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Agent Skill · 待分类

context(context 搜索)

context 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。

context 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为操作浏览器;许可证信息还不明确,第三方扫描有未通过项,按安装量在待分类类的 11,209 个 Skill 里排第 8,815。

总安装 275周安装 11GitHub Stars 37下载 89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:context(context 搜索)
来源仓库:https://github.com/simhacker/moollm
仓库路径:skills/context
安装命令:
npx skills add https://github.com/simhacker/moollm --skill context
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 context

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

context用于处理GitHub仓库、Issue、Pull Request和代码协作信息。它适合围绕仓库状态、代码变更或协作事项进行整理,提升开发流程透明度。可通过npx skills add命令从GitHub仓库安装,具体用法需结合原始README进一步确认。安装前请核实权限范围、维护状态及是否涉及联网或文件操作。

context 属于待分类类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/context

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 context;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

    它需要操作浏览器,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

context 怎么安装?

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

context 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。

context 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

context 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。

context 用的人多吗?

公开数据是累计安装 275 次,近一周安装 11 次,下载 89 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。

context 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。
  • 需要处理待分类类任务、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。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
context

context 搜索 · 本页

27537操作浏览器未明确未通过

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

Context

*"The context IS the world as seen from inside the closure."* — Dave Ungar, on lexical scope

What Is It?

The world object is passed to every compiled closure. It provides:

  1. Standard keys — Always present (adventure, player, room, turn)
  2. Extended keys — Contextual (object, target, npc)
  3. Skill namespaces — Skills register state under world.skills.skill_name
  4. Utility functions — API for interacting with the world

Why "world" not "ctx"?

  • More evocative — closures see the WORLD
  • Self-documenting — world.player, world.room
  • Matches the mental model

Standard Keys

Always present in every world:

world.turn           // Current simulation turn
world.timestamp      // ISO timestamp

world.adventure      // Root adventure state
  .name
  .flags             // Global boolean flags
  .world_state       // Global key/value state

world.player         // Current player
  .id
  .name
  .location          // Path to current room
  .inventory         // Array of item ids
  .buffs             // Active buffs

world.room           // Current room
  .id
  .name
  .path
  .exits
  .objects
  .is_dark
  .is_dangerous

world.party          // Party state
  .members
  .leader

Extended Keys

Present when relevant:

// When running object simulate/methods:
world.object         // The object being simulated
  .id
  .state             // Object's mutable state
  // Methods are bound: world.consume_fuel(1)

// When action targets something:
world.target         // The target
  .id
  .type              // "object", "character", "room"

// When NPC is simulating:
world.npc            // The NPC
  .id
  .goals
  .state

Skill State Namespaces

Skills register state under world.skills.<skill_name> using underscores:

// Skill "economy" → world.skills.economy
world.skills.economy.gold        // 100

// Skill "pie-menu" → world.skills.pie_menu (underscore!)
world.skills.pie_menu.last_selection  // "north"

// Skill "time" → world.skills.time
world.skills.time.hour           // 14
world.skills.time.phase          // "afternoon"

Why underscores? Dashes aren't valid JS/Python identifiers. foo-bar skill → foo_bar namespace.

This keeps skill state organized and avoids collisions.


Utility Functions

Methods bound to world for interaction:

Narrative

world.emit("The lamp dies!")              // Show message
world.narrate("Darkness falls.", "dramatic")

Events

world.trigger_event("GRUE_APPROACHES", { room: world.room.path })

Inventory

world.has("brass-key")                    // true/false
world.give("gold-coins")                  // Add to inventory
world.take("used-potion")                 // Remove from inventory

Flags

world.flag("dragon_slain")                // Get flag
world.set_flag("treasure_found", true)    // Set flag

State

world.get("object.state.fuel")            // Get by path
world.set("object.state.lit", true)       // Set by path

Navigation

world.go("../maze/room-a/")               // Move player
world.can_go("north")                     // Check exit

Buffs

world.add_buff({ name: "Caffeinated", effect: { energy: +2 }, duration: 5 })
world.remove_buff("caffeinated")
world.has_buff("grue_immunity")

Logging

world.log("Debug: fuel = " + world.object.state.fuel)

Example: Lamp Simulate

simulate_js: (world) => {
  if (world.object.state.lit) {
    world.consume_fuel(1);                  // Call object method

    if (world.object.state.fuel <= 0) {
      world.extinguish();                   // Call object method
      world.emit("The lamp sputters and dies!");

      if (world.room.is_dark && world.room.is_dangerous) {
        world.trigger_event("GRUE_APPROACHES");
      }
    }
  }
}

Example: Guard Expression

guard: "player has the key AND room is not dark"
guard_js: (world) => world.has("brass-key") && !world.room.is_dark

Example: Score Calculation

score_if: "player is tired OR room is dark"
score_if_js: (world) => world.has_buff("tired") || world.room.is_dark

Example: Skill State

# Skill "economy" needs to check gold
guard: "player has at least 10 gold"
guard_js: (world) => world.skills.economy.gold >= 10

# Skill "pie-menu" checks last selection
score_if: "last pie menu selection was north"
score_if_js: (world) => world.skills.pie_menu.last_selection === "north"

Design Principles

Structured, Not Arbitrary

world is NOT just a bag of key/values. It has defined structure:

  • Standard keys are always present
  • Extended keys appear in context
  • Skills namespace their state (with underscores!)
  • Functions are bound methods

Skill Namespaces (Underscores!)

Skills don't pollute root world. They register under world.skills.skill_name:

// Skill "economy" → world.skills.economy
world.skills.economy.gold
world.skills.economy.currency

// Skill "pie-menu" → world.skills.pie_menu (underscore!)
world.skills.pie_menu.last_selection
world.skills.pie_menu.hover_direction

// Skill "foo-bar" → world.skills.foo_bar
world.skills.foo_bar.some_state

Rule: skill-name with dashes → skill_name with underscores in namespace.

Methods Are Bound

Object methods appear as functions on world:

// Object defines:
methods:
  consume_fuel: "reduce fuel by amount"

// At runtime, method is bound:
world.consume_fuel(1)  // Works!

Related Skills

  • object — Provides ctx.object
  • room — Provides ctx.room
  • adventure — Provides ctx.adventure
  • buff — Used by ctx.add_buff/has_buff

Dual Runtime: Python + JavaScript

CRITICAL: We always generate BOTH _js AND _py versions of compiled expressions.

# Natural language
guard: "player has the key AND room is not dark"

# BOTH generated:
guard_js: (world) => world.has("brass-key") && !world.room.is_dark
guard_py: lambda world: world.has("brass-key") and not world.room.is_dark

Why Dual Runtimes?

RuntimePurpose
PythonServer-side simulation, testing, LLM tethering
JavaScriptBrowser runtime, standalone play

Keeping Them In Sync

  1. Same semantics — Both should produce identical results
  2. Same world structure — world.player, world.room, etc.
  3. Same utility functions — world.has(), world.emit(), etc.
  4. Generated together — LLM produces both in one pass

The Compilation Event

- event: COMPILE_EXPRESSION
  field: guard
  source: "player has the key"
  targets:
    - field: guard_js
      language: javascript
    - field: guard_py
      language: python
  expected_type: boolean

Python Runtime Class

class World:
    """Python runtime context — mirrors JavaScript World class."""

    def __init__(self, adventure_data):
        self.turn = 0
        self.adventure = adventure_data
        self.player = adventure_data['player']
        self.room = None  # Set on navigation
        self.party = adventure_data['party']
        self.object = None  # Set during object simulation
        self.skills = {}  # Skill state namespaces

    def has(self, item_id: str) -> bool:
        return item_id in self.player.get('inventory', [])

    def flag(self, name: str) -> bool:
        return self.adventure.get('flags', {}).get(name, False)

    def emit(self, message: str):
        print(message)  # Or queue for output

    def trigger_event(self, name: str, data=None):
        # Event system handles this
        pass

JavaScript Runtime Class

class World {
  /** JavaScript runtime context — mirrors Python World class. */

  constructor(adventureData) {
    this.turn = 0;
    this.adventure = adventureData;
    this.player = adventureData.player;
    this.room = null;  // Set on navigation
    this.party = adventureData.party;
    this.object = null;  // Set during object simulation
    this.skills = {};  // Skill state namespaces
  }

  has(itemId) {
    return (this.player.inventory || []).includes(itemId);
  }

  flag(name) {
    return (this.adventure.flags || {})[name] || false;
  }

  emit(message) {
    console.log(message);  // Or queue for UI
  }

  triggerEvent(name, data) {
    // Event system handles this
  }
}

Protocol Symbol

RUNTIME-CONTEXT — The world passed to closures (Python + JavaScript)

平台分布

Codex

36.09%
按下载量换算32

Claude

26.15%
按下载量换算23

Cursor

19.55%
按下载量换算17

Gemini CLI

9.62%
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

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

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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