Notre avis
Définit les liens de navigation entre les pièces en utilisant une topologie de menu radial et des conditions de garde optionnelles.
Points forts
- Encodage de la direction comme signification sémantique
- Support des sorties gardées, cachées et à sens unique
- Intégration avec le concept de palais de mémoire
Limites
- Nécessite une compréhension de la topologie du menu radial
- Peut être complexe pour des récits simples
- Le système de garde nécessite du code
Lors de la construction de navigation spatiale dans des fictions interactives ou des palais de mémoire.
Lorsqu'une navigation linéaire simple est suffisante.
Analyse de sécurité
SûrThe skill is purely descriptive documentation about a navigation system. It only uses read_file and write_file, and contains no executable instructions, destructive commands, or obfuscated payloads.
Aucun point d'attention détecté
Exemples
Create a simple exit to the north leading to the garden room with a description 'A sunlit path leads north.'Add a guarded exit to the treasury that requires the brass key, is locked, and shows 'The door won't budge.' when locked.Make a hidden exit to the secret cellar under the rug, with a hint 'The rug seems oddly placed...'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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