Agent skill · Audited from source
C Game Ability Architecture Design
skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b
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.
Cite
Cite this page
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
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
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
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
- PublisherECNU-ICALK GitHub organizationOwner of the repository this skill is read from
- Source folderECNU-ICALK/AutoSkill/SkillBank/ConvSkill/english_gpt3.5_8_GLM4.7/c-game-ability-architecture-designThe exact folder we audited
- LicenceNot declaredAs the repository states it
- Commit pinned for this verdict04e912cff54bA new audit runs when the source changes
- Repository statusNot archivedLast push 157 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
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
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
- ✓SAFE B 89 / 100
first audit · source
04e912cff54b
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Questions about C Game Ability Architecture Design
What does the C Game Ability Architecture Design skill do?
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Sources
- github.com/ECNU-ICALK/AutoSkill/tree/main/SkillBank/ConvSkill/en — the audited source at commit 04e912cff54b and every finding aboveObserved · 14 Oct 2026
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Opens with this page as the source. We add nothing else to the prompt.
- What does the C Game Ability Architecture Design skill do?
- Is C Game Ability Architecture Design safe to install?
- What can C Game Ability Architecture Design access on my machine?