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Structs Reconnaissance

通过 structsd query structs 子命令侦察 Structs 中的玩家、星球、结构、舰队、公会、能量与电网状态,评估目标与弱点,并将结果整理成玩家、公会、领土和威胁清单写入 memory/intel 目录;材料另给出在本地运行 Guild Stack 时改用 PostgreSQL 快速查询的示例。

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abstrct
热度 73.76
最近更新 2026-06-02 12:21:20
分类:搜索依赖:代码执行 / 读写文件 / 第三方 API应用场景:研究 / 笔记整理 / 报告撰写

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add structs-reconnaissance
Metadata
name
structs-reconnaissance
description
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/.

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:

Commands Reference

Entity Query Command
Address → Player structsd query structs address [address] (returns player ID; 1-0 = nonexistent)
Player structsd query structs player [id], player-all
Planet structsd query structs planet [id], planet-all, planet-all-by-player [player-id]
Planet attribute structsd query structs planet-attribute [planet-id] [type], planet-attribute-all
Struct structsd query structs struct [id], struct-all, struct-attribute [id] [type]
Struct type structsd query structs struct-type [id], struct-type-all
Fleet structsd query structs fleet [id], fleet-all, fleet-by-index [index]
Guild structsd query structs guild [id], guild-all
Membership app structsd query structs guild-membership-application [id], guild-membership-application-all
Reactor structsd query structs reactor [id], reactor-all
Infusion structsd query structs infusion [id], infusion-all, infusion-all-by-destination [dest-id]
Provider structsd query structs provider [id], provider-all
Agreement structsd query structs agreement [id], agreement-all, agreement-all-by-provider [provider-id]
Allocation structsd query structs allocation [id], allocation-all, allocation-all-by-source, allocation-all-by-destination
Substation structsd query structs substation [id], substation-all
Grid structsd query structs grid [id], grid-all
Block height structsd query structs block-height

Verification

  • Re-query entity after action to confirm state change.
  • Cross-reference: player → planet → struct → fleet for full picture.
  • Block height confirms chain sync.

Error Handling

  • Entity not found: ID may be invalid or entity destroyed. Try -all variants to discover current IDs.
  • Stale data: Query block-height; re-run queries if chain has progressed.
  • Missing intel files: Create memory/intel/players/, memory/intel/guilds/ if absent. Follow formats in memory/intel/README.

Intelligence Persistence Loop

  1. Run reconnaissance queries for target(s).
  2. Parse results: owner, structs, power, shield, fleet status, guild.
  3. Write/update memory/intel/players/, memory/intel/guilds/ per README formats.
  4. Update memory/intel/territory.md with planet ownership table.
  5. Update memory/intel/threats.md with ranked threats and response notes.
  6. Include "Last Updated" date in each file.

PostgreSQL Queries (Advanced)

If the Guild Stack is running locally, all reconnaissance queries can be done in < 1 second via PostgreSQL instead of CLI. This is essential for combat automation, real-time threat monitoring, and galaxy-wide scouting.

Example -- find all players with stealable ore, ranked by amount:

SELECT p.id, p.guild_id, COALESCE(g_ore.val, 0) as ore
FROM structs.player p
JOIN structs.grid g_ore ON g_ore.object_id = p.id AND g_ore.attribute_type = 'ore'
WHERE g_ore.val > 0
ORDER BY g_ore.val DESC;

Example -- enemy fleet composition at a planet:

SELECT s.id, st.class_abbreviation, s.operating_ambit, st.unit_defenses
FROM structs.struct s
JOIN structs.struct_type st ON st.id = s.type
JOIN structs.fleet f ON f.id = s.location_id
WHERE f.location_id = '2-105' AND s.is_destroyed = false AND s.location_type = 'fleet';

Important: The structs.grid table is key-value, not columnar. See knowledge/infrastructure/database-schema for the grid pattern and more query examples.

For setup: structs-guild-stack skill

See Also