smithery/simhacker

exit

Navigation links between rooms — the edges of the memory palace

Installation

$ npx skills add smithery/simhacker --skill exit

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Skill metadata

Parsed from SKILL.md frontmatter.

Allowed toolsread_file, write_file

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 3,008 B
  • docs SUMMARY.md 77 B

History

  1. First recorded snapshot · 0 installs

SKILL.md

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:

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 guardjs and guardpy 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](../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