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learn-prototype
Li-Evan
当用户要做/研究一个东西、想提升某个技能、或觉得某个产出不够好想改进时使用。用「改良主义」先逼出一个最垃圾但能跑的原型,再引导他自己洞察缺陷、提出问题,提改良假说→实践检验→迭代,信奉「洞察缺陷 > 如何优化 > 最终答案」,并把每次改进的方法本身沉淀成方法论。触发场景:要做 X、研究 X、提升 X、X 做得不好想改进、怎么优化 X、不知从哪下手做。
Requirements for Outputs
Qwen-Applications
Official codebase of the paper -- Trace2Skill: Distill Trajectory-Local Lessons into Transferable Agent Skills
add-interactive-effect
phase-rs
Use when adding any effect or ability that requires player input mid-resolution — choices, selections, modal decisions, or any WaitingFor/GameAction round-trip. Covers the continuation pattern, engine handler wiring, AI legal actions, multiplayer routing, and frontend UI.
parser-velocity
phase-rs
"Fast-iteration loop for quick parser wins — surface near-miss cards via parser-gap-analyzer's typed category classifier, edit in batches, compile once per batch (not per card), defer the full gate (fmt/clippy/test-all/coverage/semantic-audit) to session end. Companion to unlock-set; use this when the fix is \"add a tag() arm to an existing alt()\" rather than cluster-level infrastructure. Trigger phrases: \"quick parser wins\", \"scan near-misses\", \"velocity pass on <format>\", \"parser velocity sprint\", \"low-hanging parser fruit\"."
card-test
phase-rs
Canonical recipe for writing engine cast-pipeline tests. Use GameScenario + GameRunner::cast(...).resolve() and assert via CastOutcome deltas. Covers the six test-harness foot-guns (hand-written TargetRef vectors, incomplete modal target submission, wrong-point hand baseline, inline-keyword cards, AST-internal flag assertions, vacuous negative assertions) and the right-way fix for each. Use whenever writing or porting a runtime test that casts a spell and checks its effect.
bug-coverage-classifier
phase-rs
Use when classifying a Phase bug report against a specific card's engine-authoritative parse_details. The primary job is validating that a card CLAIMS to support the misbehaving clause and then comparing the parsed AST against the Oracle text to confirm or refute that claim. Unsupported clauses are already known gaps and get deferred. Reads the same coverage data the Alt-hover overlay and card-bot render. Invoked by /bug-triage and /issue-clusterer.
changelog
phase-rs
Generate a Discord-ready "What's New" changelog for phase.rs from recent git history. Use when Codex is asked for a changelog, release notes, Discord update, recent shipped changes, or the next sequential changelog batch from a prior tip hash.
engine-implementer
phase-rs
"End-to-end phase.rs implementation pipeline: plan, review-plan, implement, review-impl, commit — each step run in a fresh spawned agent, with automatic phase decomposition for oversized workloads."
engine-planner
phase-rs
Produce an architecturally idiomatic implementation plan for a phase.rs parser or engine change. Design for the class of cards, not the single card. Use this when you need a plan that will survive /review-engine-plan without bandaids or workarounds.
review-engine-plan
phase-rs
Review phase.rs engine, parser, AI, frontend, or rules implementation plans before code is written. Use when Codex needs an architectural gate for plans involving parser changes, engine mechanics, MTG Comprehensive Rules behavior, new variants, targeting, replacement effects, stack/casting flow, AI policy, or frontend GameAction workflows.
review-impl
phase-rs
Review an implementation in scope, such as an uncommitted diff, a just-finished agent change, a commit, or named files, for missing or wrong behavior in phase.rs. Use when Codex needs a findings-only architecture and correctness review across engine, parser, frontend, multiplayer, AI, deck, build, or release changes.
pr-review-loop
phase-rs
"Use to run a continuous review sweep over open contributor PRs in phase.rs. The skill is a thin orchestration layer over scripts/pr_review.py: discover candidates, detect stale reviews/follow-ups, dispatch review-impl for PRs that need judgment, and delegate authorized merge handling to pr-contribution-handler."
add-engine-variant
phase-rs
Runnable checklist gate for any proposed engine enum variant addition. Routes the proposal through the parameterization filter, the categorical-boundary check, and the existence verification before extension is permitted. Invoke this skill BEFORE proposing or implementing any new variant on QuantityRef, QuantityExpr, FilterProp, TargetFilter, ReplacementCondition, AbilityCondition, TriggerCondition, StaticCondition, ChoiceType, DelayedTriggerCondition, Effect, Keyword, ContinuousModification, or any other engine enum.
add-frontend-component
phase-rs
Use when adding or modifying frontend UI components — interactive overlays for WaitingFor states, game board elements, card choice modals, animation effects, or any React component that interfaces with the engine via GameAction dispatch.
add-engine-effect
phase-rs
Use when adding a new effect, mechanic, or parser capability to the engine. Covers the full lifecycle from types → parser → resolver → targeting → frontend → AI → tests.
add-keyword
phase-rs
Use when adding or modifying keyword abilities — evergreen keywords (flying, trample), parameterized keywords (ward {2}, kicker {R}), protection variants, or any keyword that needs runtime behavior wired into combat, targeting, damage, or triggers.
add-replacement-effect
phase-rs
Use when adding or modifying replacement effects — ETB-tapped, shock lands, damage prevention, "as enters" choices, or any event-modifying ability. Covers ReplacementDefinition wiring, the pipeline flow, post-replacement effects, and interactive pre-zone-change choices.
add-static-ability
phase-rs
Use when adding or modifying static abilities, continuous effects, or layer system modifications — type-changing effects, power/toughness modification, keyword granting, color changes, CDAs, or any "as long as" / "enchanted creature" / "creatures you control" ability.
add-trigger
phase-rs
Use when adding or modifying triggered abilities — ETB, dies, attacks, damage dealt, spell cast, phase-based, or any "When/Whenever/At the beginning of" ability. Covers TriggerDefinition, TriggerMode, the matcher registry, APNAP ordering, targeting, intervening-if, constraints, and parser wiring.
batch-mechanics
phase-rs
Use when implementing multiple unimplemented mechanics in batch. Creates an agent team that groups items by relevance, plans each group with review loops, then executes sequentially with post-implementation verification. Append the list of mechanics to address after invoking.
unlock-set
phase-rs
Unlock the majority of a Magic set's unsupported cards by clustering missing parser/engine primitives, briefing the engine-implementer skill tier-by-tier, and committing between clusters. Use when the user asks to "unlock the [SET] cards", "improve coverage for [SET]", or requests highest-ROI coverage work on a specific set (Standard, Commander precon, supplemental). If no set is named, default to the most recent Standard or Commander set by expected ROI (new-printing density).
add-ai-feature-policy
phase-rs
Use when adding a new deck-aware AI feature (DeckFeatures axis) and its companion policies (TacticalPolicy + optional MulliganPolicy) to phase-ai. Codifies the structural-detection pattern, AST-type locations, parts-based predicate convention, registry wiring sites, and recurring review traps so a new feature ships in a single commit without re-research.
ai-duel
phase-rs
Use when running AI-vs-AI duel simulations, validating AI matchup quality, checking combat or spellcasting regressions, tuning ai-duel CLI options, or interpreting batch simulation results.
casting-stack-conditions
phase-rs
Use when modifying the casting flow, stack resolution, condition systems, WaitingFor/GameAction state machine, or adding optional costs, new casting steps, or conditional ability resolution.