Exit — Navigation entre salles

VérifiéSûr

Un Exit est un lien de navigation entre deux pièces dans l'architecture spatiale de MOOLLM, servant d'arête dans le graphe du palais de la mémoire. Il peut être simple, gardé, caché ou métaphysique, et utilise les directions d'un menu circulaire (N/S/E/O, etc.) pour encoder la signification. Ce système est utile pour créer des mondes interactifs où la direction elle-même porte du sens.

Spar Skills Guide Bot
DeveloppementIntermédiaire
15002/06/2026
Claude Code
#navigation#memory-palace#adventure#topology

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Cette compétence permet de créer des liens de navigation entre les pièces d'un palais de la mémoire, prenant en charge les sorties simples, gardées, cachées, à sens unique et métaphysiques avec un système de direction en menu circulaire.

Points forts

  • Prend en charge plusieurs types de sorties (simple, gardée, cachée, etc.)
  • S'intègre avec un système de garde utilisant des conditions en langage naturel ou code
  • Utilise la sémantique directionnelle des menus circulaires pour encoder la signification
  • Facilite la construction de mondes interactifs non linéaires

Limites

  • Nécessite une structure YAML stricte pour chaque sortie
  • Limité à l'architecture spécifique du palais de la mémoire MOOLLM
  • Les gardes compilées peuvent nécessiter une étape de compilation externe
Quand l'utiliser

Lors de la création d'une fiction interactive ou d'un palais de la mémoire nécessitant une navigation spatiale conditionnelle ou contextuelle.

Quand l'éviter

Lorsque vous avez besoin de simples hyperliens sans conditions ou sémantique directionnelle, ou si votre projet n'est pas basé sur l'architecture MOOLLM.

Analyse de sécurité

Sûr
Score qualité95/100

The skill describes navigation links between rooms, using read_file and write_file tools for file operations within a memory palace system. There are no destructive commands, external network calls, or unsafe code execution. The guard system mentions compiled code, but the skill itself does not execute it, only defines a format.

Aucun point d'attention détecté

Exemples

Simple exit to library
Create an exit from the entrance room going north to the library at ../library/ with description 'A well-lit corridor leads to the library.'
Guarded exit with key
Add a guarded exit in the dungeon going east to the armory, locked with 'rusty-key', guard condition 'player has rusty key', lock message 'The rusty lock won't turn.'
Hidden exit in cellar
Define a hidden exit in the cellar going down to the secret chamber at ../secret/, with hint 'The brick wall sounds hollow...' and hidden: true.

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


Protocol Symbol

PIE-MENU-TOPOLOGY — Direction IS meaning
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