원클릭으로
lock-and-gate-resolution
Use when the player interacts with locked passages, keys, or barriers like the grating.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
메뉴
Use when the player interacts with locked passages, keys, or barriers like the grating.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Entry point for ALL infrastructure changes on the dungeon_minus_one project's DigitalOcean resources — inspecting, creating, updating, scaling, or destroying the DOKS cluster, managed PostgreSQL, Spaces bucket, CDN endpoint, container registry, Doppler config, and DNSimple records. Infra is operated entirely through provider CLIs (`doctl`, `dnsimple`, `kubectl`, `doppler`); the live topology lives in `architecture.md` next to this file. Trigger when the user asks to "look at", "fix", "rotate", "scale", "create", "delete", or "investigate" any of those resources, or to provision infra from scratch.
Use when entering dark locations or interacting with light sources. Handles the grue mechanic and player death in darkness.
Use when the player approaches, enters, or takes actions in the gas room. Handles explosion mechanics from open flame sources.
Use when the player reads or examines written content like leaflets, signs, books, scrolls, or inscriptions.
Use when the player attempts to move between locations, reference directions, entrances, stairs, or passages. Handles exit validation and state updates.
Use when an NPC guards an exit, item, or action. Handles bypass flags, turn limits, and NPC behavior enforcement.
| name | lock-and-gate-resolution |
| description | Use when the player interacts with locked passages, keys, or barriers like the grating. |
Apply this skill when:
There is a heavy metal grating that connects clearing (above) and grating_room (below).
The grating is locked by default. Track its state in flags.grating_unlocked (boolean).
From clearing going down to grating_room:
flags.grating_unlocked is true: Allow the moveFrom grating_room going up to clearing:
flags.grating_unlocked is true: Allow the moveIf the player is in clearing or grating_room and tries to unlock/open the grating or lock:
skeleton_key in inventory (check by id)flags.grating_unlocked = true via update_game_stateWhen describing the grating:
get_game_state to check inventory for skeleton_keyupdate_game_state with flags.grating_unlocked = trueAlways check by item id, not just by name:
has_key = any(item.get("id") == "skeleton_key" for item in inventory)
For any other locked passages in the game:
update_game_state