@gripforgeai/mcp 0.1.22 → 0.1.23

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@@ -9,11 +9,11 @@ export function registerGameCreationTools(register, options, schema = z) {
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  mode: schema.enum(['select', 'generate', 'default']).optional(), asset_id: schema.string().max(100).optional(),
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  operation: schema.enum(['plan', 'refine', 'concept', 'generate', 'build', 'develop']).optional(), quote_token: schema.string().max(100).optional(),
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  message: schema.string().trim().min(3).max(1500).optional(), allow_incomplete: schema.boolean().optional(),
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- source: schema.enum(['all', 'workspace', 'community']).optional(), q: schema.string().max(100).optional(),
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+ other_styles: schema.boolean().optional(), source: schema.enum(['all', 'workspace', 'community']).optional(), q: schema.string().max(100).optional(),
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  };
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  register(GAME_CREATION_TOOL_NAMES[0], {
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  title: 'Prepare and resume a game',
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- description: 'The website and CLI share this saved 3D game creation workflow. Ask which engine (Unity, Godot, Unreal, Three.js) if unspecified; do not choose silently. create saves a brief without spending. quote(operation=plan) estimates AI preparation, accept(quote_token) starts its durable job ONLY after user approval of the shown price. get returns a persistent operation log, slots, studio_url and the same project to resume. Planning can select an appropriate preset OR compose real engine-compatible modules. A missing preset never means the genre needs a native engine. composition.modules pins all module versions; composition.tasks lists the custom logic still to implement. Assembly is a foundation, not a completed custom game: For an assembled web project, quote operation=develop with an optional message, review its bounded price and accept to implement content/configuration using shared MCP kits, playtest and repair in a durable worker. Continue the same conversation and project. The development result distinguishes agent-declared changes, actual checks, remaining work and unsupported runtime capabilities. Each additional pass needs its own estimate; no paid asset generation is included. Native/custom-code development still uses the CLI. After a build, get also returns creatures (the models bound so that no unit is a capsule) and audit { verdict: complete | playable_with_defects | incomplete, headline, fixed (the free fixes applied: models, standard clips, control scheme), defects [{ severity, message, fix { tool, args, credits? } }], next }: show the user the verdict and what is left, work through next (gripforge_game_audit reads it again), and never present a verdict other than complete as a finished game. quote refine with message updates the same plan after approval, preserves selected assets and reviewed work, and persists the conversation. use_reference with slot_id and an owned image asset_id supplies an uploaded concept for visual review. assets searches compatible workspace/community items ranked by the brief and role; select chooses one or sets mode=generate with a prompt. For generation: quote concept, obtain approval, accept, poll get, show the concept, approve_concept only after visual user review; quote generate, obtain approval, accept, poll and show the model in its studio. A quote with auto_select_character=true selects the missing main character by default when ready; it remains inspectable and replaceable. Other models, replacement generations and older approved jobs remain drafts: approve_asset only after visual review. Never infer visual approval from technical success. quote build then accept acquires the selected community assets and binds them to a Game Kit prototype, without generating extra assets. The main playable character is presented first. If no usable matching rigged/animated model is found, prepare its generation. A missing main character blocks assembly until an existing or generated model is selected. With explicit allow_incomplete=true on the build quote, missing secondary slots may use module defaults where available or remain empty, but a generated model awaiting review blocks assembly until explicitly approved or another asset is selected. Show missing_assets before approval; never imply that an incomplete prototype is finished. Native engine projects still need CLI delivery/import; a web project has a play_url. Revision required for edits. Cancel/retry preserve completed steps. 2D unsupported. No automatic spending, invented asset IDs, or unrelated template substitutions.',
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+ description: 'The website and CLI share this saved 3D game creation workflow. Ask which engine (Unity, Godot, Unreal, Three.js) if unspecified; do not choose silently. create saves a brief without spending. quote(operation=plan) estimates AI preparation, accept(quote_token) starts its durable job ONLY after user approval of the shown price. get returns a persistent operation log, slots, studio_url and the same project to resume. Planning can select an appropriate preset OR compose real engine-compatible modules. A missing preset never means the genre needs a native engine. composition.modules pins all module versions; composition.tasks lists the custom logic still to implement. Assembly is a foundation, not a completed custom game: For an assembled web project, quote operation=develop with an optional message, review its bounded price and accept to implement content/configuration using shared MCP kits, playtest and repair in a durable worker. Continue the same conversation and project. The development result distinguishes agent-declared changes, actual checks, remaining work and unsupported runtime capabilities. Each additional pass needs its own estimate; no paid asset generation is included. Native/custom-code development still uses the CLI. After a build, get also returns creatures (the models bound so that no unit is a capsule) and audit { verdict: complete | playable_with_defects | incomplete, headline, fixed (the free fixes applied: models, standard clips, control scheme), defects [{ severity, message, fix { tool, args, credits? } }], next }: show the user the verdict and what is left, work through next (gripforge_game_audit reads it again), and never present a verdict other than complete as a finished game. quote refine with message updates the same plan after approval, preserves selected assets and reviewed work, and persists the conversation. use_reference with slot_id and an owned image asset_id supplies an uploaded concept for visual review. assets searches workspace/community items by actual role before invented generation details. Generic nature packs may cross world themes while keeping the rendering look. New plans consider available styles before inventing one; selection_reason explains planner choices. other_styles=true reveals alternatives with explicit mismatch/unknown compatibility for manual review; never bind a known look mismatch automatically. Prefer reuse before generation; select chooses one or sets mode=generate with a prompt. For generation: quote concept, obtain approval, accept, poll get, show the concept, approve_concept only after visual user review; quote generate, obtain approval, accept, poll and show the model in its studio. A quote with auto_select_character=true selects the missing main character by default when ready; it remains inspectable and replaceable. Other models, replacement generations and older approved jobs remain drafts: approve_asset only after visual review. Never infer visual approval from technical success. quote build then accept acquires the selected community assets and binds them to a Game Kit prototype, without generating extra assets. The main playable character is presented first. If no usable matching rigged/animated model is found, prepare its generation. A missing main character blocks assembly until an existing or generated model is selected. With explicit allow_incomplete=true on the build quote, missing secondary slots may use module defaults where available or remain empty, but a generated model awaiting review blocks assembly until explicitly approved or another asset is selected. Show missing_assets before approval; never imply that an incomplete prototype is finished. Native engine projects still need CLI delivery/import; a web project has a play_url. Revision required for edits. Cancel/retry preserve completed steps. 2D unsupported. No automatic spending, invented asset IDs, or unrelated template substitutions.',
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  inputSchema: shape, annotations: { readOnlyHint: false, destructiveHint: false, idempotentHint: false, openWorldHint: true },
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  }, async (args, extra) => {
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  const parsed = schema.object(shape).strict().safeParse(args);
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@gripforgeai/mcp",
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- "version": "0.1.22",
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+ "version": "0.1.23",
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  "description": "The tools your AI needs to make your games. Turn prompts into production-ready game assets \u2014 animated characters with their weapons attached, seamless textures, terrain, VFX, HUDs \u2014 and playable game kits Unity, Godot, Unreal or Three.js can load.",
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  "license": "MIT",
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  "type": "module",