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
12 KiB
12 KiB
Template Merge Implementation Notes
Author: Resource Linking Architect Date: 2026-02-12 Purpose: Implementation planning for Phase 3 (Resolution)
Core Merge Algorithm
Data Structures
// In resolve/merge.rs
/// Tracks behavior links during merge to detect overrides
struct BehaviorMergeContext {
seen_behaviors: HashMap<String, BehaviorLink>, // behavior_name -> link
result: Vec<BehaviorLink>,
warnings: Vec<MergeWarning>,
}
enum MergeWarning {
DefaultConflict {
character_behavior: String,
template_behavior: String,
},
PriorityConflict {
behavior: String,
character_priority: Priority,
template_priority: Priority,
},
}
Merge Function Signature
pub fn merge_behavior_links(
character_links: Vec<BehaviorLink>,
template_links: Vec<BehaviorLink>,
character_name: &str,
template_name: &str,
) -> Result<(Vec<ResolvedBehaviorLink>, Vec<MergeWarning>), MergeError> {
// Implementation
}
Step-by-Step Algorithm
fn merge_behavior_links(
character_links: Vec<BehaviorLink>,
template_links: Vec<BehaviorLink>,
character_name: &str,
template_name: &str,
) -> Result<(Vec<ResolvedBehaviorLink>, Vec<MergeWarning>), MergeError> {
let mut ctx = BehaviorMergeContext {
seen_behaviors: HashMap::new(),
result: Vec::new(),
warnings: Vec::new(),
};
// Step 1: Add all character links (highest precedence)
for link in character_links {
let behavior_name = link.tree.join("::");
// Check for duplicate behavior in character itself
if ctx.seen_behaviors.contains_key(&behavior_name) {
return Err(MergeError::DuplicateBehavior {
behavior: behavior_name,
source: character_name.to_string(),
});
}
ctx.seen_behaviors.insert(behavior_name.clone(), link.clone());
ctx.result.push(link);
}
// Step 2: Add template links that aren't overridden
for link in template_links {
let behavior_name = link.tree.join("::");
if let Some(char_link) = ctx.seen_behaviors.get(&behavior_name) {
// Character overrides this behavior - check for conflicts
// Check priority conflict
if let (Some(char_pri), Some(tmpl_pri)) = (&char_link.priority, &link.priority) {
if char_pri != tmpl_pri {
ctx.warnings.push(MergeWarning::PriorityConflict {
behavior: behavior_name.clone(),
character_priority: char_pri.clone(),
template_priority: tmpl_pri.clone(),
});
}
}
// Skip template link (already have character's version)
continue;
}
// No override, add template link
ctx.result.push(link);
}
// Step 3: Check for default conflicts
let char_defaults: Vec<_> = ctx.result.iter()
.filter(|link| link.is_default)
.take(2) // Only need to check if >1
.collect();
if char_defaults.len() > 1 {
ctx.warnings.push(MergeWarning::DefaultConflict {
// ... warning details
});
}
Ok((ctx.result, ctx.warnings))
}
Multi-Level Template Merge
pub fn resolve_template_hierarchy(
character: &Character,
templates: &HashMap<String, Template>,
) -> Result<(Vec<BehaviorLink>, Vec<ScheduleLink>), MergeError> {
// Step 1: Build template chain (deepest first)
let mut template_chain = Vec::new();
let mut current_template_name = character.template.clone();
while let Some(tmpl_name) = current_template_name {
let template = templates.get(&tmpl_name)
.ok_or(MergeError::UnresolvedTemplate { name: tmpl_name.clone() })?;
template_chain.push(template);
current_template_name = template.parent_template.clone();
}
// Step 2: Merge from deepest template up to character
template_chain.reverse(); // Now [deepest, ..., direct parent]
let mut merged_behaviors = Vec::new();
let mut merged_schedules = Vec::new();
for template in template_chain {
let (behaviors, warnings) = merge_behavior_links(
merged_behaviors,
template.behavior_links.clone(),
character.name,
&template.name,
)?;
merged_behaviors = behaviors;
// TODO: emit warnings
// Same for schedules...
}
// Step 3: Merge character on top
let (final_behaviors, warnings) = merge_behavior_links(
character.behavior_links.clone(),
merged_behaviors,
character.name,
"character",
)?;
Ok((final_behaviors, merged_schedules))
}
Complex Merge Scenarios to Test
Scenario 1: Simple Override
template Worker {
uses behaviors: [A, B, C]
}
character Martha from Worker {
uses behaviors: [B, D] // Override B, add D
}
// Expected: [B(Martha), D, A, C]
// A and C come from Worker, B is Martha's version
Scenario 2: Multi-Level with Overrides
template Base {
uses behaviors: [A, B]
}
template Mid from Base {
uses behaviors: [B, C] // Override B from Base
}
character Char from Mid {
uses behaviors: [C, D] // Override C from Mid
}
// Merge order:
// 1. Base: [A, B(Base)]
// 2. Mid merges on Base: [B(Mid), C, A]
// 3. Char merges on Mid: [C(Char), D, B(Mid), A]
Scenario 3: Priority Changes Through Chain
template Base {
uses behaviors: [{ tree: Rest, priority: high }]
}
template Mid from Base {
uses behaviors: [{ tree: Rest, priority: normal }] // Warning!
}
character Char from Mid {
uses behaviors: [{ tree: Rest, priority: low }] // Warning!
}
// Expected: [Rest(low)]
// Warnings:
// - Mid changed Rest priority from high to normal
// - Char changed Rest priority from normal to low
Scenario 4: Condition Overrides
template Worker {
uses behaviors: [
{ tree: Work, when: employed }
]
}
character Martha from Worker {
uses behaviors: [
{ tree: Work, when: at_bakery } // Override condition
]
}
// Expected: [Work(when: at_bakery)]
// Template's Work(when: employed) is completely replaced
Scenario 5: Default Conflicts
template Worker {
uses behaviors: [
{ tree: Idle, default: true }
]
}
character Martha from Worker {
uses behaviors: [
{ tree: Rest, default: true }
]
}
// Expected: [Rest(default), Idle(not default)]
// Warning: Both template and character define defaults
Scenario 6: Empty Array Edge Case
template Worker {
uses behaviors: [A, B, C]
}
character Martha from Worker {
uses behaviors: [] // What does this mean?
}
// If empty = "clear all": []
// If empty = "ignore, inherit": [A, B, C]
// Waiting for Sienna's decision (Question 1)
Scenario 7: Diamond Inheritance (Not Supported)
template A { uses behaviors: [X] }
template B from A { uses behaviors: [Y] }
template C from A { uses behaviors: [Z] }
template D from B, C { ... } // ERROR: Multiple inheritance not supported
Decision: Single inheritance only (one parent template max).
Error Message Design
Error: Duplicate Behavior in Same Context
error: duplicate behavior definition
┌─ characters/martha.sb:10:9
│
10 │ { tree: BakeryWork, priority: normal }
│ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
11 │ { tree: BakeryWork, priority: high }
│ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ duplicate definition
│
= note: behavior 'BakeryWork' is already defined in this character
= help: remove one of the duplicate definitions or use different behaviors
Warning: Priority Conflict in Template Merge
warning: behavior priority changed from template
┌─ characters/martha.sb:9:9
│
9 │ { tree: Rest, priority: low }
│ ^^^^^^^^^^^^^^^^
│
= note: template 'Worker' defines 'Rest' with priority 'high'
= note: character's priority (low) will override template's (high)
= help: if this is intentional, no action needed
Warning: Multiple Defaults
warning: multiple default behaviors defined
┌─ characters/martha.sb:10:9
│
10 │ { tree: Rest, default: true }
│ ^^^^^^^^^^^^^^^
│
= note: template 'Worker' also defines a default behavior: 'Idle'
= note: character's default (Rest) will be used; template's (Idle) remains as non-default
= help: only one default is active at runtime
Error: Unresolved Template
error: unresolved template reference
┌─ characters/martha.sb:1:25
│
1 │ character Martha from Workerr {
│ ^^^^^^^ template 'Workerr' not found
│
= help: did you mean 'Worker'? (defined in templates/worker.sb)
Warning: Condition Override
warning: behavior condition changed from template
┌─ characters/martha.sb:9:9
│
9 │ { tree: Work, when: at_bakery }
│ ^^^^^^^^^^^^^^^^^^^
│
= note: template 'Worker' defines 'Work' with condition 'employed'
= note: character's condition will replace template's condition
Testing Strategy
Unit Tests
#[cfg(test)]
mod merge_tests {
use super::*;
#[test]
fn test_simple_merge() {
let char_links = vec![
behavior_link("BakeryWork", None, None),
];
let tmpl_links = vec![
behavior_link("BasicNeeds", Some(Priority::Critical), None),
behavior_link("Rest", Some(Priority::Normal), None),
];
let (result, warnings) = merge_behavior_links(
char_links, tmpl_links, "Martha", "Worker"
).unwrap();
assert_eq!(result.len(), 3);
assert_eq!(result[0].tree, "BakeryWork");
assert_eq!(result[1].tree, "BasicNeeds");
assert_eq!(result[2].tree, "Rest");
assert!(warnings.is_empty());
}
#[test]
fn test_override_priority() {
let char_links = vec![
behavior_link("Rest", Some(Priority::Low), None),
];
let tmpl_links = vec![
behavior_link("Rest", Some(Priority::High), None),
];
let (result, warnings) = merge_behavior_links(
char_links, tmpl_links, "Martha", "Worker"
).unwrap();
assert_eq!(result.len(), 1);
assert_eq!(result[0].priority, Some(Priority::Low));
assert_eq!(warnings.len(), 1);
assert!(matches!(warnings[0], MergeWarning::PriorityConflict { .. }));
}
#[test]
fn test_multi_level_merge() {
// Base -> Mid -> Char
// Test that merging works through chain
}
#[test]
fn test_default_conflict() {
// Both template and character define defaults
}
#[test]
fn test_empty_array() {
// Waiting for Sienna's decision on semantics
}
}
Integration Tests
#[test]
fn test_resolve_alice_wonderland() {
// Load Alice example with WonderlandCreature template
// Verify merged behaviors are correct
}
#[test]
fn test_three_level_inheritance() {
// Mortal -> Worker -> Baker -> Martha
// Verify all behaviors present and priorities correct
}
Performance Considerations
Merge Complexity
- Single template: O(n + m) where n=char links, m=template links
- k-level templates: O(k * (n + m))
- Typical case: k=1-3, n+m < 20, negligible overhead
Optimization Opportunities
- Cache merged templates: If Template X is used by multiple characters, cache its fully-merged result
- Early termination: If character defines no links, skip merge entirely
- Lazy merging: Only merge when links are actually accessed at runtime
Decision: Start with simple O(k*n) implementation. Optimize only if profiling shows bottleneck.
Edge Cases Checklist
- Character overrides all template behaviors
- Character overrides some template behaviors
- Character adds new behaviors to template
- Multi-level template chain
- Priority conflicts through chain
- Condition overrides
- Multiple defaults
- Empty array semantics (awaiting Sienna)
- Diamond inheritance (not supported, single parent only)
- Circular template references (should be caught in validation)
- Template references non-existent parent (error)
- Behavior name resolution fails (error)
Status: Implementation notes complete, awaiting Checkpoint 2 approval to begin coding.