Notre avis
Cette compétence définit des passages de navigation entre les pièces d'un palais de la mémoire, en utilisant une topologie de menu en tarte pour encoder la direction et des gardes pour contrôler l'accès.
Points forts
- Structure de navigation intuitive avec directions cardinales et diagonales
- Système de garde flexible supportant conditions naturelles et code
- Types d'exits variés (simples, gardés, cachés, à sens unique, métaphysiques)
Limites
- Nécessite une compréhension de la topologie du palais de la mémoire
- Les gardes complexes peuvent alourdir le fichier de configuration
À utiliser pour créer des liens entre les pièces dans un jeu d'aventure ou un système de navigation spatiale structuré.
À éviter pour des systèmes de navigation simples ou linéaires où une structure plus complexe n'est pas nécessaire.
Analyse de sécurité
SûrThe skill is purely documentation about a conceptual navigation system. It does not instruct any actions beyond reading/writing files, and contains no destructive, exfiltrating, or obfuscated commands. No executable code or shell commands are present beyond guarded examples that are inert in this context.
Aucun point d'attention détecté
Exemples
Create a simple exit to the north leading to the treasure room.Add a guarded east exit to the armory requiring the player to have the 'iron key' and display a lock message.Define a hidden downward exit to a secret cellar with a hint about the rug.name: exit description: Navigation links between rooms — the edges of the memory palace allowed-tools:
- read_file
- write_file tier: 1 protocol: PIE-MENU-TOPOLOGY tags: [moollm, navigation, room, topology, pie-menu] related: [room, adventure, memory-palace] adversary: dead-end
Exit
"Every exit is a promise of adventure." — The Rusty Lantern Guest Book
What Is It?
An Exit is a navigation link connecting one room to another. In MOOLLM's spatial architecture, exits are the EDGES of the memory palace graph.
Exits can be:
- Simple — just a destination
- Guarded — require conditions to pass
- Hidden — discoverable through exploration
- Metaphysical — conceptual rather than physical
Pie Menu Topology
Don Hopkins' pie menu insight: direction IS meaning.
| Direction | Purpose | |-----------|---------| | N/S/E/W | "Highway" links to major rooms | | NW/NE/SW/SE | "Grid" links to expandable sub-rooms | | UP/DOWN | Vertical transitions | | IN/OUT | Conceptual transitions |
Cardinal directions form the spiderweb — the main navigation network. Diagonal directions form grids — expandable arrays of sub-rooms.
Guard System
Guards are natural language conditions that control access:
guard: "player has the brass key"
guard_js: "(ctx) => ctx.player.inventory.includes('brass-key')"
guard_py: "lambda ctx: 'brass-key' in ctx.player.inventory"
The guard field contains human-readable intent.
The guard_js and guard_py fields contain compiled code.
The adventure compiler emits COMPILE_EXPRESSION events for guards that need compilation.
Exit Types
Simple Exit
north:
destination: ../maze/room-a/
description: "A dark passage leads north."
Guarded Exit
east:
destination: ../treasury/
description: "A heavy iron door."
guard: "player has treasury key"
locked: true
lock_message: "The door won't budge."
unlock_with: "treasury-key"
Hidden Exit
down:
destination: ../secret-cellar/
hidden: true
hint: "The rug seems oddly placed..."
One-Way Exit
down:
destination: ../pit/
one_way: true
description: "A slide into darkness. No going back."
Metaphysical Exit
inward:
destination: ../consciousness/
metaphysical: true
description: "Close your eyes and think about who you really are."
Memory Palace Integration
From Frances Yates' "The Art of Memory":
"The method of loci places items at specific locations along an imagined journey."
Every exit is a doorway in the memory palace. The direction encodes meaning. Players navigate by spatial memory.
Related Skills
- room — Where exits live
- adventure — Uses exits for navigation
- memory-palace — Exits as mnemonic paths
Protocol Symbol
PIE-MENU-TOPOLOGY — Direction IS meaning
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