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cc_retire

Retire a creature to Millhaven once its bond reaches 70. It is not lost—use recall to bring it back when you return.

Instructions

Send a creature home to Millhaven to rest. Only available once their bond reaches 70. They are not lost — use cc_recall when you return to Millhaven to bring them back.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nicknameYesThe nickname (or species name) of the creature to send home.

Implementation Reference

  • The 'cc_retire' tool handler: sends a creature home to Millhaven to rest. Requires bond level >= 70. Removes creature from party, pushes to retired array, and checks for pending catches via maybeAcceptPending().
    server.tool(
      'cc_retire',
      'Send a creature home to Millhaven to rest. Only available once their bond reaches 70. ' +
      'They are not lost — use cc_recall when you return to Millhaven to bring them back.',
      { nickname: z.string().describe("The nickname (or species name) of the creature to send home.") },
      async ({ nickname }) => {
        const s = requireGame();
        const turnBlock = checkTurn(s); if (turnBlock) return turnBlock;
    
        const idx = s.party.findIndex(m => m.nickname.toLowerCase() === nickname.toLowerCase());
        if (idx === -1) {
          const names = s.party.map(m => m.nickname).join(', ') || 'none';
          return err(`No creature named "${nickname}" in your party.\n\nParty: ${names}`);
        }
    
        const member  = s.party[idx];
        const species = SPECIES[member.speciesId];
    
        if (member.bondLevel < 70) {
          return err(
            `${member.nickname}'s bond is ${member.bondLevel}/100. ` +
            `They need to reach 70 before they trust the road home on their own.`,
          );
        }
    
        s.party.splice(idx, 1);
        s.retired.push(member);
        addToLog(s, `${member.nickname} sent home to Millhaven.`);
    
        const lines = [
          `${species.bondQuotes.high.charAt(0).toUpperCase() + species.bondQuotes.high.slice(1)}.`,
          '',
          `You stay with ${member.nickname} a moment longer than you mean to.`,
          '',
          `Then they go — not in a hurry, not looking back. Down the valley road toward Millhaven.`,
          '',
          'Old Maren will be waiting. She always knows. There will be something warm on the stove, ' +
          'a soft place near the fire, and she will tell them about the valley the way she tells it ' +
          'to things that actually listen. They will be well looked after until you return.',
        ];
    
        // If a creature was waiting in pendingCatch (party-full), the slot we
        // just opened lets them join automatically — same as cc_release.
        maybeAcceptPending(s, lines);
    
        lines.push('', renderParty(s));
        return ok(lines.join('\n'));
      },
  • src/index.ts:20-20 (registration)
    Registration call: registerCritterCatchTools(server) is called in the main server setup file, which registers 'cc_retire' as a tool on the MCP server.
    registerCritterCatchTools(server);
  • Input schema for cc_retire: requires a 'nickname' string describing the creature's name to retire.
    { nickname: z.string().describe("The nickname (or species name) of the creature to send home.") },
  • Helper function maybeAcceptPending() is called by cc_retire when a slot opens: checks if a pending catch exists and slots it into the party.
    function maybeAcceptPending(s: PlayerState, lines: string[]): void {
      if (!s.pendingCatch) return;
      const incoming        = s.pendingCatch;
      const incomingSpecies = SPECIES[incoming.speciesId];
      s.party.push(incoming);
      s.pendingCatch = null;
      addToLog(s, `${incoming.nickname} joined the party.`);
      lines.push(
        '',
        `${incoming.nickname} steps forward to take their place.`,
        '',
        incomingSpecies.description,
        `"${incomingSpecies.personalityNote}"`,
      );
      if (incomingSpecies.secretTrait) {
        lines.push('', `✦ ${incomingSpecies.secretTrait}`);
      }
Behavior4/5

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

Given no annotations, the description discloses key behavior: the creature is not lost (reversible) and the bond requirement. It does not detail other potential effects or return values, but covers the most important behavioral aspect for a simple state mutation.

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

Conciseness5/5

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

The description is two sentences, front-loads the action, and includes both precondition and postcondition without any fluff. Every sentence is essential.

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?

The tool has one required parameter and no output schema. The description covers purpose, precondition (bond >=70), and postcondition (creature not lost, recallable). Combined with sibling context, this is complete for the tool's complexity.

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?

The schema already describes the 'nickname' parameter as 'The nickname (or species name) of the creature to send home.' with 100% coverage. The description adds no further parameter-specific meaning, so baseline score of 3 is appropriate.

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 clearly states the action 'send a creature home to rest' and identifies the creature as the resource. It distinguishes from sibling cc_recall (bring back) and implies it's not a permanent release, which differentiates from cc_release.

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

Usage Guidelines5/5

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

Explicitly states the precondition 'only available once their bond reaches 70' and provides clear guidance on when to use cc_recall ('when you return to Millhaven to bring them back'), offering a direct alternative.

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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