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objectobject 命令行

Agent Skill

object 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

777

周安装

12

GitHub Stars

37

下载量

97
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:object(object 命令行)
来源仓库:https://github.com/simhacker/moollm
仓库路径:skills/object
安装命令:
npx skills add https://github.com/simhacker/moollm --skill object
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/simhacker/moollm --skill object

简介

object 用于处理 GitHub 仓库、Issue 与 Pull Request 协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中整理代码变更事项。

  • 可协助围绕仓库状态与协作进展进行信息归纳。
  • 通过 npx skills add 命令从指定仓库安装,需参考原始 README 核验具体用法。
  • 安装前建议确认权限范围及是否会触发联网或文件读写操作。
  • object 属于开发类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Object

*"Everything is an object. Objects have slots. Slots hold data OR behavior."* — Dave Ungar, Self: The Power of Simplicity

What Is It?

An Object is anything you can interact with in the adventure world. Keys, lamps, chests, furniture, food, tools — all objects.

Objects are the atoms of the adventure. They:

  • Have an identity (id, name, description)
  • Advertise their actions (The Sims style)
  • Contain state (lit, fuel, uses)
  • Inherit from prototypes (Self style)

The Sims Architecture

From Will Wright's SimAntics:

*"The intelligence is in the objects, not the characters."*

Objects advertise what they can do:

advertisements:
  LIGHT:
    description: "Light the lamp"
    score: 80
    guard: "lamp has fuel"
    effect: "Darkness retreats"

The character picks from what's advertised. No hardcoded behavior.


Self-Style Prototypes

Objects inherit from prototypes:

inherits:
  - skills/objects/light-source.yml
  - skills/objects/takeable.yml

A lamp inherits "light-source" behaviors without copying them.


Object Properties

PropertyPurpose
idUnique identifier
nameDisplay name
typeCategory (item, furniture, tool)
descriptionWhat player sees
examineDetailed look
takeableCan be picked up
containerCan hold things
containsWhat's inside
stateMutable properties
advertisementsAvailable actions
inheritsPrototype chain

State

Objects have mutable state:

state:
  lit: false
  fuel: 100
  uses_remaining: 3

State changes are tracked in YAML. The adventure is the save game.


Simulate — Object Update Loops

THE SIMS INSIGHT: Objects manage their own simulation!

Every object can have a simulate property — a natural language description of what happens each turn. The compiler generates a closure that receives world.

simulate: |
  if lit:
    consume_fuel(1)
    if fuel <= 0:
      extinguish()
      emit("The lamp sputters and dies!")

This compiles to:

simulate_js: (world) => {
  if (world.object.state.lit) {
    world.consume_fuel(1);
    if (world.object.state.fuel <= 0) {
      world.extinguish();
      world.emit("The lamp sputters and dies!");
    }
  }
}

Resilience — The SimCity Zone Pattern

WILL WRIGHT INSIGHT:

*"SimCity zones are self-healing. If one tile burns but the center survives, the zone will eventually rebuild."*

Simulation functions should be:

1. Robust — Handle Missing Data

// BAD: crashes if state is undefined
if (world.object.state.fuel > 0) { ... }

// GOOD: defensive access
if ((world.object.state?.fuel ?? 0) > 0) { ... }

2. Self-Initializing — Create Default State

simulate: |
  first ensure state.lit exists (default false)
  ensure state.fuel exists (default 100)
  then proceed with normal simulation

The compiled code initializes missing state:

simulate_js: (world) => {
  const state = world.object.state ??= {};
  state.lit ??= false;
  state.fuel ??= 100;
  // Now safe to proceed...
}

3. Self-Healing — Recover from Corruption

simulate: |
  if fuel is somehow negative, reset to 0
  if lit but fuel is 0, extinguish (inconsistent state!)
  if broken flag is set but durability is full, clear broken

The compiled code heals invalid states:

simulate_js: (world) => {
  const state = world.object.state;
  // Heal negative values
  state.fuel = Math.max(0, state.fuel);
  // Heal inconsistency
  if (state.lit && state.fuel <= 0) {
    state.lit = false;  // Self-heal
    world.emit("The lamp was somehow lit without fuel — fixed.");
  }
}

The defaults Field

Objects can declare their default state values:

object:
  id: brass-lantern
  defaults:
    lit: false
    fuel: 100
    durability: 100
  simulate: |
    ensure all defaults are initialized
    ...

The runtime merges defaults into state before simulation.


Methods — Named Behaviors

Objects can define named methods that simulate or advertisements can call. Natural language → compiled closures. 1:1 mapping!

methods:
  consume_fuel: "reduce fuel by amount, minimum 0"
  extinguish: "set lit to false, emit darkness event"
  ignite: "set lit to true if fuel > 0"

Compiles to:

methods_js: {
  consume_fuel: (world, amount) => {
    world.object.state.fuel = Math.max(0, world.object.state.fuel - amount);
  },
  extinguish: (world) => {
    world.object.state.lit = false;
    world.emit('DARKNESS');
  },
  ignite: (world) => {
    if (world.object.state.fuel > 0) world.object.state.lit = true;
  }
}

The Power of 1:1 Methods

  • Method name in natural language = method name in JS/PY
  • consume_fuel(1) in YAML → world.consume_fuel(1) in JS
  • Methods compose — extinguish() can call other methods
  • Advertisements can call methods in their effect

The Complete Pattern

Object
├── state         (mutable data)
├── simulate      (per-turn update)
├── methods       (named behaviors)
└── advertisements (player actions)

Advertisements call methods. Simulate calls methods. Methods update state.

Everything flows through compiled closures over world.


Advertisements (Actions)

Each advertisement can have:

LIGHT:
  description: "Light the lamp"           # What it does
  score: 80                               # Base attractiveness
  score_if: "player is in dark room"      # When to boost
  guard: "lamp has fuel"                  # Can you do it?
  effect: "Lamp is now lit"               # What happens

Natural language fields (score_if, guard, effect) are compiled to JS/PY.


Containers

Containers hold other objects:

container: true
contains:
  - brass-key
  - old-map
capacity: 10
locked: true

Examples

Simple Item

object:
  id: brass-key
  name: "Brass Key"
  emoji: "🔑"
  description: "A heavy brass key."
  takeable: true

Lamp with State

object:
  id: oil-lamp
  name: "Oil Lamp"
  emoji: "🪔"
  state:
    lit: false
    fuel: 100
  advertisements:
    LIGHT:
      guard: "fuel > 0 AND not lit"
      effect: "The lamp flickers to life."

Locked Chest

object:
  id: treasure-chest
  name: "Treasure Chest"
  container: true
  locked: true
  contains:
    - gold-coins
    - magic-ring
  advertisements:
    UNLOCK:
      guard: "player has chest-key"
      effect: "The lock clicks open."

Related Skills


Protocol Symbol

SIMANTICS — The Sims behavioral architecture

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

32.72%
按下载量换算32

Claude

31.52%
按下载量换算31

Cursor

18.91%
按下载量换算18

Gemini CLI

9.67%
按下载量换算9

安全审计

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未通过

Socket

通过

Snyk

通过

权限和风险

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安装前确认

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来源信息

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