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storybook/docs/book/advanced/23-best-practices.html
Sienna Meridian Satterwhite 16deb5d237 release: Storybook v0.2.0 - Major syntax and features update
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
2026-02-13 21:52:03 +00:00

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<h1 id="best-practices"><a class="header" href="#best-practices">Best Practices</a></h1>
<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>
<h2 id="naming-conventions"><a class="header" href="#naming-conventions">Naming Conventions</a></h2>
<h3 id="declarations"><a class="header" href="#declarations">Declarations</a></h3>
<p>Use <strong>PascalCase</strong> for all declaration names:</p>
<pre><code class="language-storybook">character MasterBaker { } // Good
species DomesticCat { } // Good
behavior GuardPatrol { } // Good
character master_baker { } // Avoid
behavior guard-patrol { } // Invalid (no hyphens)
</code></pre>
<h3 id="fields"><a class="header" href="#fields">Fields</a></h3>
<p>Use <strong>snake_case</strong> for field names:</p>
<pre><code class="language-storybook">character Martha {
skill_level: 0.95 // Good
emotional_state: focused // Good
years_experience: 22 // Good
skillLevel: 0.95 // Avoid (camelCase)
}
</code></pre>
<h3 id="behavior-tree-labels"><a class="header" href="#behavior-tree-labels">Behavior Tree Labels</a></h3>
<p>Use <strong>snake_case</strong> for node labels, with descriptive names:</p>
<pre><code class="language-storybook">choose survival_instinct { // Good
then fight_response { } // Good
then flight_response { } // Good
}
choose s1 { // Avoid (meaningless)
then a { } // Avoid
}
</code></pre>
<h3 id="enum-variants"><a class="header" href="#enum-variants">Enum Variants</a></h3>
<p>Use <strong>PascalCase</strong> or <strong>snake_case</strong> consistently within an enum:</p>
<pre><code class="language-storybook">// 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
}
</code></pre>
<h2 id="file-organization"><a class="header" href="#file-organization">File Organization</a></h2>
<h3 id="separate-schema-from-world"><a class="header" href="#separate-schema-from-world">Separate Schema from World</a></h3>
<p>Keep reusable type definitions separate from instance data:</p>
<pre><code>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
</code></pre>
<h3 id="one-concern-per-file"><a class="header" href="#one-concern-per-file">One Concern per File</a></h3>
<p>Group related declarations, but avoid putting unrelated things together:</p>
<pre><code class="language-storybook">// 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 { }
</code></pre>
<h3 id="explicit-imports"><a class="header" href="#explicit-imports">Explicit Imports</a></h3>
<p>Prefer explicit imports over wildcards:</p>
<pre><code class="language-storybook">// 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::*;
</code></pre>
<h2 id="character-design"><a class="header" href="#character-design">Character Design</a></h2>
<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>
<pre><code class="language-storybook">// 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
}
</code></pre>
<h3 id="document-with-prose-blocks"><a class="header" href="#document-with-prose-blocks">Document with Prose Blocks</a></h3>
<pre><code class="language-storybook">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.
---
}
</code></pre>
<h3 id="prefer-flat-inheritance"><a class="header" href="#prefer-flat-inheritance">Prefer Flat Inheritance</a></h3>
<p>Avoid deep species hierarchies. Two or three levels is usually enough:</p>
<pre><code class="language-storybook">// 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 { }
</code></pre>
<h2 id="behavior-tree-design"><a class="header" href="#behavior-tree-design">Behavior Tree Design</a></h2>
<h3 id="name-every-composite-node"><a class="header" href="#name-every-composite-node">Name Every Composite Node</a></h3>
<pre><code class="language-storybook">// Good: self-documenting
choose daily_priority {
then handle_emergency { }
then do_work { }
then relax { }
}
// Avoid: anonymous nodes
choose {
then { }
then { }
}
</code></pre>
<h3 id="keep-trees-shallow"><a class="header" href="#keep-trees-shallow">Keep Trees Shallow</a></h3>
<p>Extract deep subtrees into separate behaviors:</p>
<pre><code class="language-storybook">// 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 } } } } }
}
}
</code></pre>
<h3 id="use-decorators-for-control-flow"><a class="header" href="#use-decorators-for-control-flow">Use Decorators for Control Flow</a></h3>
<pre><code class="language-storybook">// Good: decorator handles timing
cooldown(30s) { CastSpell }
timeout(10s) { SolvePuzzle }
retry(3) { PickLock }
// Avoid: manual timing in actions
CheckCooldownTimer
IfCooldownReady { CastSpell }
</code></pre>
<h2 id="expression-writing"><a class="header" href="#expression-writing">Expression Writing</a></h2>
<h3 id="use-parentheses-for-clarity"><a class="header" href="#use-parentheses-for-clarity">Use Parentheses for Clarity</a></h3>
<pre><code class="language-storybook">// Good: explicit grouping
on (health &lt; 50 or is_poisoned) and has_antidote -&gt; healing
// Risky: relies on precedence knowledge
on health &lt; 50 or is_poisoned and has_antidote -&gt; healing
</code></pre>
<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>
<pre><code class="language-storybook">// Good: separate transitions, easy to read
state combat {
on health &lt; 20 and not has_potion -&gt; desperate
on surrounded and not has_escape -&gt; desperate
on enemy_count &gt; 10 -&gt; desperate
}
// Avoid: one massive condition
state combat {
on (health &lt; 20 and not has_potion) or (surrounded and not has_escape) or enemy_count &gt; 10 -&gt; desperate
}
</code></pre>
<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>
<pre><code class="language-storybook">// Good: reads naturally
on status is active -&gt; active_state
on skill_level is master -&gt; teach_others
// Works but less readable
on status == active -&gt; active_state
</code></pre>
<h2 id="schedule-design"><a class="header" href="#schedule-design">Schedule Design</a></h2>
<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>
<pre><code class="language-storybook">// 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 }
}
</code></pre>
<h3 id="group-related-blocks"><a class="header" href="#group-related-blocks">Group Related Blocks</a></h3>
<pre><code class="language-storybook">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 }
}
</code></pre>
<h2 id="relationship-design"><a class="header" href="#relationship-design">Relationship Design</a></h2>
<h3 id="use-roles-for-clarity"><a class="header" href="#use-roles-for-clarity">Use Roles for Clarity</a></h3>
<pre><code class="language-storybook">// 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
}
</code></pre>
<h3 id="use-perspectives-for-asymmetry"><a class="header" href="#use-perspectives-for-asymmetry">Use Perspectives for Asymmetry</a></h3>
<pre><code class="language-storybook">// 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
}
</code></pre>
<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>
</li>
<li>
<p><strong>Explicit over implicit</strong>: Say what you mean. Use named nodes, explicit imports, and clear field names.</p>
</li>
<li>
<p><strong>Flat over deep</strong>: Shallow hierarchies, short behavior trees, and focused files are easier to maintain.</p>
</li>
<li>
<p><strong>Composition over inheritance</strong>: Prefer combining templates over building deep species hierarchies.</p>
</li>
<li>
<p><strong>Document with prose</strong>: Prose blocks are a feature, not clutter. Use them to explain intent alongside data.</p>
</li>
<li>
<p><strong>One concept per declaration</strong>: Each behavior tree, life arc, or schedule should have a single clear purpose.</p>
</li>
</ol>
<h2 id="cross-references"><a class="header" href="#cross-references">Cross-References</a></h2>
<ul>
<li><a href="./20-patterns.html">Design Patterns</a> - Common structural patterns</li>
<li><a href="../reference/19-validation.html">Validation Rules</a> - What the compiler checks</li>
<li><a href="../reference/09-overview.html">Language Overview</a> - Language philosophy</li>
</ul>
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