two-minds-one-lock
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| TRACER_LOCK_LENGTH | No | Lock code length (default likely 4). | |
| TRACER_LOCK_ALPHABET | No | Alphabet of glyphs used in the lock. | |
| TRACER_LOCK_MAX_ATTEMPTS | No | Maximum number of attempts before lockout. |
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| observe_systemA | Read the lock before acting: the glyph alphabet, the code length, your remaining attempt budget, the diagnostics legend, and your probe history. Call this first -- it costs nothing. |
| probeA | Reconnaissance. Test a candidate code -- a string of glyphs from the alphabet, exactly code_length long. Returns ALIGNED (correct glyph in the correct slot) and DISPLACED (correct glyph in the wrong slot) counts. Costs one attempt. A probe NEVER opens the lock; it only gathers information. Probe to deduce the secret. |
| submit_solutionA | Commit to a final answer. Opens the lock if 'answer' is exactly the secret code; otherwise costs one attempt and returns only a rejection -- no diagnostics. Submitting before you have deduced the code wastes the budget. Probe first; submit once confident. |
| get_statusA | Lightweight check: attempts remaining, whether you are locked out, whether the lock is open, and how many probes/submits you have spent. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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