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Agent Skill · 开发

object(object 命令行)

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。

object 是开发类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为权限未标注;许可证信息还不明确,第三方扫描有未通过项,按安装量在开发类的 21,746 个 Skill 里排第 13,982。

总安装 777周安装 12GitHub Stars 37下载 97核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

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

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

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。

来源仓库内路径:skills/object

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/simhacker/moollm --skill object;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

object 怎么安装?

在终端执行 npx skills add https://github.com/simhacker/moollm --skill object。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

object 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

object 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

object 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

object 用的人多吗?

公开数据是累计安装 777 次,近一周安装 12 次,下载 97 次,GitHub 37 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

object 安全吗?

第三方扫描有未通过项,风险较高。除非你确认过源码,否则不建议直接安装到常用环境。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理开发类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
object

object 命令行 · 本页

77737权限未标注未明确未通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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

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

Gen Agent Trust Hub

未通过

Socket

通过

Snyk

通过

权限和风险

权限未标注

当前来源未能明确判断权限范围,默认进入异常复核队列。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。目前只有一个公开来源,建议同时核对源仓库。

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