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
500 lines
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<h1 id="best-practices"><a class="header" href="#best-practices">Best Practices</a></h1>
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<p>This chapter compiles best practices for writing clear, maintainable, and effective Storybook code. These guidelines apply across all declaration types and project sizes.</p>
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<h2 id="naming-conventions"><a class="header" href="#naming-conventions">Naming Conventions</a></h2>
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<h3 id="declarations"><a class="header" href="#declarations">Declarations</a></h3>
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<p>Use <strong>PascalCase</strong> for all declaration names:</p>
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<pre><code class="language-storybook">character MasterBaker { } // Good
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species DomesticCat { } // Good
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behavior GuardPatrol { } // Good
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character master_baker { } // Avoid
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behavior guard-patrol { } // Invalid (no hyphens)
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</code></pre>
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<h3 id="fields"><a class="header" href="#fields">Fields</a></h3>
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<p>Use <strong>snake_case</strong> for field names:</p>
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<pre><code class="language-storybook">character Martha {
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skill_level: 0.95 // Good
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emotional_state: focused // Good
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years_experience: 22 // Good
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skillLevel: 0.95 // Avoid (camelCase)
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}
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</code></pre>
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<h3 id="behavior-tree-labels"><a class="header" href="#behavior-tree-labels">Behavior Tree Labels</a></h3>
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<p>Use <strong>snake_case</strong> for node labels, with descriptive names:</p>
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<pre><code class="language-storybook">choose survival_instinct { // Good
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then fight_response { } // Good
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then flight_response { } // Good
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}
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choose s1 { // Avoid (meaningless)
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then a { } // Avoid
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}
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</code></pre>
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<h3 id="enum-variants"><a class="header" href="#enum-variants">Enum Variants</a></h3>
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<p>Use <strong>PascalCase</strong> or <strong>snake_case</strong> consistently within an enum:</p>
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<pre><code class="language-storybook">// PascalCase (good for short names)
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enum Size { Tiny, Small, Normal, Large, Huge }
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// snake_case (good for compound names)
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enum GovernmentStyle {
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absolute_tyranny,
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constitutional_monarchy,
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direct_democracy
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}
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</code></pre>
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<h2 id="file-organization"><a class="header" href="#file-organization">File Organization</a></h2>
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<h3 id="separate-schema-from-world"><a class="header" href="#separate-schema-from-world">Separate Schema from World</a></h3>
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<p>Keep reusable type definitions separate from instance data:</p>
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<pre><code>project/
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schema/ # Reusable across stories
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core_enums.sb # Enum definitions
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templates.sb # Template definitions
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beings.sb # Species definitions
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world/ # Specific to this story
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characters/ # Character instances
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behaviors/ # Behavior trees
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relationships/ # Relationship instances
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locations/ # Location instances
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</code></pre>
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<h3 id="one-concern-per-file"><a class="header" href="#one-concern-per-file">One Concern per File</a></h3>
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<p>Group related declarations, but avoid putting unrelated things together:</p>
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<pre><code class="language-storybook">// characters/bakery_staff.sb - Good: related characters together
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character Martha { }
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character Jane { }
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character Elena { }
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// everything.sb - Avoid: everything in one file
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character Martha { }
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behavior BakeRoutine { }
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schedule DailyRoutine { }
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relationship Partnership { }
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</code></pre>
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<h3 id="explicit-imports"><a class="header" href="#explicit-imports">Explicit Imports</a></h3>
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<p>Prefer explicit imports over wildcards:</p>
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<pre><code class="language-storybook">// Good: clear what is being used
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use schema::core_enums::{SkillLevel, Specialty};
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use schema::beings::Human;
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// Avoid: unclear dependencies
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use schema::core_enums::*;
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use schema::beings::*;
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</code></pre>
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<h2 id="character-design"><a class="header" href="#character-design">Character Design</a></h2>
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<h3 id="use-species-for-identity-templates-for-traits"><a class="header" href="#use-species-for-identity-templates-for-traits">Use Species for Identity, Templates for Traits</a></h3>
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<pre><code class="language-storybook">// Species: ontological identity
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species Human { lifespan: 70 }
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// Templates: compositional traits
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template Warrior { strength: 10..20 }
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template Scholar { intelligence: 15..20 }
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// Character: combines identity and traits
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character Aragorn: Human from Warrior {
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strength: 18
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}
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</code></pre>
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<h3 id="document-with-prose-blocks"><a class="header" href="#document-with-prose-blocks">Document with Prose Blocks</a></h3>
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<pre><code class="language-storybook">character Martha: Human {
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age: 34
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---backstory
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Martha learned to bake from her grandmother, starting at
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age twelve. She now runs the most popular bakery in town.
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---
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---personality
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Meticulous and patient, with an unwavering commitment to
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quality. Tough but fair with her staff.
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---
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}
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</code></pre>
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<h3 id="prefer-flat-inheritance"><a class="header" href="#prefer-flat-inheritance">Prefer Flat Inheritance</a></h3>
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<p>Avoid deep species hierarchies. Two or three levels is usually enough:</p>
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<pre><code class="language-storybook">// Good: shallow
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species Mammal { warm_blooded: true }
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species Human includes Mammal { sapient: true }
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// Avoid: too deep
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species Being { }
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species LivingBeing includes Being { }
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species Animal includes LivingBeing { }
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species Vertebrate includes Animal { }
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species Mammal includes Vertebrate { }
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species Human includes Mammal { }
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</code></pre>
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<h2 id="behavior-tree-design"><a class="header" href="#behavior-tree-design">Behavior Tree Design</a></h2>
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<h3 id="name-every-composite-node"><a class="header" href="#name-every-composite-node">Name Every Composite Node</a></h3>
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<pre><code class="language-storybook">// Good: self-documenting
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choose daily_priority {
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then handle_emergency { }
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then do_work { }
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then relax { }
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}
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// Avoid: anonymous nodes
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choose {
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then { }
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then { }
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}
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</code></pre>
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<h3 id="keep-trees-shallow"><a class="header" href="#keep-trees-shallow">Keep Trees Shallow</a></h3>
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<p>Extract deep subtrees into separate behaviors:</p>
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<pre><code class="language-storybook">// Good: flat with includes
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behavior Main {
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choose mode {
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include CombatBehavior
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include ExplorationBehavior
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include SocialBehavior
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}
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}
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// Avoid: deeply nested
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behavior Main {
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choose {
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then { choose { then { choose { then { Action } } } } }
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}
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}
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</code></pre>
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<h3 id="use-decorators-for-control-flow"><a class="header" href="#use-decorators-for-control-flow">Use Decorators for Control Flow</a></h3>
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<pre><code class="language-storybook">// Good: decorator handles timing
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cooldown(30s) { CastSpell }
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timeout(10s) { SolvePuzzle }
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retry(3) { PickLock }
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// Avoid: manual timing in actions
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CheckCooldownTimer
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IfCooldownReady { CastSpell }
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</code></pre>
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<h2 id="expression-writing"><a class="header" href="#expression-writing">Expression Writing</a></h2>
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<h3 id="use-parentheses-for-clarity"><a class="header" href="#use-parentheses-for-clarity">Use Parentheses for Clarity</a></h3>
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<pre><code class="language-storybook">// Good: explicit grouping
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on (health < 50 or is_poisoned) and has_antidote -> healing
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// Risky: relies on precedence knowledge
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on health < 50 or is_poisoned and has_antidote -> healing
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</code></pre>
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<h3 id="break-complex-conditions-into-multiple-transitions"><a class="header" href="#break-complex-conditions-into-multiple-transitions">Break Complex Conditions into Multiple Transitions</a></h3>
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<pre><code class="language-storybook">// Good: separate transitions, easy to read
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state combat {
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on health < 20 and not has_potion -> desperate
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on surrounded and not has_escape -> desperate
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on enemy_count > 10 -> desperate
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}
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// Avoid: one massive condition
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state combat {
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on (health < 20 and not has_potion) or (surrounded and not has_escape) or enemy_count > 10 -> desperate
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}
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</code></pre>
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<h3 id="use-is-for-enum-comparisons"><a class="header" href="#use-is-for-enum-comparisons">Use <code>is</code> for Enum Comparisons</a></h3>
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<pre><code class="language-storybook">// Good: reads naturally
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on status is active -> active_state
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on skill_level is master -> teach_others
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// Works but less readable
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on status == active -> active_state
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</code></pre>
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<h2 id="schedule-design"><a class="header" href="#schedule-design">Schedule Design</a></h2>
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<h3 id="use-named-blocks-for-override-support"><a class="header" href="#use-named-blocks-for-override-support">Use Named Blocks for Override Support</a></h3>
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<pre><code class="language-storybook">// Good: named blocks can be overridden
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schedule Base {
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block work { 09:00 - 17:00, action: standard_work }
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}
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schedule Variant extends Base {
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block work { 05:00 - 13:00, action: early_work }
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}
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</code></pre>
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<h3 id="group-related-blocks"><a class="header" href="#group-related-blocks">Group Related Blocks</a></h3>
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<pre><code class="language-storybook">schedule DailyRoutine {
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// Morning
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block wake { 06:00 - 07:00, action: morning_routine }
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block breakfast { 07:00 - 08:00, action: eat }
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// Work
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block commute { 08:00 - 09:00, action: travel }
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block work { 09:00 - 17:00, action: work }
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// Evening
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block leisure { 18:00 - 22:00, action: relax }
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block sleep { 22:00 - 06:00, action: sleep }
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}
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</code></pre>
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<h2 id="relationship-design"><a class="header" href="#relationship-design">Relationship Design</a></h2>
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<h3 id="use-roles-for-clarity"><a class="header" href="#use-roles-for-clarity">Use Roles for Clarity</a></h3>
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<pre><code class="language-storybook">// Good: roles clarify the relationship
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relationship Marriage {
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Martha as spouse
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David as spouse
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bond: 0.9
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}
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// Less clear without roles
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relationship Marriage {
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Martha
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David
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bond: 0.9
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}
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</code></pre>
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<h3 id="use-perspectives-for-asymmetry"><a class="header" href="#use-perspectives-for-asymmetry">Use Perspectives for Asymmetry</a></h3>
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<pre><code class="language-storybook">// Good: captures different viewpoints
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relationship TeacherStudent {
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Gandalf as teacher self { patience: 0.8 } other { potential: 0.9 }
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Frodo as student self { motivation: 0.7 } other { admiration: 0.95 }
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bond: 0.85
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}
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</code></pre>
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<h2 id="general-principles"><a class="header" href="#general-principles">General Principles</a></h2>
|
|
<ol>
|
|
<li>
|
|
<p><strong>Readability over brevity</strong>: Storybook code should read like a narrative, not a puzzle.</p>
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|
</li>
|
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<li>
|
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<p><strong>Explicit over implicit</strong>: Say what you mean. Use named nodes, explicit imports, and clear field names.</p>
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</li>
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<li>
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<p><strong>Flat over deep</strong>: Shallow hierarchies, short behavior trees, and focused files are easier to maintain.</p>
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</li>
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<li>
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<p><strong>Composition over inheritance</strong>: Prefer combining templates over building deep species hierarchies.</p>
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</li>
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<li>
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<p><strong>Document with prose</strong>: Prose blocks are a feature, not clutter. Use them to explain intent alongside data.</p>
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</li>
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<li>
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<p><strong>One concept per declaration</strong>: Each behavior tree, life arc, or schedule should have a single clear purpose.</p>
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<li><a href="../reference/19-validation.html">Validation Rules</a> - What the compiler checks</li>
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