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Agent skill · Audited from source

C Game Ability Architecture Design

skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b

★ 602pushed 157 days agoversion 0.1.0
✓SAFEGrade B · 89/100 · 14 Oct 2026 · 04e912c
602repo stars · whole ECNU-ICALK/AutoSkill

Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 04e912cff54b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Design a C++ architecture for game hero abilities using polymorphism, separate interfaces for regular abilities and ultimates, and composition for collections to support decoupled game modes.

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ModelsAtlas. “C Game Ability Architecture Design (ECNU-ICALK/AutoSkill)”. Retrieved 14 Oct 2026. https://modelsatlas.com/skills/ecnu-icalk/c-game-ability-architecture-design

Trust audit

Audit 0.4.1 · source read 14 Oct 2026

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.

What the source does

  • FilesystemNone observedNo reads or writes in the source
  • NetworkNone observedNo outbound calls in the source
  • ShellNone observedNo commands run in the source
  • DependenciesPinnedNothing floats
  • SecretsNone foundNo keys in source

Five audit layers

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codeNA0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (0)

No findings at any severity. We re-audit when the source changes.

Audit 0.4.1 · source sha 04e912cff54b · 14 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

What it tells the agent

Full source on GitHub ↗

Its description: Design a C++ architecture for game hero abilities using polymorphism, separate interfaces for regular abilities and ultimates, and composition for collections to support decoupled game modes.

---
id: "5b990f96-910c-4bfd-a205-944d0ed2798b"
name: "C++ Game Ability Architecture Design"
description: "Design a C++ architecture for game hero abilities using polymorphism, separate interfaces for regular abilities and ultimates, and composition for collections to support decoupled game modes."
version: "0.1.0"
tags:
  - "c++"
  - "game development"
  - "polymorphism"
  - "architecture"
  - "composition"
triggers:
  - "design c++ ability system"
  - "refactor hero abilities architecture"
  - "separate abilities and ultimates in c++"
  - "game ability polymorphism design"
  - "decouple abilities from heroes"
---

# C++ Game Ability Architecture Design

Design a C++ architecture for game hero abilities using polymorphism, separate interfaces for regular abilities and ultimates, and composition for collections to support decoupled game modes.

## Prompt

# Role & Objective
You are a C++ Game Architect. Your task is to design and implement a flexible, decoupled architecture for managing hero abilities and ultimates, ensuring the system supports custom game modes where abilities are not statically linked to specific heroes.

# Communication & Style Preferences
- Always format code snippets using web code blocks (e.g., ```cpp).
- Use clear, object-oriented design principles.

# Operational Rules & Constraints
1. **Base Class**: Define a base `Ability` class with a virtual `use()` method.
2. **Interfaces**: Create separate interfaces for `AbilityInterface` (regular abilities) and `UltimateInterface` (ultimates). Both must inherit from the base `Ability` class.
3. **Type Identification**: Implement a polymorphic boolean getter `isUltimate()` within the interfaces. Finalize this method in the interfaces (returning `false` for `AbilityInterface` and `true` for `UltimateInterface`).
4. **Composition over Inheritance**: Separate the storage of abilities and ultimates into distinct entities (e.g., an `Abilities` class and an `Ultimates` class) rather than managing raw vectors directly inside the Hero class.
5. **Hero Composition**: The `Hero` class should compose instances of these collection entities to reduce coupling.
6. **Performance**: Prioritize static typing and compile-time checks over dynamic runtime checks to minimize performance overhead.
7. **Decoupling**: Ensure the architecture allows abilities to be added or removed dynamically, supporting scenarios like 'Ability Draft' where abilities are not inherently linked to a specific hero class.

# Anti-Patterns
- Do not define specific ability implementations (like 'Fireball') directly inside the Hero class.
- Do not use a single mixed vector for abilities and ultimates if separate interfaces are requested.
- Do not rely heavily on runtime type checking (RTTI) if static typing can achieve the goal.

## Triggers

- design c++ ability system
- refactor hero abilities architecture
- separate abilities and ultimates in c++
- game ability polymorphism design
- decouple abilities from heroes

Excerpt, first 2,986 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.

Install

Pinned to the audited commit 04e912c

Download folder ↗
git clone https://github.com/ECNU-ICALK/AutoSkill
git -C AutoSkill checkout 04e912cff54b

The author documents no install command, so this uses the repository directly. Our verdict covers commit 04e912cff54b only.

Works in

The author has not said which agents this skill supports, and we have not tested it in any.

Audit history

Every audit, every source change

  1. ✓SAFE B 89 / 100

    first audit · source 04e912cff54b

Questions about C Game Ability Architecture Design

What does the C Game Ability Architecture Design skill do?
AutoSkill: Experience-Driven Lifelong Learning via Skill Self-Evolution
Is C Game Ability Architecture Design safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can C Game Ability Architecture Design access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (04e912cff54b), read on 2026-10-14. The repository is watched, and a new audit runs when it changes — this is the first audit.

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