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rc4l
by rc4l

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    • A
      license
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      Enables AI assistants to interact with the Godot game engine, including launching the editor, running projects, capturing debug output, and managing scenes.
      84
      1
      MIT
    • A
      license
      A
      quality
      F
      maintenance
      Enables AI assistants to interact with the Godot game engine by launching the editor, running projects, capturing debug output, managing scenes and nodes, and controlling project execution through a standardized interface.
      18
      159
      11
      MIT
    • A
      license
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      Not graded
      maintenance
      Enables AI assistants to interact with the Godot game engine by launching the editor, running projects, capturing debug output, managing scenes and nodes, and controlling project execution through a standardized interface.
      14
      159
      1
      -
    • F
      license
      A
      quality
      B
      maintenance
      Enables AI agents to edit Quake-format .map files and see their changes appear live in TrenchBroom, with tools for reading, editing, previewing, compiling, and launching maps.
      17
      1
      -
    • F
      license
      A
      quality
      C
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      Enables AI assistants such as Trae or Claude to control StarCraft 1.16.1 matches through BWAPI, providing tools to read game state, train units, build, move, attack, gather, and chat.
      9
      -

    TDQS

    C2.7/5.0

    Scored across 55 tools

    Disambiguation4/5

    Each tool has a narrowly defined purpose with detailed descriptions, but the sheer number of similar variable/script/map inspection tools creates occasional close calls (e.g., list_scripts vs list_running_scripts, get_acs_var vs get_map_var). Overall, most tools are clearly distinct.

    Naming Consistency3/5

    Many tools use verb_noun (get_*, set_*, list_*, run_*), but others are bare noun phrases (renderer_info, actor_state, screenshot) and a few use nonstandard names (step, reset, verify_menu). The groupings like menu_* and mouse_* help, but the overall pattern is inconsistent.

    Tool Count2/5

    55 tools is far beyond the typical well-scoped range, even for a comprehensive engine bridge. While each tool is specific, the sheer count makes the surface overwhelming and likely contains redundancy.

    Completeness4/5

    The surface covers the full lifecycle: instance management, console, scripting, variables, profiling, saves/demos, input simulation, HUD reading, actor manipulation, and map inspection. Minor gaps exist—no map editing, no world-input key events, no direct camera control—but they are not fatal for the stated purpose.

    Maintenance

    ActivitySlowing
    ResponsivenessWithin a week