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Infection Free Zone MCP

Infection Free Zone MCP

by tianq021

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    TDQS

    C2.8/5.0

    Scored across 74 tools

    Disambiguation2/5

    Read-side tools overlap heavily: observe, get_daily_report, get_state, get_world_data, get_save_info and get_threats all return overlapping world snapshots, and the enemy family (get_enemy_report, get_enemy_lairs, get_enemy_moves, get_infected_types, get_animal_report, get_neutral_report, get_enemy_density, get_threats) has fuzzy boundaries. Descriptions hint at differences (e.g. get_mission_plan complements get_missions), but an agent could easily pick the wrong report for a simple question.

    Naming Consistency3/5

    Everything is snake_case and reads consistently, and cheats share a cheat_ prefix. However verbs are mixed: bulk reads use get_*, while many action tools use bare imperatives (observe, status, pause, advance, move_squad, scavenge_building, take_vehicle, hud_message), so there is no single predictable pattern.

    Tool Count1/5

    74 tools for one game bridge is far beyond a well-scoped surface, and many earn no unique place (a dozen near-duplicate enemy/report readers). The cheat_* family alone adds ten rarely-used tools, pushing the set well past the 50+ extreme-mismatch threshold.

    Completeness3/5

    Coverage of reading state, movement/combat/scavenge orders, terrain routing and cheats is broad, but core loop operations are missing: no construction/placement order, no research/tech assignment (only reading progression), no recruitment or squad management beyond equipping, and no save/load. Agents can read nearly everything but cannot drive several major game systems.

    Maintenance

    ActivityMaintained
    ResponsivenessNo recent community issues