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Agent Skill · 开发

koota(koota 搜索)

koota 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。

koota 是开发类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证信息还不明确,第三方扫描已通过,按安装量在开发类的 21,746 个 Skill 里排第 11,312。

总安装 1,836周安装 75GitHub Stars 677下载 594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:koota(koota 搜索)
来源仓库:https://github.com/pmndrs/koota
仓库路径:skills/koota
安装命令:
npx skills add https://github.com/pmndrs/koota --skill koota
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/pmndrs/koota --skill koota

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。

koota 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 中围绕仓库状态或协作事项进行整理。适用于需要分析代码变更、跟踪 Issue 进展或管理 Pull Request 的 AI 开发场景。

通过 npx skills add 命令从指定 GitHub 仓库安装,需确认权限范围和文件操作权限。使用前建议检查仓库维护状态,避免触发不必要的网络请求或文件读写操作。koota 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/koota

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/pmndrs/koota --skill koota;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

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

koota 怎么安装?

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

koota 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。

koota 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/pmndrs/koota --skill koota 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

koota 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。

koota 用的人多吗?

公开数据是累计安装 1,836 次,近一周安装 75 次,下载 594 次,GitHub 677 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。

koota 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

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。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 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

  • 不能接受 Skill 在你机器上执行命令的人。
  • 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
koota

koota 搜索 · 本页

1,836677执行命令未明确通过

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

Koota ECS

Koota manages state using entities with composable traits.

Glossary

  • Entity - A unique identifier pointing to data defined by traits. Spawned from a world.
  • Trait - A reusable data definition. Can be schema-based (SoA), callback-based (AoS), or a tag.
  • Relation - A directional connection between entities to build graphs.
  • World - The context for all entities and their data (traits).
  • Archetype - A unique combination of traits that entities share.
  • Query - Fetches entities matching an archetype. The primary way to batch update state.
  • Action - A discrete, synchronous data mutation (create, update, destroy). Reusable from any call site.
  • System - A reactive orchestrator that observes state changes and coordinates work, including async workflows. Runs in the frame loop or event callbacks.

Design Principles

Data-oriented

Behavior is separated from data. Data is defined as traits, entities compose traits, and systems mutate data on traits via queries. See Basic usage for a complete example.

Composable systems

Design systems as small, single-purpose units rather than monolithic functions that do everything in sequence. Each system should handle one concern so that behaviors can be toggled on/off independently.

// Good: Composable systems - each can be enabled/disabled independently
function applyVelocity(world: World) {}
function applyGravity(world: World) {}
function applyFriction(world: World) {}
function syncToDOM(world: World) {}

// Bad: Monolithic system - can't disable gravity without disabling everything
function updatePhysicsAndRender(world: World) {
  // velocity, gravity, friction, DOM sync all in one function
}

This enables feature flags, debugging (disable one system to isolate issues), and flexible runtime configurations.

Decouple view from logic

Separate core state and logic (the "core") from the view ("app"):

  • Run logic independent of rendering
  • Swap views while keeping state (2D ↔ 3D)
  • Run logic in a worker or on a server

Prefer traits + actions over classes

Prefer not to use classes to encapsulate data and behavior. Use traits for data and actions for behavior. Only use classes when required by external libraries (e.g., THREE.js objects) or the user prefers it.

Directory structure

If the user has a preferred structure, follow it. Otherwise, use this guidance: the directory structure should mirror how the app's data model is organized. Separate core state/logic from the view layer:

  • Core - Pure TypeScript. Traits, systems, actions, world. No view imports.
  • View - Reads from world, mutates via actions. Organized by domain/feature.
src/
├── core/              # Pure TypeScript, no view imports
│   ├── traits/
│   ├── systems/
│   ├── actions/
│   └── world.ts
└── features/          # View layer, organized by domain

Files are organized by role, not by feature slice. Traits and systems are composable and don't map cleanly to features.

For detailed patterns and monorepo structures, see references/architecture.md.

Trait types

TypeSyntaxUse whenExamples
SoA (Schema)trait({x: 0})Simple primitive dataPosition, Velocity, Health
AoS (Callback)trait(() => new Thing())Complex objects/instancesRef (DOM), Keyboard (Set)
Tagtrait()No data, just a flagIsPlayer, IsEnemy, IsDead

Trait naming conventions

TypePatternExamples
TagsStart with IsIsPlayer, IsEnemy, IsDead
RelationsPrepositionalChildOf, HeldBy, Contains
TraitNounPosition, Velocity, Health

Relations

Relations build graphs between entities such as hierarchies, inventories, targeting.

import { relation, trait } from 'koota'

const ChildOf = relation({ autoDestroy: 'orphan' }) // Hierarchy
const Contains = relation({ store: { amount: 0 } }) // With data
const Targeting = relation({ exclusive: true }) // One target only

// Build graph
const parent = world.spawn()
const child = world.spawn(ChildOf(parent))
const gold = world.spawn()
const silver = world.spawn()
const inventory = world.spawn(Contains(gold), Contains(silver))

// Query children of parent
const children = world.query(ChildOf(parent))

// Query all entities with any ChildOf relation
const allChildren = world.query(ChildOf('*'))

// Query relation targets
const targets = inventory.targetsFor(Contains)

// Filter by traits on the target entity
const IsRare = trait()
silver.add(IsRare)
// Target filters can use any legal query, not just a single trait
const rareInventories = world.query(Contains(IsRare))

// Get targets from entity
const items = inventory.targetsFor(Contains) // Entity[]
const target = child.targetFor(ChildOf) // Entity | undefined

For detailed patterns, traversal, ordered relations, and anti-patterns, see references/relations.md.

Basic usage

import { trait, createWorld } from 'koota'

// 1. Define traits
const Position = trait({ x: 0, y: 0 })
const Velocity = trait({ x: 0, y: 0 })
const IsPlayer = trait()

// 2. Create world and spawn entities
const world = createWorld()
const player = world.spawn(Position({ x: 100, y: 50 }), Velocity, IsPlayer)

// 3. Query and update
world.query(Position, Velocity).updateEach(([pos, vel]) => {
  pos.x += vel.x
  pos.y += vel.y
})

Entities

Entities are unique identifiers that compose traits. Spawned from a world.

// Spawn
const entity = world.spawn(Position, Velocity)

// Read/write traits
entity.get(Position) // Read trait data
entity.set(Position, { x: 10 }) // Write (triggers change events)
entity.add(IsPlayer) // Add trait
entity.remove(Velocity) // Remove trait
entity.has(Position) // Check if has trait

// Destroy
entity.destroy()

Entity IDs

An entity is internally a number packed with entity ID, generation ID (for recycling), and world ID. Safe to store directly for persistence or networking.

entity.id() // Just the entity ID (reused after destroy)
entity // Full packed number (unique forever)

Typing

Use TraitRecord to get the type that entity.get() returns

type PositionRecord = TraitRecord<typeof Position>

Queries

Queries fetch entities matching an archetype and are the primary way to batch update state.

// Query and update
world.query(Position, Velocity).updateEach(([pos, vel]) => {
  pos.x += vel.x
  pos.y += vel.y
})

// Read-only iteration (no write-back)
const data: Array<{ x: number; y: number }> = []
world.query(Position, Velocity).readEach(([pos, vel]) => {
  data.push({ x: pos.x, y: pos.y })
})

// Get first match
const player = world.queryFirst(IsPlayer, Position)

// Filter with modifiers
world.query(Position, Not(Velocity)) // Has Position but not Velocity
world.query(Or(IsPlayer, IsEnemy)) // Has either trait

Prefer updateEach/readEach over for...of + entity.get() for data-bearing queries. readEach still gives you the entity as the second argument.

Note: updateEach/readEach only return data-bearing traits (SoA/AoS). Tags, Not(), and relation filters are excluded:

world.query(IsPlayer, Position, Velocity).updateEach(([pos, vel]) => {
  // Array has 2 elements - IsPlayer (tag) excluded
})

For tracking changes, caching queries, and advanced patterns, see references/queries.md.

React integration

Imports: Core types (World, Entity) from 'koota'. React hooks from 'koota/react'.

Change detection: entity.set() and world.set() trigger change events that cause hooks like useTrait to rerender. For AoS traits where you mutate objects directly, manually signal with entity.changed(Trait).

For React hooks and actions, see references/react-hooks.md.

For component patterns (App, Startup, Renderer, view sync, input), see references/react-patterns.md.

Runtime

Systems query the world and update entities. Run them via frameloop (continuous) or event handlers (discrete).

For systems, frameloop, event-driven patterns, and time management, see references/runtime.md.

平台分布

Codex

36.01%
按下载量换算214

Claude

28.52%
按下载量换算169

Cursor

20.02%
按下载量换算119

Gemini CLI

10.74%
按下载量换算64

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/pmndrs/koota --skill koota 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

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。目前只有一个公开来源,建议同时核对源仓库。

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