Defines Vim training modules and exercises based on a Go-based architecture for game mechanics.

Install

mkdir -p .claude/skills/gentleman-trainer && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/2732" && unzip -o skill.zip -d .claude/skills/gentleman-trainer && rm skill.zip

Installs to .claude/skills/gentleman-trainer

Activation

This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.

Vim Trainer RPG system patterns for Gentleman.Dots. Trigger: When editing files in installer/internal/tui/trainer/, adding exercises, modules, or game mechanics.
161 chars · catalog description✓ has a “when” trigger
Intermediate

Key capabilities

  • Defines ModuleID constants in types.go for lesson grouping
  • Configures exercise parameters including cursor targets and optimal solutions
  • Implements progression logic where bosses enable subsequent modules
  • Structures exercise data with hints, mission text, and point values

How it works

Applies specific Go struct templates and constant definitions to ensure new exercises integrate with the existing Vim simulator engine.

Inputs & outputs

You give it
Exercise file path and module parameters
You get back
Valid Go-based training module structure

When to use gentleman-trainer

  • Creating new Vim training lessons
  • Defining module progression paths
  • Configuring Vim simulator exercises
  • Adding boss fight mechanics

About this skill

When to Use

Use this skill when:

  • Adding new Vim training modules
  • Creating exercises or boss fights
  • Modifying progression/unlock system
  • Working on the Vim command simulator
  • Adding practice mode features

Critical Patterns

Pattern 1: ModuleID Constants

All modules MUST be defined as ModuleID constants in types.go:

type ModuleID string

const (
    ModuleHorizontal   ModuleID = "horizontal"
    ModuleVertical     ModuleID = "vertical"
    ModuleTextObjects  ModuleID = "textobjects"
    ModuleChangeRepeat ModuleID = "cgn"
    ModuleSubstitution ModuleID = "substitution"
    ModuleRegex        ModuleID = "regex"
    ModuleMacros       ModuleID = "macros"
    // Add new modules here
)

Pattern 2: Exercise Structure

Every exercise follows this structure:

type Exercise struct {
    ID           string       // "horizontal_001"
    Module       ModuleID     // Parent module
    Level        int          // 1-10 difficulty
    Type         ExerciseType // lesson, practice, boss
    Code         []string     // Lines of code shown
    CursorPos    Position     // Initial cursor
    CursorTarget *Position    // Target position (movement exercises)
    Mission      string       // What user must do
    Solutions    []string     // ALL valid solutions
    Optimal      string       // Best/shortest solution
    Hint         string       // Help text
    Explanation  string       // Post-answer teaching
    TimeoutSecs  int          // Before showing solution
    Points       int          // Base score
}

Pattern 3: Module Unlock Order

Modules unlock sequentially - user must defeat boss to unlock next:

var moduleUnlockOrder = []ModuleID{
    ModuleHorizontal,   // Always unlocked
    ModuleVertical,     // After horizontal boss
    ModuleTextObjects,  // After vertical boss
    ModuleChangeRepeat, // After textobjects boss
    // ... etc
}

Pattern 4: Progression Flow

Lessons (sequential) → Practice (80% accuracy) → Boss Fight → Next Module

Decision Tree

Adding new module?
├── Add ModuleID constant in types.go
├── Add to moduleUnlockOrder slice
├── Add ModuleInfo in GetAllModules()
├── Create exercises_{module}.go file
├── Implement GetLessons(moduleID)
├── Implement GetBoss(moduleID)
└── Add practice exercises

Adding exercises?
├── Create Exercise with unique ID format: "{module}_{number}"
├── Provide multiple Solutions (all valid answers)
├── Set Optimal to shortest/best solution
├── Include Hint for learning
└── Add Explanation for post-answer

Adding boss fight?
├── Create BossExercise in exercises_{module}.go
├── Add 5-7 BossSteps (exercise chain)
├── Set Lives (usually 3)
├── Include variety of module skills
└── Return from GetBoss(moduleID)

Code Examples

Example 1: Creating a Module's Exercises File

// exercises_newmodule.go
package trainer

// NewModule lessons
func getNewModuleLessons() []Exercise {
    return []Exercise{
        {
            ID:        "newmodule_001",
            Module:    ModuleNewModule,
            Level:     1,
            Type:      ExerciseLesson,
            Code:      []string{"function example() {", "  return true;", "}"},
            CursorPos: Position{Line: 0, Col: 0},
            Mission:   "Use 'xx' to delete two characters",
            Solutions: []string{"xx", "2x", "dl dl"},
            Optimal:   "xx",
            Hint:      "x deletes character under cursor",
            Explanation: "x is Vim's character delete. 2x or xx deletes two.",
            Points:    10,
        },
        // ... more exercises
    }
}

Example 2: Registering Module in GetAllModules

func GetAllModules() []ModuleInfo {
    return []ModuleInfo{
        // ... existing modules
        {
            ID:          ModuleNewModule,
            Name:        "New Module",
            Icon:        "🆕",
            Description: "Commands: xx, yy, zz",
            BossName:    "The New Boss",
        },
    }
}

Example 3: Boss Fight Structure

func getNewModuleBoss() *BossExercise {
    return &BossExercise{
        ID:     "newmodule_boss",
        Module: ModuleNewModule,
        Name:   "The New Boss",
        Lives:  3,
        Steps: []BossStep{
            {
                Exercise: Exercise{
                    ID:        "newmodule_boss_1",
                    Module:    ModuleNewModule,
                    Code:      []string{"challenge code here"},
                    CursorPos: Position{Line: 0, Col: 0},
                    Mission:   "First boss challenge",
                    Solutions: []string{"w", "W"},
                    Optimal:   "w",
                },
                TimeLimit: 10,
            },
            // ... more steps (5-7 total)
        },
    }
}

Example 4: Exercise Validation

// Validation checks if answer is in Solutions
func ValidateAnswer(exercise *Exercise, answer string) bool {
    answer = strings.TrimSpace(answer)
    for _, solution := range exercise.Solutions {
        if answer == solution {
            return true
        }
    }
    // Also check via simulator for creative solutions
    return validateViaSimulator(exercise, answer)
}

Exercise Guidelines

Good Exercise Design

  1. Clear Mission: User knows exactly what to do
  2. Multiple Solutions: Accept all valid Vim ways
  3. Optimal Marked: Teach the best approach
  4. Progressive Difficulty: Level 1-10 within module
  5. Real Code: Use realistic code snippets

Solutions Array Rules

// GOOD: Accept all valid variations
Solutions: []string{"w", "W", "e", "E", "f "},

// BAD: Only accept one way
Solutions: []string{"w"},

Exercise ID Format

{module}_{number}      → "horizontal_001"
{module}_boss_{step}   → "horizontal_boss_1"

Commands

cd installer && go test ./internal/tui/trainer/...     # Run all trainer tests
cd installer && go test -run TestExercise              # Test exercises
cd installer && go test -run TestSimulator             # Test Vim simulator
cd installer && go test -run TestProgression           # Test unlock system

Resources

  • Types: See installer/internal/tui/trainer/types.go for data structures
  • Exercises: See installer/internal/tui/trainer/exercises_*.go for patterns
  • Simulator: See installer/internal/tui/trainer/simulator.go for Vim emulation
  • Validation: See installer/internal/tui/trainer/validation.go for answer checking
  • Stats: See installer/internal/tui/trainer/stats.go for persistence

When not to use it

  • When updating documentation unrelated to the Vim simulator
  • When modifying the main codebase UI outside the trainer module

Limitations

  • Requires manual registration of new modules in types.go
  • Limited to the predefined Exercise struct schema

How it compares

It applies strict architecture constraints unique to the Gentleman.Dots training system rather than creating free-form content.

Compared to similar skills

gentleman-trainer side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
gentleman-trainer (this skill)27moReviewIntermediate
bubbletea428moNo flagsBeginner
generate-subsystem-skills16moNo flagsAdvanced
bump-go-dependencies13moReviewIntermediate

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