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structs-reconnaissance

Gathers intelligence on players, guilds, planets, and the galaxy in Structs. Use when scouting enemy players, checking planet defenses, monitoring fleet movements, assessing guild strength, surveying the galaxy map, gathering intel before combat or raids, or updating competitive intelligence. Persists findings to memory/intel/.

abstrct0 installations selon la source☆ 0 Étoiles du dépôt

Installation

Suivez les instructions du dépôt pour votre agent. Consultez les fichiers et dépendances avant l’installation.

SkillHub CLI

skillhub install abstrct/structs-reconnaissance

Examinez la source et la compatibilité, puis suivez les étapes d’installation.

Donnez le lien à votre agent et demandez-lui d’examiner instructions et dépendances avant d’expliquer les étapes.

Voir la source ↗Guides

Instructions

Structs Reconnaissance

Procedure

  1. Query entities — All via structsd query structs [subcommand] [args]:
    • Self: address [your-address] — resolves your address to a player ID. A result of 1-0 means no player exists for that address.
    • Players: player [id], player-all
    • Planets: planet [id], planet-all, planet-all-by-player [player-id], planet-attribute [planet-id] [type], planet-attribute-all
    • Structs: struct [id], struct-all, struct-attribute [id] [type], struct-type [id], struct-type-all
    • Fleets: fleet [id], fleet-all, fleet-by-index [index]
    • Guilds: guild [id], guild-all, guild-membership-application [id], guild-membership-application-all
    • Energy: reactor [id], reactor-all, infusion [id], infusion-all, infusion-all-by-destination [dest-id], provider [id], provider-all, agreement [id], agreement-all, agreement-all-by-provider [provider-id]
    • Power: allocation [id], allocation-all, allocation-all-by-source [source-id], allocation-all-by-destination [dest-id], substation [id], substation-all
    • Grid: grid [id], grid-all
    • Block: block-height
  2. Assess targets — For players: structs, power capacity, fleet status (onStation = can build; away = raiding). For planets: ore remaining, defense structs, shield. For guilds: members, Central Bank status.
  3. Identify vulnerabilities — Unrefined ore stockpile, power near capacity, undefended planet, fleet away (raiding).
  4. Persist intelligence — After gathering, update:

Informations sur la source

Source
github
Repository
openclaw/skills
Path
skills/abstrct/structs-reconnaissance
Version
—
Commit
0d65a75b7999bbf659aab037953b0ef0f001cafa
Source de classification
rules
Statut
active
Visibilité
public

Ces informations proviennent de l’analyse indexée et peuvent être anciennes. Vérifiez les fichiers actuels.

Contenu extrait

SKILL.md
# Structs Reconnaissance

## Procedure

1. **Query entities** — All via `structsd query structs [subcommand] [args]`:
   - Self: `address [your-address]` — resolves your address to a player ID. A result of `1-0` means no player exists for that address.
   - Players: `player [id]`, `player-all`
   - Planets: `planet [id]`, `planet-all`, `planet-all-by-player [player-id]`, `planet-attribute [planet-id] [type]`, `planet-attribute-all`
   - Structs: `struct [id]`, `struct-all`, `struct-attribute [id] [type]`, `struct-type [id]`, `struct-type-all`
   - Fleets: `fleet [id]`, `fleet-all`, `fleet-by-index [index]`
   - Guilds: `guild [id]`, `guild-all`, `guild-membership-application [id]`, `guild-membership-application-all`
   - Energy: `reactor [id]`, `reactor-all`, `infusion [id]`, `infusion-all`, `infusion-all-by-destination [dest-id]`, `provider [id]`, `provider-all`, `agreement [id]`, `agreement-all`, `agreement-all-by-provider [provider-id]`
   - Power: `allocation [id]`, `allocation-all`, `allocation-all-by-source [source-id]`, `allocation-all-by-destination [dest-id]`, `substation [id]`, `substation-all`
   - Grid: `grid [id]`, `grid-all`
   - Block: `block-height`
2. **Assess targets** — For players: structs, power capacity, fleet status (onStation = can build; away = raiding). For planets: ore remaining, defense structs, shield. For guilds: members, Central Bank status.
3. **Identify vulnerabilities** — Unrefined ore stockpile, power near capacity, undefended planet, fleet away (raiding).
4. **Persist intelligence** — After gathering, update:
   - [memory/intel/players/{player-id}.md](https://structs.ai/memory/intel) — Player dossier (profile, behavior, vulnerabilities, relationship)
   - [memory/intel/guilds/{guild-id}.md](https://structs.ai/memory/intel) — Guild profile (members, bank status, strengths, weaknesses)
   - [memory/intel/territory.md](https://structs.ai/memory/intel) — Planet ownership, ore, defense levels
   - [memory/intel/threats.md](https://stru...

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