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
Locations and Institutions
So far you have created characters, given them behaviors, connected them with relationships, scheduled their days, and guided them through life arcs. But characters need places to be and organizations to belong to. That is what locations and institutions provide.
What Are Locations?
A location is a place in your world. It can be a building, a room, a park, a city -- any space where things happen. Locations hold fields that describe the place and optional prose blocks for narrative detail.
Your First Location
Let's create the bakery where Martha works:
location BakersBakery {
type: bakery
address: "14 Main Street"
capacity: 30
}
That is all it takes. The location keyword, a name, and a block of fields. Every field is a key-value pair, and you choose whatever fields make sense for your world.
Adding Detail
A real location needs more than three fields. Let's flesh out the bakery:
location BakersBakery {
type: bakery
address: "14 Main Street"
capacity: 30
employees: 4
specialty: "artisan sourdough"
daily_output_loaves: 80..120
open: true
established: "2011"
}
Notice daily_output_loaves: 80..120 -- that is a range. Each simulation run can pick a different number of loaves, adding natural variation.
Prose Blocks
Bare fields are good for data, but locations also need narrative flavor. Use prose blocks:
location BakersBakery {
type: bakery
address: "14 Main Street"
capacity: 30
---description
A warm, inviting bakery on Main Street. The smell of fresh bread
wafts out the door every morning at dawn. Martha has run the shop
for fifteen years, and the locals consider it the heart of the
neighborhood.
---
}
Prose blocks start with ---tag_name and end with ---. The tag name (description here) becomes the key. You can have as many prose blocks as you want:
location BakersBakery {
type: bakery
---description
The bakery on Main Street...
---
---history
Originally a hardware store, Martha converted the space in 2011...
---
---atmosphere
Flour dust catches the light from tall windows...
---
}
Building a World with Locations
Locations work best when they form a coherent world. Here is the Baker family's neighborhood:
location BakersBakery {
type: bakery
address: "14 Main Street"
capacity: 30
owner: Martha
---description
Martha's artisan bakery. The stone oven was imported from France.
---
}
location BakerHome {
type: residence
address: "22 Elm Lane"
bedrooms: 4
has_garden: true
---description
The Baker family home. Martha insisted on an oversized kitchen.
---
}
location BakersGuildHall {
type: guild_hall
address: "7 Guild Row"
capacity: 100
established: "1892"
---description
The historic headquarters of the Bakers Guild.
---
}
location TownSquare {
type: public_square
capacity: 500
has_fountain: true
has_market_stalls: true
---description
The central gathering place. On weekends, the farmers market
fills the square with produce stalls.
---
}
Modeling Hierarchy
Storybook does not enforce a built-in parent-child relationship for locations. Instead, you use fields to express hierarchy:
location MainStreet {
type: street
district: TownCenter
shops: 12
}
location BakersBakery {
type: bakery
street: MainStreet
district: TownCenter
}
This convention-based approach keeps the language simple while letting you model whatever spatial relationships your world needs.
What Are Institutions?
An institution is an organization, group, or system. Think of it as a character that represents a collective: a guild, a government, a school, a business. Institutions have a key capability that locations lack -- they can use behaviors and schedules, just like characters.
Your First Institution
institution BakersGuild {
type: trade_guild
members: 50
founded: "1892"
reputation: 0.85
}
This looks just like a location so far. The difference comes when you add behaviors.
Institutions with Behaviors
Institutions can act. The uses behaviors clause links behavior trees to the institution:
institution BakersGuild {
type: trade_guild
members: 50
reputation: 0.85
uses behaviors: [
{ tree: ManageApprentices },
{ tree: NegotiateSuppliers },
{ tree: HostEvents }
]
}
Each entry in the list is a behavior link object with a tree field. This tells the simulation engine that the Bakers Guild can manage apprentices, negotiate with suppliers, and host events.
Behavior Priorities
Not all behaviors are equally important. Use the priority field:
institution BakersGuild {
type: trade_guild
uses behaviors: [
{ tree: ManageApprentices, priority: normal },
{ tree: NegotiateSuppliers, priority: high },
{ tree: HostEvents, priority: low }
]
}
Priority levels are low, normal, high, and critical. Higher-priority behaviors take precedence when the institution must choose between actions.
Conditional Behaviors
Some behaviors only activate under certain conditions:
institution BakersGuild {
type: trade_guild
reputation: 0.85
uses behaviors: [
{ tree: ManageApprentices },
{ tree: NegotiateSuppliers, priority: high },
{ tree: EmergencyMeeting, when: reputation < 0.3, priority: critical }
]
}
The when clause uses an expression. Here, the emergency meeting behavior only activates when reputation drops below 0.3.
Institutions with Schedules
Institutions can also follow schedules:
institution BakersGuild {
type: trade_guild
uses schedule: GuildOperatingHours
}
For multiple schedules:
institution BakersGuild {
type: trade_guild
uses schedules: [WeekdaySchedule, WeekendSchedule]
}
Prose Blocks
Just like locations, institutions support prose blocks:
institution BakersGuild {
type: trade_guild
members: 50
---description
The Bakers Guild has been the backbone of the town's bread trade
since 1892. Members share recipes, arrange apprenticeships, and
collectively negotiate flour prices.
---
---charter
Article I: All members shall maintain the highest standards.
Article II: Apprentices must complete a three-year program.
---
}
Connecting Characters to Institutions
Institutions do not have a built-in membership list. You model membership through character fields or relationships.
Through Character Fields
The simplest approach -- add fields to your characters:
character Martha {
age: 45
occupation: baker
guild: BakersGuild
guild_role: guild_master
guild_member_since: "2005"
}
character Jane {
age: 19
occupation: apprentice_baker
guild: BakersGuild
guild_role: apprentice
guild_member_since: "2024"
}
Through Relationships
For richer modeling, use relationships:
relationship GuildMembership {
Martha as guild_master { years_active: 20 }
BakersGuild as organization { }
bond: 0.95
}
relationship Apprenticeship {
Jane as apprentice { skills_learned: 12 }
Martha as mentor { patience_remaining: 0.7 }
BakersGuild as guild { }
years_completed: 1
}
This approach captures richer information: roles, duration, and multi-party connections.
Locations vs. Institutions
When should you use each?
| Question | Use... |
|---|---|
| Where does something happen? | Location |
| Who or what organizes things? | Institution |
| Does it need behaviors? | Institution |
| Does it need a schedule? | Institution |
| Is it purely a place? | Location |
| Is it a group or organization? | Institution |
Sometimes the same concept needs both:
// The physical building
location BakersGuildHall {
type: guild_hall
address: "7 Guild Row"
capacity: 100
}
// The organization that meets there
institution BakersGuild {
type: trade_guild
members: 50
location: BakersGuildHall
uses behaviors: [
{ tree: ManageApprentices },
{ tree: NegotiateSuppliers }
]
uses schedule: GuildOperatingHours
}
The guild hall is a place. The guild is an organization. Keeping them separate lets you say "the guild meets at the guild hall" without conflating the building with the institution.
Putting It All Together
Here is a complete example showing how locations, institutions, and characters work together in the Baker family world:
// Enums for type safety
enum PlaceType {
bakery, residence, guild_hall, public_square
}
enum GuildRole {
guild_master, journeyman, apprentice
}
// Locations: where things happen
location BakersBakery {
type: bakery
address: "14 Main Street"
capacity: 30
owner: Martha
---description
Martha's artisan bakery on Main Street.
---
}
location BakerHome {
type: residence
address: "22 Elm Lane"
bedrooms: 4
residents: ["Martha", "David", "Jane", "Tom"]
}
location BakersGuildHall {
type: guild_hall
address: "7 Guild Row"
capacity: 100
---description
The historic Bakers Guild headquarters, established 1892.
---
}
// Institution: the organization
institution BakersGuild {
type: trade_guild
members: 50
founded: "1892"
reputation: 0.85
location: BakersGuildHall
leader: Martha
uses behaviors: [
{ tree: ManageApprentices, priority: normal },
{ tree: NegotiateSuppliers, priority: high },
{ tree: HostAnnualBakeOff, when: month is october }
]
uses schedule: GuildOperatingHours
---description
The Bakers Guild oversees apprenticeships, quality standards,
and the annual Great Bake-Off competition.
---
}
// Institution: the business
institution BakersBakeryBusiness {
type: business
owner: Martha
employees: 4
location: BakersBakery
uses behaviors: [
{ tree: DailyBakingOps, priority: high },
{ tree: InventoryManagement }
]
uses schedule: BakeryOperatingHours
}
// Characters connected to all of the above
character Martha {
age: 45
occupation: baker
workplace: BakersBakery
home: BakerHome
guild: BakersGuild
guild_role: guild_master
}
character Jane {
age: 19
occupation: apprentice_baker
workplace: BakersBakery
home: BakerHome
guild: BakersGuild
guild_role: apprentice
}
// Relationships tying it all together
relationship GuildLeadership {
Martha as guild_master { }
BakersGuild as guild { }
years_in_role: 8
}
relationship BakeryApprenticeship {
Jane as apprentice { }
Martha as mentor { }
BakersGuild as certifying_body { }
year: 1
total_years: 3
}
Key Takeaways
- Locations are simple: name, fields, prose blocks. They model places.
- Institutions are richer: they add
uses behaviorsanduses scheduleon top of fields and prose. They model organizations. - Membership is modeled through character fields or relationships, not built into institution syntax.
- Separate place from organization: A guild hall (location) and the guild (institution) are different things.
- Use enums for type-safe categorization of locations and institutions.
Next Steps
- Learn about expressions used in conditional behavior links
- Explore behavior trees to create the behaviors your institutions use
- See schedules to define operating hours for institutions
- Read the full Locations Reference and Institutions Reference