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storybook/examples/alice-in-wonderland/world/locations/wonderland_places.sb
Sienna Meridian Satterwhite ae5e9fdcd8 docs: add Alice in Wonderland example storybook
Add comprehensive example demonstrating all major features of the
Storybook DSL through Lewis Carroll's Alice in Wonderland.

Contents:
- 12 characters (Alice, WhiteRabbit, CheshireCat, MadHatter, etc.)
- 7 relationships with named participant blocks
- 3 institutions (tea parties, royal court)
- 1 schedule (Mad Tea Party eternal rotation)
- 12 behavior trees using new syntax features
- 1 life arc (Alice's journey)

Demonstrates:
- Cross-file template resolution (schema/templates.sb)
- Template inheritance and includes
- Strict template validation
- Action parameters and repeater decorators
- Named participant relationship blocks
- Species-based character typing
- Rich prose blocks throughout

All content validates successfully.
2026-02-08 15:46:52 +00:00

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//! Locations in Wonderland: surreal geography
use schema::core_enums::TimeState;
location RabbitHole {
depth: 1000..4000 // Miles deep, or so Alice calculates
falls_like: tunnel
lined_with: ["cupboards", "bookshelves", "maps", "pictures"]
contains_marmalade_jar: true
jar_is_empty: true
---description
A deep hole under a hedge, leading straight down like a well.
The fall is impossibly long, giving Alice time to wonder about
geography, talk to herself about Dinah the cat, and examine
the curious furnishings along the walls.
She falls so slowly (or the hole is so deep) that she has time
to take a jar labeled "ORANGE MARMALADE" from a shelf, discover
it empty, and replace it in a cupboard further down.
---
---physical_properties
Defies normal physics. The fall should be fatal but Alice lands
gently on sticks and dry leaves. The sides are inexplicably
furnished like a house. The depth is impossible.
This is the threshold between normal world and Wonderland -
logic breaks down in the tunnel itself.
---
}
location HallOfDoors {
shape: "long and low"
lit_by: "lamps hanging from roof"
number_of_doors: 20..50
all_locked: true
// The tiny door
has_tiny_door: true
tiny_door_height_inches: 15
tiny_door_leads_to: garden
// The glass table
has_glass_table: true
table_legs: 3
golden_key_on_table: true
bottle_appears_spontaneously: true
---description
A long, low hall with doors all around. All doors are locked.
Alice tries every one, walking down one side and up the other
in sadness and frustration.
A three-legged glass table holds a tiny golden key. After much
searching, Alice finds it unlocks a curtain-concealed door only
fifteen inches high. Through it, she glimpses the beautiful
garden she longs to reach.
---
}
location Garden {
beauty_level: 1.0
has_rose_trees: true
roses_should_be: red
roses_actually_are: white // Being hastily painted
has_croquet_ground: true
// Garden features
has_fountains: true
has_flower_beds: true
desirability_to_alice: 1.0
// Transformation site
where_alice_becomes_normal_size: true
---description
The lovely garden Alice glimpses through the tiny door. Filled
with bright flowers and cool fountains. Represents normalcy
and beauty in contrast to Wonderland's chaos.
Contains the Queen's croquet ground, where the beauty quickly
gives way to tyranny and absurdity as flamingos serve as
mallets and hedgehogs as balls.
---
---symbolism
The garden represents Alice's desire for order and sense.
She spends much of the early story trying to reach it,
shrinking and growing to fit through the door.
When she finally arrives, it's less paradise than she imagined -
the Queen's mad croquet game and constant execution threats
make it as chaotic as everywhere else in Wonderland.
---
}
location MadTeaPartyTable {
time_state: frozen
current_time: 18:00 // Always 6 o'clock
size: very_large
seats_occupied: 3
seats_available: 97..997
// Table state
covered_in_dirty_dishes: true
never_washed: true
rotation_direction: clockwise
// Refreshments
has_tea: true
has_wine: false // Despite March Hare's offers
has_butter: true // For watch repairs
has_bread_knife: true // To spread butter
---description
A large table set out under a tree in front of a house. Three
participants (Hatter, March Hare, Dormouse) crowd into one corner
despite abundant space.
Because Time refuses to move past six o'clock, it's always tea-time.
They never have time to wash dishes, so they rotate around the
table to clean seats as the previous ones get dirty.
---
---temporal_paradox
The table exists in a time loop. The same conversations happen
repeatedly. The same riddles are asked. The same butter is used
on the same watch.
"Suppose we change the subject" is said eternally, but the subject
never truly changes. The Dormouse tells the same story about the
treacle well forever.
---
}
location CroquetGround {
belongs_to: queen_of_hearts
terrain: "all ridges and furrows"
game_in_progress: true
rules_exist: false
// Live equipment
mallets_are: flamingos
balls_are: hedgehogs
arches_are: card_soldiers
// Game state
players_play_simultaneously: true
cheating_allowed: true // For Queen only
queen_always_wins: true
---description
The Queen's croquet ground, where the game is pure chaos.
Live flamingos serve as mallets but twist around to look at
players. Live hedgehogs serve as balls but unroll and crawl away.
Soldiers bend to form arches but walk off to other parts of the
ground.
All players play at once without waiting turns, quarreling and
fighting for hedgehogs. The Queen goes stamping about shouting
"Off with their heads!" every minute.
---
---game_theory
The game has no rules, or rather, the only rule is that the
Queen wins. The equipment is deliberately uncooperative. The
terrain is maximally difficult. Victory is impossible.
This is Wonderland's version of sport: a perfectly designed
system for generating frustration, with arbitrary authority
(the Queen) as the only arbiter.
---
}
location QueensPalace {
architectural_style: "playing card"
inhabitants: card_people
staff: ["soldiers", "courtiers", "gardeners", "cooks"]
// Court features
has_throne_room: true
has_croquet_ground: true
has_kitchens: true // Where Duchess's cook adds too much pepper
// Justice system
has_courtroom: true
presumption_of_innocence: false
sentence_before_verdict: true // "Sentence first! Verdict afterwards!"
---description
The palace of the King and Queen of Hearts. Everything is
decorated with hearts. Inhabitants are all playing cards -
soldiers (clubs), courtiers (diamonds), royalty (hearts).
The court system operates on Wonderland logic: sentences are
pronounced before verdicts, evidence is nonsensical, and the
Queen shouts for executions regardless of guilt or innocence.
---
}
location MushroomTop {
height_above_ground: 4..5 // Feet
diameter: 2..3 // Feet
mushroom_color: white_with_spots
inhabited_by: caterpillar
// Size-changing properties
one_side_makes_taller: true
other_side_makes_shorter: true
which_is_which: ambiguous // Round mushroom has no clear "sides"
// Atmosphere
hookah_smoke_present: true
philosophical_discussions: true
---description
The top of a large mushroom where the Caterpillar sits smoking
a hookah. About the same height as Alice (when she's normal-sized,
which is rare).
The mushroom has magical properties: one side makes you grow,
the other makes you shrink. Alice must figure out which is which
through dangerous experimentation, resulting in her neck growing
like a serpent at one point.
---
}