Skip to main content
Glama

ot_status

Check the current state of a journey: party health, supplies, location, and recent events. Free, no cost.

Instructions

Check the current state of the journey — party health, supplies, location, and recent events. Free, no cost.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Implementation Reference

  • Registration of the 'ot_status' tool via server.tool(), which defines the name, description, schema (empty), and async handler.
    server.tool(
      "ot_status",
      "Check the current state of the journey — party health, supplies, location, and recent events. Free, no cost.",
      {},
      async () => {
        if (!otGame) return { content: [{ type: "text", text: "No journey in progress. Call ot_new_game to begin." }] };
        return { content: [{ type: "text", text: renderState(otGame) }] };
      }
    );
  • The async handler function for 'ot_status' — checks if game exists, and returns the current rendered game state.
    "ot_status",
    "Check the current state of the journey — party health, supplies, location, and recent events. Free, no cost.",
    {},
    async () => {
      if (!otGame) return { content: [{ type: "text", text: "No journey in progress. Call ot_new_game to begin." }] };
      return { content: [{ type: "text", text: renderState(otGame) }] };
    }
  • Input schema for 'ot_status' — an empty object (no parameters needed).
    {},
  • The renderState helper function that generates the status display string used by ot_status.
    function renderState(state: OtState): string {
      const stop = state.trailStops[state.currentStopIndex];
      const next = state.trailStops[state.currentStopIndex + 1] ?? null;
      const lines: string[] = [];
    
      lines.push(`━━━ THE WELL AT ELDENMOOR ━━━`);
      lines.push(`Day ${state.day}  |  Mile ${state.mile} of ${TOTAL_MILES}  |  ${TOTAL_MILES - state.mile} miles remaining`);
      lines.push(`Location: ${stop.name}${next ? `  →  Next: ${next.name} (${next.mile - state.mile} mi)` : ""}`);
      lines.push(``);
    
      lines.push(`PARTY`);
      lines.push(`  ${state.player.name.padEnd(22)} [${bar(state.player.health)}] ${String(state.player.health).padStart(3)}hp  ${condition(state.player.health)}`);
      lines.push(`  ${state.companion.name.padEnd(22)} [${bar(state.companion.health)}] ${String(state.companion.health).padStart(3)}hp  ${condition(state.companion.health)}`);
      if (state.pet.alive) {
        const petLabel = `${state.pet.name} (${state.pet.species})`.slice(0, 22).padEnd(22);
        lines.push(`  ${petLabel} [${bar(state.pet.health)}] ${String(state.pet.health).padStart(3)}hp  ${condition(state.pet.health)}`);
      } else {
        lines.push(`  ${state.pet.name.padEnd(22)}  [gone]  We don't talk about it.`);
      }
      lines.push(``);
    
      lines.push(`SUPPLIES`);
      lines.push(`  Food: ${state.supplies.food} days  |  Medicine: ${state.supplies.medicine} doses  |  Ammo: ${state.supplies.ammo} rounds`);
      lines.push(`  Money: $${state.supplies.money}  |  Wagon parts: ${state.supplies.parts}  |  Oxen: ${state.supplies.oxen}`);
      lines.push(``);
    
      lines.push(`Weather: ${state.weather}`);
    
      if (state.pendingRiver) {
        lines.push(`⚠  RIVER CROSSING — choose a method with ot_cross_river before traveling further`);
        lines.push(`   ford (fast, risky)  |  caulk (medium risk)  |  ferry (safe, costs $15)  |  wait (costs food + 2 days)`);
      }
      if (stop.canTrade) {
        lines.push(`🏪 Trading available — ot_buy to restock  |  ot_sell to unload surplus (at a loss)`);
      }
      if (state.status === "at_stop") {
        lines.push(`📍 ${stop.desc}`);
      }
      if (state.status === "won") {
        lines.push(``);
        lines.push(`✨ You stand at The Well at Eldenmoor.`);
        lines.push(`   The water does not reflect the sky. The air hums.`);
        lines.push(`   Call ot_make_wish — choose your words carefully.`);
      }
      if (state.status === "game_over") {
        lines.push(``);
        lines.push(`💀 The journey has ended. The Well remains beyond reach.`);
      }
    
      if (state.eventLog.length > 0) {
        lines.push(``);
        lines.push(`RECENT EVENTS`);
        for (const e of state.eventLog.slice(-4)) lines.push(`  · ${e}`);
      }
    
      return lines.join("\n");
    }
  • The OtStatus type definition — a union type with possible status values used by the game state, defined right above the state interface.
    type OtStatus  = "traveling" | "at_stop" | "river_crossing" | "won" | "lost" | "game_over";
Behavior3/5

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

With no annotations provided, the description carries full burden. It states 'Check' and 'Free, no cost,' implying a read-only, non-destructive operation, but does not explicitly confirm the absence of side effects or resource consumption. The listed return fields add context, but more explicit transparency would improve this score.

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?

Single sentence plus a short clarifying note ('Free, no cost'). No wasted words, front-loaded with the core action, and highly efficient for the agent to parse.

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 no parameters and no output schema, the description sufficiently covers what the tool does and what it returns. It is complete for a read-only status tool, especially considering the sibling tools are all action-oriented, making the purpose unambiguous.

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 input schema has zero parameters (coverage 100%), so no parameter descriptions are needed. The description adds value by enumerating what information is returned (party health, supplies, location, recent events), making the tool's output clear.

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?

Clearly states 'Check the current state of the journey' and lists specific aspects (party health, supplies, location, recent events). The verb 'Check' combined with the resource 'state of the journey' provides a specific purpose that distinguishes it from sibling action tools like ot_buy or ot_hunt.

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?

While the description implies use as a status check before making decisions, it does not explicitly provide when-to-use or when-not-to-use guidance. The phrase 'Free, no cost' hints at safe, unrestricted usage, but direct alternatives or exclusions are missing.

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

Install Server

Other Tools

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/SrmTech-git/MCPArcade'

If you have feedback or need assistance with the MCP directory API, please join our Discord server