard }
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|
block lunch { 12:00 - 13:00, action: social::lunch }
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|
}
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|
|
|
schedule EarlyBird extends BaseWorker {
|
|
block work { 05:00 - 13:00, action: work::early_shift }
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|
block lunch { 11:00 - 12:00, action: social::lunch }
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|
}
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|
|
|
schedule NightOwl extends BaseWorker {
|
|
block work { 14:00 - 22:00, action: work::late_shift }
|
|
block lunch { 18:00 - 19:00, action: social::dinner }
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|
}
|
|
</code></pre>
|
|
<h3 id="seasonal-variation"><a class="header" href="#seasonal-variation">Seasonal Variation</a></h3>
|
|
<pre><code class="language-storybook">schedule FarmSchedule {
|
|
block spring_work {
|
|
06:00 - 18:00
|
|
action: farming::plant
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|
on season spring
|
|
}
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|
|
|
block summer_work {
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|
05:00 - 20:00
|
|
action: farming::tend
|
|
on season summer
|
|
}
|
|
|
|
block fall_work {
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|
06:00 - 20:00
|
|
action: farming::harvest
|
|
on season fall
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|
}
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|
|
|
block winter_work {
|
|
08:00 - 16:00
|
|
action: farming::maintain
|
|
on season winter
|
|
}
|
|
}
|
|
</code></pre>
|
|
<h2 id="life-arc-patterns"><a class="header" href="#life-arc-patterns">Life Arc Patterns</a></h2>
|
|
<h3 id="progressive-development"><a class="header" href="#progressive-development">Progressive Development</a></h3>
|
|
<pre><code class="language-storybook">life_arc CareerProgression {
|
|
state novice {
|
|
on enter { Character.title: "Apprentice" }
|
|
on experience > 100 -> intermediate
|
|
}
|
|
|
|
state intermediate {
|
|
on enter { Character.title: "Journeyman" }
|
|
on experience > 500 -> expert
|
|
}
|
|
|
|
state expert {
|
|
on enter { Character.title: "Master", Character.can_teach: true }
|
|
}
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|
}
|
|
</code></pre>
|
|
<h3 id="emotional-state-machine"><a class="header" href="#emotional-state-machine">Emotional State Machine</a></h3>
|
|
<pre><code class="language-storybook">life_arc MoodSystem {
|
|
state neutral {
|
|
on provoked -> 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
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|
}
|
|
}
|
|
</code></pre>
|
|
<h2 id="project-organization-patterns"><a class="header" href="#project-organization-patterns">Project Organization Patterns</a></h2>
|
|
<h3 id="schema--world-separation"><a class="header" href="#schema--world-separation">Schema / World Separation</a></h3>
|
|
<p>Keep type definitions separate from instance data:</p>
|
|
<pre><code>my-project/
|
|
schema/ # Types and templates (reusable)
|
|
core_enums.sb
|
|
templates.sb
|
|
beings.sb
|
|
world/ # Instances (specific to this story)
|
|
characters/
|
|
behaviors/
|
|
relationships/
|
|
locations/
|
|
</code></pre>
|
|
<h3 id="module-per-domain"><a class="header" href="#module-per-domain">Module per Domain</a></h3>
|
|
<p>Group related declarations together:</p>
|
|
<pre><code>world/
|
|
characters/
|
|
heroes.sb # All hero characters
|
|
villains.sb # All villain characters
|
|
npcs.sb # Background characters
|
|
behaviors/
|
|
combat.sb # Combat behaviors
|
|
social.sb # Social behaviors
|
|
exploration.sb # Exploration behaviors
|
|
</code></pre>
|
|
<h2 id="anti-patterns-to-avoid"><a class="header" href="#anti-patterns-to-avoid">Anti-Patterns to Avoid</a></h2>
|
|
<p><strong>Deep nesting</strong>: More than 4-5 levels of behavior tree nesting is hard to read. Use <code>include</code> to flatten.</p>
|
|
<p><strong>God behaviors</strong>: One massive behavior tree doing everything. Break it into focused subtrees.</p>
|
|
<p><strong>Deep species hierarchies</strong>: More than 2-3 levels of species <code>includes</code> is rarely needed. Use templates for variation.</p>
|
|
<p><strong>Duplicated logic</strong>: If two behaviors share logic, extract it into a shared subtree.</p>
|
|
<p><strong>Unnamed nodes</strong>: Always label composite nodes in behavior trees for readability.</p>
|
|
<h2 id="cross-references"><a class="header" href="#cross-references">Cross-References</a></h2>
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<ul>
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|
<li><a href="../reference/11-behavior-trees.html">Behavior Trees</a> - Complete behavior syntax</li>
|
|
<li><a href="../reference/10-characters.html">Characters</a> - Character architecture</li>
|
|
<li><a href="../reference/15-relationships.html">Relationships</a> - Relationship modeling</li>
|
|
<li><a href="../reference/14-schedules.html">Schedules</a> - Schedule composition</li>
|
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<li><a href="../reference/13-life-arcs.html">Life Arcs</a> - State machine patterns</li>
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