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ot_hunt

Spend half a day and use ammo to hunt for food with unpredictable results. Narrate the hunt to the human.

Instructions

Stop to hunt for food. Takes half a day, uses ammo, and the results are unpredictable. Narrate the hunt to the human.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Implementation Reference

  • The actual handler/implementation of the 'ot_hunt' tool. It stops to hunt for food: consumes 10 ammo, has random outcomes (15% nothing, 30% modest 3-6 food, 35% solid 8-14 food, 20% exceptional 16-24 food).
    server.tool(
      "ot_hunt",
      "Stop to hunt for food. Takes half a day, uses ammo, and the results are unpredictable. Narrate the hunt to the human.",
      {},
      async () => {
        if (!otGame) return { content: [{ type: "text", text: "No journey in progress." }], isError: true };
        if (otGame.status === "won" || otGame.status === "game_over") return { content: [{ type: "text", text: "The journey is over." }], isError: true };
        if (otGame.supplies.ammo <= 0) return { content: [{ type: "text", text: `No ammunition left. Nothing to hunt with.\n\n${renderState(otGame)}` }], isError: true };
    
        otGame.supplies.ammo = Math.max(0, otGame.supplies.ammo - 10);
    
        const roll = Math.random();
        let text: string;
        let foodGained = 0;
    
        if (roll < 0.15) {
          text = "Nothing. Half a day and ten rounds spent on shadows. The trail mocks you.";
        } else if (roll < 0.45) {
          foodGained = rand(3, 6);
          text = `A modest haul — enough to stretch provisions a few more days.`;
        } else if (roll < 0.80) {
          foodGained = rand(8, 14);
          text = `A solid hunt. You return to camp before dark with real food. ${otGame.companion.name} looks relieved.`;
        } else {
          foodGained = rand(16, 24);
          text = `An exceptional day. ${otGame.companion.name} looks genuinely impressed. You'll eat well tonight.`;
        }
    
        otGame.supplies.food += foodGained;
        log(otGame, `Hunting: ${text.slice(0, 60)}… (+${foodGained} days food)`);
    
        return {
          content: [{
            type: "text",
            text: `${text}${foodGained > 0 ? ` (+${foodGained} days of provisions)` : ""}\n\n${renderState(otGame)}`,
          }],
        };
      }
    );
  • The tool registration for 'ot_hunt' via server.tool(). The 2nd argument is the description string, and the 3rd argument is an empty schema object (no parameters).
    server.tool(
      "ot_hunt",
      "Stop to hunt for food. Takes half a day, uses ammo, and the results are unpredictable. Narrate the hunt to the human.",
  • src/index.ts:7-7 (registration)
    Import of the Oregon Trail tools registration function.
    import { registerOregonTrailTools } from "./games/oregontrail.js";
  • src/index.ts:19-19 (registration)
    Call to register Oregon Trail tools on the MCP server, which registers ot_hunt.
    registerOregonTrailTools(server);
Behavior4/5

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

With no annotations, the description fully discloses the action's duration, resource requirement (ammo), and unpredictability. It also instructs the agent to narrate the hunt, providing behavioral context for a game action.

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-loaded with the main action, and every word adds value. No unnecessary information.

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?

Given zero parameters and no output schema, the description covers all needed aspects: what it does, time cost, resource used, outcome, and narrative instruction. It is complete for this simple tool.

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?

The tool has no parameters, so the baseline is 4. The description adds meaning by explaining the action's effects and context, which is sufficient for invocation.

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 (hunt for food), time cost (half a day), resource consumption (uses ammo), outcome (unpredictable), and narrative requirement. This distinguishes it from siblings like ot_buy, ot_rest, and ot_travel.

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 that hunting is for obtaining food when ammo is available and downtime exists, but does not explicitly contrast with alternatives like ot_buy or ot_rest, nor state when not to use it.

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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