home / skills / gentleman-programming / gentleman.dots / gentleman-trainer

gentleman-trainer skill

/skills/gentleman-trainer

This skill helps you design and implement Vim training modules, exercises, and boss fights for the Gentlemen trainer system.

npx playbooks add skill gentleman-programming/gentleman.dots --skill gentleman-trainer

Review the files below or copy the command above to add this skill to your agents.

Files (1)
SKILL.md
6.9 KB
---
name: gentleman-trainer
description: >
  Vim Trainer RPG system patterns for Gentleman.Dots.
  Trigger: When editing files in installer/internal/tui/trainer/, adding exercises, modules, or game mechanics.
license: Apache-2.0
metadata:
  author: gentleman-programming
  version: "1.0"
---

## 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`:

```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:

```go
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:

```go
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

```go
// 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

```go
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

```go
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

```go
// 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

```go
// 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

```bash
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

Overview

This skill documents patterns and workflows for adding Vim Trainer RPG content in installer/internal/tui/trainer. It captures required data shapes, module progression, exercise design rules, and the decision tree for adding modules, exercises, and boss fights. Use it as a checklist to keep new content consistent and testable.

How this skill works

The skill inspects the trainer code patterns: ModuleID constants, exercise struct fields, module unlock order, lesson→practice→boss progression, and validation rules. It guides adding files, registering modules, creating exercises and boss chains, and wiring unlocks. It maps each change to tests and simulator validation commands to keep behavior correct.

When to use it

  • Adding a new training module (module constants, registration, unlock order)
  • Creating lessons, practice exercises, or boss fight steps
  • Designing or updating exercise content (missions, solutions, hints, explanations)
  • Adjusting progression, unlock conditions, or points/timeouts
  • Working on the Vim command simulator or validation logic

Best practices

  • Define every module as a ModuleID constant in types.go and add it to moduleUnlockOrder
  • Create exercises in exercises_{module}.go with unique IDs using the module_number format
  • Provide multiple valid Solutions, mark an Optimal solution, and include clear Mission, Hint, and Explanation
  • Structure bosses with 5–7 BossSteps, set Lives (commonly 3), and include varied skills from the module
  • Keep Levels progressive (1–10), use realistic code snippets, and run the trainer tests after changes

Example use cases

  • Add ModuleNewModule: add ModuleID constant, append to moduleUnlockOrder, register in GetAllModules, implement lessons and boss file
  • Create horizontal_005: new Exercise with Code, CursorPos, Solutions (all valid), Optimal, Hint, Explanation, Points, TimeoutSecs
  • Implement horizontal_boss: build BossExercise with 5 steps, Lives=3, each step is an Exercise with TimeLimit
  • Fix validation: update Solutions list and rely on validateViaSimulator for creative answers; run TestSimulator and TestExercise

FAQ

How must I name exercise IDs?

Use {module}_{number} for regular exercises and {module}_boss_{step} for boss steps, e.g., horizontal_001, vertical_boss_3.

What belongs in Solutions vs Optimal?

Solutions must include all valid input variants accepted by the simulator; Optimal should be the shortest or best-practice command you want to teach.