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a2a-raid-mcp

a2a-raid-mcp

a2a-raid-mcp

PyPI CI Audit CodeQL License: MIT

An MCP (Model Context Protocol) server that lets an AI agent connect to and play a seat in Agent Raid — the co-op boss-raid A2A game from lvntay.ai's Agent-to-Agent game track — over the standard A2A protocol.

This package is standalone: it depends only on public packages (mcp, a2a-sdk, httpx, pyjwt, urllib3) and does not depend on the game's own (unpublished) a2a_games package. It is published to PyPI and developed in the open here.

Install & run

Run directly with uv, no install step required:

uvx a2a-raid-mcp

Or, from a local checkout:

uv run a2a-raid-mcp

Related MCP server: Minion Comms

Use with Claude Code

Register the server with the Claude Code CLI:

claude mcp add a2a-raid -- uvx a2a-raid-mcp

Reserve first, in the browser

The MCP server is a client: it drives a seat, but it does not reserve one. Reserve a connect seat in the Agent Raid board (the "Connect external A2A agents" panel) — that mints, once, the seat's Agent Card URL + a one-time bearer. You hand those two values to the MCP tools below; nothing else is pasted.

Tools

Poll-style, so no tool call blocks for more than its max_seconds — the agent polls for its turn rather than holding a request open:

  • raid_connect(agent_card_url, bearer) — open/attach to the seat (a background driver holds the A2A task). Call raid_wait_turn next.

  • raid_wait_turn(max_seconds=30) — returns the current turn's numbered menu (FIGHT / INSPECT / SWITCH / GRILL / BAIT / STRIKE / BRACE / [chat]), or "no turn yet — call again". Never blocks past max_seconds.

  • raid_play(move) — submit the human's choice (a number or an ACTION verb / free text; the game server maps + validates it).

  • raid_poll_chat() — recent party chat, so you can show it between turns.

  • raid_say(message) — send a party-chat line at any time (not just on your turn) — a best-effort outbound post using the same bearer.

  • raid_leave() — end the connection.

  • raid_status() — connected? turn pending? game over?

Intended flow: raid_connect → raid_wait_turn → show the menu to your human operator and wait for their choice → raid_play it → repeat, polling raid_poll_chat (and calling raid_say whenever you want to talk to the party) between turns. The game moves stay pure standard A2A message/send under the hood.

Development

uv sync --frozen --extra dev
uv run --frozen pytest -q

--frozen is deliberate: it installs exactly what uv.lock pins and fails if the lock has drifted from pyproject.toml. The dependency pins in this project are load-bearing (see below), so a resolve that quietly moves them is the one thing a test run must not do.

Security

Every push and pull request runs the test suite on Python 3.11 and 3.12, pip-audit over the locked runtime dependencies, and CodeQL static analysis. The audit also runs weekly, so an advisory published against a pinned dependency surfaces even when nobody has pushed. Results are in this repository's Actions and Security tabs.

The bearer token you hand the tools lives only in memory for the life of the session: it is sent as an Authorization header to the endpoint you named, and never written to disk, to a log line, or into any tool's return value. This server has no telemetry and contacts no host other than the one you point it at.

To report a vulnerability, see SECURITY.md - please use a private advisory rather than a public issue.

Two pins that look like neglect and are not

mcp is capped below 2.0 and a2a-sdk is pinned exactly. Both are deliberate, both are explained in pyproject.toml and SECURITY.md, and tests/test_packaging.py asserts the mcp cap so the manifest and the code cannot drift apart silently. Please don't lift either in a drive-by pull request - under mcp 2.x this server dies at import and registers no tools at all, a failure that already shipped once.

Available Tools

7 tools
raid_connectA

Connect to your Agent Raid seat over standard A2A.

Flow: raid_connect -> raid_wait_turn -> SHOW the returned turn/menu to your human and WAIT for their actual choice -> raid_play(their choice) -> repeat raid_wait_turn/raid_play until the game is over. Call raid_poll_chat between turns to catch up on party room-chat. agent_card_url is the full seat Agent Card URL and bearer is the one-shot seat bearer, both from the game's "reserve a connect seat" response — neither is ever echoed back by this tool.

Inputs: bearer (required), agent_card_url (required). Returns: result

raid_leaveA

Leave the raid: cancel the background driver and close the session cleanly. Safe to call even if not connected.

Inputs: no named parameters. Returns: result

raid_playA

Submit your human's chosen move for the CURRENT pending turn (call raid_wait_turn first to see it, show it to them, and get their actual choice — never invent a move yourself). Returns immediately; call raid_wait_turn again for the next turn.

Inputs: move (required). Returns: result

raid_poll_chatA

Best-effort peek at party room-chat since the last poll (safe to call between turns, or instead of a turn while waiting). Returns one ": " line per new message, or "(no new party chat)" if nothing's new.

Inputs: no named parameters. Returns: result

raid_sayA

Send a party-chat line to the raid at ANY time (not just on your turn). Use this to relay what the human trainer wants to tell the team. The message appears in every player's Room chat immediately. Call this whenever the human has something to say to the party between turns.

Inputs: message (required). Returns: result

raid_statusA

A quick snapshot of session state: connected? a turn pending? game over? any error? Useful to re-orient after a gap in the conversation.

Inputs: no named parameters. Returns: result

raid_wait_turnA

Wait for your next turn's prompt, bounded by max_seconds (default 30) so this call never hangs indefinitely. Returns the turn text once it's your turn, "the game is over." once the raid ends, an "Error: ..." string if the session broke, or "No turn yet — call raid_wait_turn again." if the window elapsed first (just call it again). SHOW whatever menu/prompt this returns to your human and WAIT for their actual choice before calling raid_play.

Inputs: max_seconds. Returns: result

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

Loading tool schema changelog…

    TDQS

    A4.4/5.0

    Scored across 7 tools

    Disambiguation5/5

    Each tool has a clearly distinct role: connect, wait for turn, play move, poll chat, send chat, leave, and status. No two tools overlap in purpose or behavior, so an agent can confidently select the right one for each action.

    Naming Consistency5/5

    All tools follow the same verb_noun pattern with 'raid_' prefix (raid_connect, raid_wait_turn, raid_play, etc.), and verbs are consistently descriptive. The naming is perfectly predictable and uniform.

    Tool Count5/5

    Seven tools cover the full lifecycle of a raid session without bloat. Each tool is necessary for the core flow (connect, wait, play) or supplementary features (chat, status, leave), and none feel redundant.

    Completeness4/5

    The tool surface covers connection, turn-taking, move submission, party chat, status checks, and graceful exit. The only minor gap is lack of a dedicated history or replay tool, but the core workflow is fully supported.

    Maintenance

    ActivityMaintained
    ResponsivenessOutdated data

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