kill-switch-mcp 1.1.5 → 1.1.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/server.js +101 -51
- package/package.json +1 -1
package/dist/server.js
CHANGED
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@@ -1299,6 +1299,15 @@ class BotActions {
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const state = this.sdk.getState();
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if (!state)
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break;
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if (state.modalOpen) {
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if (state.modalInterface === 3559) {
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await this.sdk.sendAcceptCharacterDesign();
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} else {
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await this.sdk.sendCloseModal();
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}
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await this.sdk.waitForStateChange(2000).catch(() => {});
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continue;
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}
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if (state.dialog.isOpen) {
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await this.sdk.sendClickDialog(0);
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await this.sdk.waitForStateChange(2000).catch(() => {});
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@@ -4067,14 +4076,14 @@ execute it by sending code to the game via execute_code.
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3. Call join_game with mode "shorty" (or "longy" when available) to queue up
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4. Chat with your human about strategy while waiting
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5. Call wait_for_game_start — it blocks until the admin starts the match
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-
6. When it returns, you're
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6. When it returns, you're in the arena — start fighting!
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## Game Modes
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- **SHORTY**: Quick battle royale at Draynor Manor. 50 atk/str/def, 99 HP. Loot & fight.
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- **LONGY**: (Coming soon) Large survival map. Level 1 stats, skill up, craft, outlast.
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## The Arena (Shorty)
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-
- You spawn
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- You spawn inside Draynor Manor's fenced arena with nothing
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- Items are scattered on the ground in a cornucopia pattern:
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- Outer ring: bronze/iron weapons, leather armor, bread/meat
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- Mid ring: mithril/adamant weapons, chainmail, trout/salmon
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@@ -4085,49 +4094,50 @@ execute it by sending code to the game via execute_code.
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- If you die, your agent is DEAD FOREVER. No respawns, no second chances.
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- Only the last agent standing wins. Winners earn party hats!
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##
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- bot.pickupItem(/item name/i) — pick up ground items (CRITICAL — you start empty!)
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- bot.equipItem(/item name/i) — equip weapons and armor from inventory
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- bot.eatFood(/food name/i) — eat food to heal
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- bot.attackPlayer("name") or bot.attackPlayer(/pattern/i) — attack another player
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- sdk.getNearbyPlayers() — see nearby players (name, combatLevel, distance, x, z)
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- sdk.findGroundItem(/pattern/i) — find items on the ground near you
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- sdk.getState().player.hitpoints — your current HP
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- sdk.getInventory() — check what you've picked up
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## API Reference
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-
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-
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### Three globals in execute_code:
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- **bot**: High-level actions (await required — they wait for the effect to complete)
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- **sdk**: Low-level state access and direct commands
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- **actions**: Pre-built strategy functions from your bot's actions/ directory
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-
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-
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-
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### bot methods (high-level, await each one):
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- bot.pickupItem(/item name/i) — walk to and pick up a ground item
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- bot.equipItem(/item name/i) — equip from inventory
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- bot.eatFood(/item name/i) — eat food to heal
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- bot.attackPlayer("name" or /pattern/i) — attack a player
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- bot.attackNpc("name" or /pattern/i) — attack an NPC
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- bot.walkTo(x, z) — pathfind and walk (complex, uses server pathfinding)
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-
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-
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### sdk methods (low-level, instant):
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- sdk.sendWalk(x, z) — click a tile to walk there (fast, no pathfinding)
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- sdk.getState() — full game state object
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- sdk.getState().player.worldX / .worldZ — your position
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- sdk.getState().player.hitpoints — your current HP
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- sdk.getState().player.hitpointsBase — your max HP
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- sdk.getInventory() — array of inventory items (each has .name)
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- sdk.getEquipment() — array of equipment items
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- sdk.findInventoryItem(/pattern/i) — find item in inventory
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- sdk.findGroundItem(/pattern/i) — find item on ground nearby
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- sdk.getNearbyPlayers() — nearby players (each has .name, .combatLevel, .distance, .x, .z)
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- sdk.waitForTicks(n) — wait n game ticks (~0.6s each)
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-
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-
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-
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await bot.attackPlayer(nearest);
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}
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await sdk.waitForTicks(2);
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}
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-
return { hp: sdk.getState().player.hitpoints, inventory: sdk.getInventory(), nearbyPlayers: sdk.getNearbyPlayers() };
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### actions (pre-built strategies, await each one):
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Actions are loaded from your bot's actions/ directory at login. Default actions:
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- actions.lootAndEquip({ maxItems, radius, foodOnly }) — scan ground, pick up best items, equip gear
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- actions.fightLoop({ eatAt, duration, target, fleeAt }) — attack nearest/weakest, auto-eat, run loop
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- actions.kite({ safeHp, duration, direction }) — retreat from enemies while eating
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### IMPORTANT NOTES:
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- Blocking UI is auto-dismissed before every execute_code call — you do NOT need to call bot.dismissBlockingUI()
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- bot.walkTo() uses server pathfinding (can be slow). For quick movement, use sdk.sendWalk(x, z) + sdk.waitForTicks(5)
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- State uses .player (NOT .localPlayer): sdk.getState().player.worldX (NOT state.localPlayer.x)
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- Keep execute_code calls to 15-30 seconds, then check state and adapt
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## Key Tips
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- You start with NOTHING — picking up items is your first priority!
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- Grab a weapon first, then food, then armor
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- Risk vs reward: center has the best loot but everyone converges there
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- Keep execute_code calls to 15-30 seconds, then check state and adapt
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- The human gives you strategy ("rush center", "play safe", "grab and run") — you turn it into code`;
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var server = new Server({ name: "kill-switch", version: "3.0.0" }, { capabilities: { tools: {} } });
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server.setRequestHandler(ListToolsRequestSchema, async () => {
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@@ -4155,16 +4165,15 @@ ${GAME_DESCRIPTION}`,
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{
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name: "execute_code",
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description: `Execute TypeScript code on your connected bot. The code runs in an async context with three globals:
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- bot: High-level actions (
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- sdk: Low-level state
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- actions: Pre-built strategy functions
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- bot: High-level actions (await bot.pickupItem(/name/i), bot.equipItem(), bot.eatFood(), bot.attackPlayer(), bot.walkTo())
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- sdk: Low-level state/commands (sdk.getState(), sdk.sendWalk(x,z), sdk.getNearbyPlayers(), sdk.getInventory(), sdk.findGroundItem())
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- actions: Pre-built strategy functions from bot's actions/ directory (listed at login)
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-
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await actions.kite({ safeHp: 40 })
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State object: sdk.getState().player.worldX, .worldZ, .hitpoints, .hitpointsBase
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Movement: sdk.sendWalk(x, z) for quick moves, bot.walkTo(x, z) for pathfinding
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Timing: await sdk.waitForTicks(n) — each tick is ~0.6 seconds
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-
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Blocking UI is auto-dismissed before your code runs — do NOT call bot.dismissBlockingUI().
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You MUST call login before using this tool.`,
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inputSchema: {
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@@ -4513,6 +4522,34 @@ server.setRequestHandler(CallToolRequestSchema, async (request, extra) => {
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console.error(`[Kill Switch] Warning: initial state not received within 20s`);
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}
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activeBotName = botName;
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const initialState = connection.sdk.getState();
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if (initialState?.player) {
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const x = initialState.player.worldX;
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const z = initialState.player.worldZ;
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const isOnTutorialIsland = x >= 3050 && x <= 3160 && z >= 3050 && z <= 3140;
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if (isOnTutorialIsland) {
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console.error(`[Kill Switch] New player detected on Tutorial Island at (${x}, ${z}), auto-skipping...`);
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const tutorialStart = Date.now();
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const TUTORIAL_TIMEOUT = 30000;
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while (Date.now() - tutorialStart < TUTORIAL_TIMEOUT) {
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try {
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await connection.bot.skipTutorial({ randomizeAppearance: true });
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} catch (e) {
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console.error(`[Kill Switch] skipTutorial call: ${e.message}`);
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}
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await new Promise((resolve) => setTimeout(resolve, 1000));
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const currentState = connection.sdk.getState();
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if (currentState?.player) {
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const cx = currentState.player.worldX;
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const cz = currentState.player.worldZ;
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if (cx < 3050 || cx > 3160 || cz < 3050 || cz > 3140) {
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console.error(`[Kill Switch] Tutorial complete! Now at (${cx}, ${cz})`);
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break;
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}
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}
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}
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}
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}
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const { actions, descriptions } = await loadActions(botName, connection.bot, connection.sdk);
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activeActions = actions;
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activeActionDescriptions = descriptions;
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@@ -4629,6 +4666,7 @@ server.setRequestHandler(CallToolRequestSchema, async (request, extra) => {
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return value;
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}
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});
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await connection.bot.dismissBlockingUI();
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let result;
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try {
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result = await Promise.race([fn(cancellable(connection.bot), cancellable(connection.sdk), activeActions), timeoutPromise, cancelPromise]);
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@@ -4674,10 +4712,10 @@ server.setRequestHandler(CallToolRequestSchema, async (request, extra) => {
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return errorResponse("Not connected. Call login first.");
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}
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const timeoutSecs = Math.min(Math.max(args?.timeout || 300, 10), 600);
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4677
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-
const ARENA_MIN_X =
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-
const ARENA_MAX_X =
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const ARENA_MIN_Z =
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const ARENA_MAX_Z =
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const ARENA_MIN_X = 3077;
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const ARENA_MAX_X = 3134;
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const ARENA_MIN_Z = 3324;
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const ARENA_MAX_Z = 3393;
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console.error(`[Kill Switch] Waiting for tournament to start (timeout: ${timeoutSecs}s)...`);
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const startTime = Date.now();
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const deadline = startTime + timeoutSecs * 1000;
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@@ -4695,17 +4733,29 @@ server.setRequestHandler(CallToolRequestSchema, async (request, extra) => {
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"",
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`You've been teleported to Draynor Manor. The fight is ON!`,
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`Position: ${state.player.worldX}, ${state.player.worldZ}`,
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-
`HP: ${state.player.
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`HP: ${state.player.hitpoints}/${state.player.hitpointsBase}`,
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"",
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`Nearby players: ${players.length > 0 ? players.map((p) => `${p.name} (CB ${p.combatLevel}, dist ${p.distance})`).join(", ") : "scanning..."}`,
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"",
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"REMEMBER: You die = your agent dies FOREVER. No second chances.",
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"",
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4704
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"IMMEDIATELY:",
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"IMMEDIATELY use execute_code to start your strategy:",
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"1. Pick up weapons and food from the ground",
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"2. Equip best weapon found, then start fighting",
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"3. Eat when HP gets low — you have 99 HP but no food yet!"
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"3. Eat when HP gets low — you have 99 HP but no food yet!",
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"",
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"QUICK START: await actions.lootAndEquip({ maxItems: 5 }); await actions.fightLoop({ eatAt: 25, duration: 30000 });",
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"",
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"API REMINDERS:",
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4750
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"- sdk.sendWalk(x, z) for quick movement (NOT bot.walkTo for combat)",
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"- sdk.getState().player.worldX / .worldZ / .hitpoints",
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"- Blocking UI is auto-dismissed — do NOT call bot.dismissBlockingUI()"
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];
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4754
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if (activeActionDescriptions.length > 0) {
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4755
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parts.push("");
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4756
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parts.push("AVAILABLE ACTIONS:");
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parts.push(...activeActionDescriptions);
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}
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return { content: [{ type: "text", text: parts.join(`
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`) }] };
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}
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