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Glama

battle

Read-onlyIdempotent

Manage your battle — maneuver, target enemies, adopt combat stances, or self-destruct (Actions: advance, retreat, stance, target, engage, self_destruct, help. Use action="help" for full documentation with examples.

  • advance: Move one zone closer (outer→mid→inner→engaged).

  • retreat: Move one zone back.

  • stance: Change posture. Include "stance" field: fire|evade|brace|flee|board. Board also requires "target_id" and a positive "marines" commitment; creatures, drones, and stations are not capturable and are rejected immediately. It suppresses weapons and automatically closes for repeated latch attempts. A faster effective speed lets the boarder intercept its target's retreat and flee movement; an equal or faster target can kite. If multiple eligible boarding requests on the same tick share either hull, deterministic boarding initiative selects one physical link and the battle log records rejected contenders. Changing away from board begins a costly, non-instant withdrawal, and the requested stance applies only after disengagement.

  • target: Focus fire. Include "target_id" field (ID or name of any combatant in the battle — players, pirates, police, drones, creatures, stations, intact prizes).

  • engage: Join an existing battle. Optional "side_id" field.

  • self_destruct: Start the visible in-battle self-destruct countdown; duplicate starts do not reset it. None of these cost a tick — they are queued and applied together at the start of the next battle tick, so you can set a stance, pick a target, and move in the same tick. Reload routes to the standalone reload command and does cost a tick. Examples: {"action":"stance","stance":"evade"}, {"action":"stance","stance":"board","target_id":"enemy_id","marines":12}, {"action":"target","target_id":"SomePlayer"}, {"action":"engage","side_id":1})

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actionYesBattle action to perform
stanceNoBattle stance: fire (100% dmg dealt/taken), evade (0%/50%, costs fuel), brace (0%/25%, shields regen 2x), flee (0%/100%, auto-retreats to escape), or board (0%/100%, automatically closes for repeated latch attempts; requires target_id and marines). A faster effective speed lets the boarder intercept its target's retreat and flee movement; an equal or faster target can kite. If same-tick eligible boarding requests share either hull, deterministic boarding initiative starts one physical link; rejected contenders retain their prior stance and weapon fire, and the battle log records reason contested_same_tick. Changing away from board begins non-instant withdrawal.
marinesNoPositive fit-marine commitment required when setting stance=board. The battle tick caps it to the fit marines actually available.
side_idNoSide to join (optional when you engage — auto-assigned by faction if omitted)
target_idNoID or name of the enemy — required when focusing a target and when entering the board stance. Board attempts against creatures, drones, and stations are rejected immediately because they are not capturable.
session_idYesYour session ID from login/register

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Changed1 schema field changed
    • changedInput schema / properties / stance / description
      Previous value: -"Battle stance: fire (100% dmg dealt/taken), evade (0%/50%, costs fuel), brace (0%/25%, shields regen 2x), flee (0%/100%, auto-retreats to escape), or board (0%/100%, automatically closes for repeated latch attempts; requires target_id and marines). A faster effective speed lets the boarder intercept its target's retreat and flee movement; an equal or faster target can kite. Changing away from board begins non-instant withdrawal."New value: +"Battle stance: fire (100% dmg dealt/taken), evade (0%/50%, costs fuel), brace (0%/25%, shields regen 2x), flee (0%/100%, auto-retreats to escape), or board (0%/100%, automatically closes for repeated latch attempts; requires target_id and marines). A faster effective speed lets the boarder intercept its target's retreat and flee movement; an equal or faster target can kite. If same-tick eligible boarding requests share either hull, deterministic boarding initiative starts one physical link; rejected contenders retain their prior stance and weapon fire, and the battle log records reason contested_same_tick. Changing away from board begins non-instant withdrawal."
  2. Changed2 schema fields changed
    • changedInput schema / properties / stance / description
      Previous value: -"Battle stance: fire (100% dmg dealt/taken), evade (0%/50%, costs fuel), brace (0%/25%, shields regen 2x), flee (0%/100%, auto-retreats to escape), or board (0%/100%, automatically closes for repeated latch attempts; requires target_id and marines). Changing away from board begins non-instant withdrawal."New value: +"Battle stance: fire (100% dmg dealt/taken), evade (0%/50%, costs fuel), brace (0%/25%, shields regen 2x), flee (0%/100%, auto-retreats to escape), or board (0%/100%, automatically closes for repeated latch attempts; requires target_id and marines). A faster effective speed lets the boarder intercept its target's retreat and flee movement; an equal or faster target can kite. Changing away from board begins non-instant withdrawal."
    • changedInput schema / properties / target_id / description
      Previous value: -"ID or name of the enemy — required when focusing a target and when entering the board stance"New value: +"ID or name of the enemy — required when focusing a target and when entering the board stance. Board attempts against creatures, drones, and stations are rejected immediately because they are not capturable."
  3. Changed5 schema fields changed
    • changedInput schema / properties / action / enum
      Previous value: -[
      -  "advance",
      -  "retreat",
      -  "stance",
      -  "target",
      -  "engage",
      -  "help"
      -]New value: +[
      +  "advance",
      +  "retreat",
      +  "stance",
      +  "target",
      +  "engage",
      +  "self_destruct",
      +  "help"
      +]
    • addedInput schema / properties / marines
      Added value: +{
      +  "description": "Positive fit-marine commitment required when setting stance=board. The battle tick caps it to the fit marines actually available.",
      +  "minimum": 1,
      +  "type": "integer"
      +}
    • changedInput schema / properties / stance / description
      Previous value: -"Battle stance (required when you set a stance): fire (100% dmg dealt/taken), evade (0% dealt, 50% taken, costs fuel), brace (0% dealt, 25% taken, shields regen 2x), flee (0% dealt, 100% taken, auto-retreats to outer zone then a minimum of 3 ticks to escape — longer the slower you are than your fastest pursuer, and never while warp-disrupted)"New value: +"Battle stance: fire (100% dmg dealt/taken), evade (0%/50%, costs fuel), brace (0%/25%, shields regen 2x), flee (0%/100%, auto-retreats to escape), or board (0%/100%, automatically closes for repeated latch attempts; requires target_id and marines). Changing away from board begins non-instant withdrawal."
    • changedInput schema / properties / stance / enum
      Previous value: -[
      -  "fire",
      -  "evade",
      -  "brace",
      -  "flee"
      -]New value: +[
      +  "fire",
      +  "evade",
      +  "brace",
      +  "flee",
      +  "board"
      +]
    • changedInput schema / properties / target_id / description
      Previous value: -"ID or name of the enemy to target — any combatant in the battle, including pirates, police, drones, creatures and stations (required when you pick a target)"New value: +"ID or name of the enemy — required when focusing a target and when entering the board stance"
  4. Changed3 schema fields changed
    • changedInput schema / properties / side_id / description
      Previous value: -"Side to join (optional for action=engage — auto-assigned by faction if omitted)"New value: +"Side to join (optional when you engage — auto-assigned by faction if omitted)"
    • changedInput schema / properties / stance / description
      Previous value: -"Battle stance (required for action=stance): fire (100% dmg dealt/taken), evade (0% dealt, 50% taken, costs fuel), brace (0% dealt, 25% taken, shields regen 2x), flee (0% dealt, 100% taken, auto-retreats, 3 ticks from outer to escape)"New value: +"Battle stance (required when you set a stance): fire (100% dmg dealt/taken), evade (0% dealt, 50% taken, costs fuel), brace (0% dealt, 25% taken, shields regen 2x), flee (0% dealt, 100% taken, auto-retreats to outer zone then a minimum of 3 ticks to escape — longer the slower you are than your fastest pursuer, and never while warp-disrupted)"
    • changedInput schema / properties / target_id / description
      Previous value: -"ID or name of the enemy to target — any combatant in the battle, including pirates, police, drones, creatures and stations (required for action=target)"New value: +"ID or name of the enemy to target — any combatant in the battle, including pirates, police, drones, creatures and stations (required when you pick a target)"
  5. Changed1 schema field changed
    • changedInput schema / properties / target_id / description
      Previous value: -"Player ID or username of enemy to target (required for action=target)"New value: +"ID or name of the enemy to target — any combatant in the battle, including pirates, police, drones, creatures and stations (required for action=target)"
  6. Changed1 schema field changed
    • changedInput schema / properties / action / enum
      Previous value: -[
      -  "advance",
      -  "retreat",
      -  "stance",
      -  "target",
      -  "engage"
      -]New value: +[
      +  "advance",
      +  "retreat",
      +  "stance",
      +  "target",
      +  "engage",
      +  "help"
      +]
  7. First observed

TDQS

A3.7/5.0
Behavior1/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

The annotations declare readOnlyHint=true, but the description describes mutating battle actions including advancing, retreating, changing stance, targeting, engaging, and starting a self-destruct countdown. This is a direct contradiction between the description and the read-only annotation, so behavioral transparency must be scored 1 despite the otherwise detailed behavior notes.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but the topic is genuinely complex, with seven actions and branching constraints. It is front-loaded with the action list and uses examples effectively. Some stance details are repeated between the description and the schema, but this duplication is acceptable for a high-stakes command.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description thoroughly covers zone movement, stance effects, boarding edge cases, queueing behavior, target resolution, and no-tick semantics, with concrete JSON examples. The only notable gap is the absence of any mention of the command's return payload or battle status output, which matters more because no output schema exists.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3, but the description adds meaningful cross-parameter constraints: board requires target_id and a positive marines commitment, engage optionally takes side_id, and target_id can be a name or ID. This goes beyond the schema's individual descriptions and helps an agent assemble valid payloads.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a clear verb and resource: 'Manage your battle' and then enumerates the concrete actions (advance, retreat, stance, target, engage, self_destruct, help). This is far more specific than a bare tool name and makes the tool's scope unmistakable.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description specifies that none of the actions cost a tick and that reload is handled by the standalone reload command, which prevents misuse. It also points to action='help' for full documentation. However, it does not explicitly contrast this command with sibling combat tools like 'attack' or 'arena', so some cross-tool routing is left to inference.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

B3.4/5.0
Disambiguation4/5

Most tools are clearly distinct, targeting specific actions and resources. A few overlaps exist (e.g., attack vs hunt, view_insurance vs claim_insurance), but detailed descriptions clarify the boundaries. The scale makes selection harder, but each tool has a clear purpose.

Naming Consistency4/5

The majority use a consistent verb_noun snake_case pattern (e.g., create_buy_order, get_cargo, accept_mission). There are minor deviations like action-dispatch commands (facility, shipping, citizenship) and bare verbs (attack, dock, mine), but these are readable and follow a logical style.

Tool Count1/5

With 212 tools, the server far exceeds any reasonable scope for an MCP. While the game is complex, this is an extreme number that overwhelms agents and users, making discovery and selection impractical. The calibration considers 25+ already too many, and 212 is extreme.

Completeness5/5

The toolset covers nearly every aspect of the game: combat, trading, crafting, factions, missions, exploration, drones, passengers, freight, insurance, taxation, and more. It provides full CRUD for most resources and includes both action and query tools, leaving few obvious gaps.

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