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exit

Navigation links between rooms — the edges of the memory palace

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リポジトリ
SimHacker/moollm
ソースの最終更新活動
2026年7月13日 22:07
検出された SKILL.md の言語
英語
スター
60
フォーク
5

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SKILL.md
ソースの指示 · 読み取り専用プレビュー
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 Gezelligheid Grotto 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: ```yaml 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 ```yaml north: destination: ../maze/room-a/ description: "A dark passage leads north." ``` ### Guarded Exit ```yaml 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 ```yaml down: destination: ../secret-cellar/ hidden: true hint: "The rug seems oddly placed..." ``` ### One-Way Exit ```yaml down: destination: ../pit/ one_way: true description: "A slide into darkness. No going back." ``` ### Metaphysical Exit ```yaml 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](../room/) — Where exits live - [adventure](../adventure/) — Uses exits for navigation - [memory-palace](../memory-palace/) — Exits as mnemonic paths --- ## Protocol Symbol ``` PIE-MENU-TOPOLOGY — Direction IS meaning ```
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