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Glama

get_battle_status

Read-onlyIdempotent

View current battle status (Returns full battle state including all participants, zones, sides, and your stats. Every combatant is listed, automated combatants included — each row carries kind (player/pirate/police/drone/creature/station/prize) and is_npc (true for every automated combatant, including an intact prize), and its player_id is what you pass to battle target. Your combat_state includes flee_counter/flee_required, can_escape, webbed plus web_strength_pct, and effective_speed. Webifier penalties add and cap at 75% and do not affect hit chance. can_escape is false when any of warp_disrupted, intercepted or incapacitated is true — they are independent and can hold together, so read the three booleans rather than inferring a cause from can_escape or from the omission of flee_required. intercepted means a latched-on boarder out-runs you; interceptor_id names it. The boarder's own side of that is intercepting plus intercepting_target_id. If not in a battle, shows any active battle in your system. Works as a query (no tick cost).)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
session_idYesYour session ID from login/register

Schema Changelog

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

  1. First observed

TDQS

A4/5.0
Behavior5/5

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

Annotations only declare readOnlyHint and idempotentHint. The description goes far beyond these by disclosing detailed behavioral semantics: all automated combatants are listed, exact kind values, is_npc semantics, how player_id is used for targeting, the content of combat_state, webifier stacking caps, the precise conditions for can_escape, and the meaning of intercepted. It even clarifies state inference pitfalls. This is exemplary transparency.

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 every clause delivers non-obvious semantic value: field meanings, edge cases, and behavioral fallbacks. It is front-loaded with the core purpose and then unpacks nested details. Slightly dense single-paragraph structure, but no filler sentences.

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

Completeness5/5

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

With no output schema, the description fully carries the burden of explaining return contents. It enumerates participant fields, combat_state fields, escape mechanics, webbing behavior, interception semantics, out-of-battle fallback, and side effects (none, no tick cost). An agent has enough detail to call this correctly and interpret the response.

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

Parameters3/5

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

There is only one parameter, session_id, and its schema description ('Your session ID from login/register') fully covers its meaning, yielding 100% schema description coverage. The description adds no additional parameter-specific nuance, so the baseline of 3 applies.

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

Purpose4/5

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

The description opens with a specific verb and resource ('View current battle status') and immediately names the full state returned: participants, zones, sides, and your stats. It is unambiguous about what the tool does, but it never names sibling tools like get_battle_summary or get_battle_log to explicitly differentiate itself.

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

Usage Guidelines3/5

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

The description implies when to use it ('If not in a battle, shows any active battle in your system') and notes it is a query with no tick cost, which gives useful context. However, it provides no explicit when-not-to-use guidance, prerequisites, or alternatives such as 'use get_battle_summary for a concise overview.'

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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