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
250 lines
5.3 KiB
Markdown
250 lines
5.3 KiB
Markdown
# Schedules and Time
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Characters live in time. A baker wakes before dawn to prepare dough; a guard patrols during the day shift; an innkeeper serves customers until late. Schedules define these time-based routines.
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## Basic Schedules
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A schedule contains time blocks, each with a time range and an action:
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```storybook
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schedule SimpleBaker {
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block morning_prep {
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05:00 - 08:00
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action: baking::prepare_dough
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}
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block sales {
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08:00 - 14:00
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action: baking::serve_customers
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}
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block cleanup {
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14:00 - 15:00
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action: baking::close_shop
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}
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}
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```
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Time ranges use 24-hour clock format (`HH:MM`). The `action` field links to a behavior tree that drives the character's activity during that block.
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## Named Blocks
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Blocks can have names (like `morning_prep` above). Named blocks are important for schedule composition -- they allow child schedules to override specific blocks by name.
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## Linking Schedules to Characters
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Characters use the `uses schedule` clause:
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```storybook
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character Baker: Human {
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uses schedule: SimpleBaker
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}
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```
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For multiple schedules:
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```storybook
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character Innkeeper: Human {
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uses schedules: [WeekdaySchedule, WeekendSchedule]
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}
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```
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## Temporal Constraints
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Blocks can be restricted to specific times using temporal constraints:
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### Season Constraints
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```storybook
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schedule SeasonalBaker {
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block summer_hours {
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06:00 - 20:00
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action: baking::long_shift
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on season summer
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}
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block winter_hours {
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07:00 - 18:00
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action: baking::short_shift
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on season winter
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}
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}
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```
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### Day of Week Constraints
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```storybook
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schedule WeeklyPattern {
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block weekday_work {
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09:00 - 17:00
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action: work::standard
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on day monday
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}
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block weekend_rest {
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10:00 - 16:00
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action: leisure::relax
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on day saturday
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}
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}
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```
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Temporal constraint values (like `summer` or `monday`) reference enums defined in your storybook:
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```storybook
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enum Season { spring, summer, fall, winter }
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enum DayOfWeek { monday, tuesday, wednesday, thursday, friday, saturday, sunday }
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```
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## Recurring Events
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Use `recurs` to define events that repeat on a schedule:
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```storybook
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schedule MarketSchedule {
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// Regular daily hours
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block work {
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08:00 - 17:00
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action: shop::regular_sales
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}
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// Market day every Saturday
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recurs MarketDay on day saturday {
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block setup {
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06:00 - 08:00
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action: market::setup_stall
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}
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block busy_market {
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08:00 - 18:00
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action: market::busy_sales
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}
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block teardown {
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18:00 - 20:00
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action: market::pack_up
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}
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}
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}
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```
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Recurrences take priority over regular blocks. On Saturdays, the `MarketDay` blocks replace the regular `work` block.
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## Schedule Composition with extends
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Schedules can extend other schedules, inheriting and overriding blocks:
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```storybook
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schedule BaseShopkeeper {
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block open {
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09:00 - 17:00
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action: shop::standard_hours
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}
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}
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schedule EarlyBaker extends BaseShopkeeper {
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block open {
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05:00 - 13:00
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action: baking::early_shift
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}
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}
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```
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The `EarlyBaker` schedule overrides the `open` block by name -- same block name, different hours. Any blocks not overridden are inherited unchanged.
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You can chain extensions:
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```storybook
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schedule MasterBaker extends EarlyBaker {
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block open {
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03:00 - 11:00
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action: baking::master_work
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}
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block teaching {
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14:00 - 16:00
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action: baking::teach_apprentice
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}
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}
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```
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`MasterBaker` overrides `open` again and adds a new `teaching` block.
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## Overnight Blocks
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Time ranges can span midnight:
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```storybook
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schedule NightGuard {
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block night_patrol {
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22:00 - 06:00
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action: security::patrol
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}
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}
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```
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The system interprets this as 22:00 to midnight on day one, then midnight to 06:00 on day two.
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## A Complete Schedule Example
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```storybook
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schedule MasterBaker_FullYear {
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// Daily base
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block prep {
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04:00 - 06:00
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action: baking::prepare
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}
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block baking {
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06:00 - 10:00
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action: baking::bake
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}
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block sales {
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10:00 - 16:00
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action: baking::serve
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}
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block cleanup {
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16:00 - 17:00
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action: baking::clean
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}
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// Summer extended hours
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block summer_sales {
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10:00 - 20:00
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action: baking::busy_summer
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on season summer
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}
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// Weekly market
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recurs MarketDay on day saturday {
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block market_prep {
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02:00 - 04:00
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action: baking::market_prep
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}
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block market_sales {
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08:00 - 18:00
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action: baking::market_rush
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}
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}
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// Annual harvest festival
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recurs HarvestFestival on dates "Sep 20" .. "Sep 25" {
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block festival {
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06:00 - 23:00
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action: baking::festival_mode
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}
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}
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}
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```
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## Next Steps
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Characters now have traits, behaviors, relationships, and schedules. In [Life Arcs](./08-life-arcs.md), you will learn how to model character development over time -- how they grow, change, and evolve through different phases of life.
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---
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**Reference**: For complete schedule syntax, see the [Schedules Reference](../reference/14-schedules.md).
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