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cpu_get_attention

Get a severity-prioritized roll-up of cells needing attention, from critical stalls to warnings and info, so you skip scanning the whole map. Filter by urgency or scout another player's cells.

Instructions

Owner-scoped roll-up of cells worth attention, most time-sensitive first — so you skip scanning the whole map. Flags, each with a severity: stalled mining/craft (the output box has room for less than one whole cycle, so nothing settles and the wait burns); a reveal request of yours still open long after the client should have settled it in the background, and a cell locked by a reveal request opened at a randomness source the chain config has since replaced — that one no call of yours can clear, only an admin cleanup of the contracts (critical); a near-full warehouse on an actively-produced resource, a job that has run its scheduled cycles and now idles the cell until claimed, an arrived delivery ready to finalize, an extractor on a depleted deposit, or one of your open lots frozen because the hub raised its live sale fee above your tolerance (buys revert; cancel stays fee-free) (warning); revealed-but-unbuilt cells, cells in a post-demolish rebuild cooldown, and an open lot whose live sale fee now sits exactly at your tolerance so the next hike freezes it (info — on a demolish_cooldown item arrivalAt marks when rebuild reopens and demolishingType names what is coming down, null when that detail was never recorded, which is normal and does not put the cooldown itself in doubt). A finished job loses nothing by waiting, unlike a stall — it only holds the cell idle. Items are purely descriptive (cell, resource, used/cap breakdown, deposit, delivery, and for a lot its lotId, hub cell and a message, for a reveal request its requestId and requestedAt) and suggest no action — you decide. Lot and reveal-request flags cover your own wallet only. Your own cells need an authenticated wallet; pass owner to scout another player read-only (all data is public). minSeverity filters by urgency. If the deliveries, lots or open-reveal-request lookup is down, the remaining items still return and a note says so.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
ownerNoScout another player: their wallet address to inspect their cells (read-only intel — the map is public). Omit to get your own to-do list. Deliveries are only surfaced for yourself.
minSeverityNoOnly return items at or above this urgency (critical > warning > info). Default: all.
Behavior5/5

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

With no annotations, the description carries full burden and delivers extensively. It discloses read-only nature ('pass `owner` to scout another player read-only'), wallet requirement ('Your own cells need an authenticated wallet'), item descriptive-only semantics ('suggest no action'), and fallback behavior when lookups fail ('remaining items still return and a `note` says so').

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

Conciseness4/5

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

The description is long but information-dense, front-loaded with the core purpose. It covers many flag types and edge cases without waste. A 5 would require tighter structure (e.g., bullets), but the complexity warrants the length.

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 output schema and minimal annotations, the description thoroughly explains the item structure (fields per flag type), severity levels, privacy scope, and degraded-mode behavior. It is complete for an agent to select and invoke the tool correctly.

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?

Schema covers 100% of parameters, so baseline is 3. The description adds extra meaning: for `owner`, it notes 'Deliveries are only surfaced for yourself'; for `minSeverity`, it explains the urgency ordering. This enrichment justifies a 4.

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 states a specific verb and resource: 'Owner-scoped roll-up of cells worth attention, most time-sensitive first'. This clearly distinguishes it from siblings like cpu_get_map and cpu_get_cell by focusing on prioritization rather than raw data.

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?

The description gives clear usage context: 'so you skip scanning the whole map' and explains when to pass `owner` (scouting another player) and `minSeverity` (filtering). However, it does not explicitly name alternatives or state when not to use this tool, so it falls short of a 5.

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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