kill-switch-mcp 1.1.6 → 1.1.7

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Files changed (2) hide show
  1. package/dist/server.js +63 -51
  2. package/package.json +1 -1
package/dist/server.js CHANGED
@@ -4076,14 +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 at the arena edge run to the center to grab loot!
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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 on the PERIMETER of Draynor Manor with nothing
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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
@@ -4094,49 +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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- ## Key Actions
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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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- ## Combat Loop Pattern
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- Write reactive loops in execute_code that run for 15-30 seconds, then return state:
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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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- // Phase 1: Grab loot
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- const items = sdk.findGroundItem(/scimitar|sword|lobster|chainbody/i);
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- if (items) await bot.pickupItem(items);
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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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- // Equip best weapon found
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- const weapon = sdk.findInventoryItem(/rune scimitar|adamant|mithril scimitar/i);
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- if (weapon) await bot.equipItem(weapon);
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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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- // Phase 2: Fight
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- const endTime = Date.now() + 15_000;
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- while (Date.now() < endTime) {
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- const hp = sdk.getState().player.hitpoints;
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- if (hp < 25) {
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- const food = sdk.findInventoryItem(/swordfish|lobster|salmon|trout|bread|meat/i);
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- if (food) await bot.eatFood(food);
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- }
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- const players = sdk.getNearbyPlayers();
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- if (players.length > 0) {
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- const nearest = players.sort((a, b) => a.distance - b.distance)[0];
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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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+
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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 () => {
@@ -4164,16 +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 (attackPlayer, eatFood, walkTo, equipItem, pickupItem, etc.)
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- - sdk: Low-level state access (getState, getNearbyPlayers, getInventory, findGroundItem, etc.)
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- - actions: Pre-built strategy functions loaded from your bot's actions/ directory
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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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- Use actions for common patterns instead of writing loops from scratch:
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- await actions.fightLoop({ eatAt: 25, duration: 15000 })
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- await actions.lootAndEquip({ maxItems: 5 })
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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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- Or write custom code using bot/sdk directly for full control.
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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: {
@@ -4712,10 +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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- const ARENA_MIN_X = 3070;
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- const ARENA_MAX_X = 3141;
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- const ARENA_MIN_Z = 3317;
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- const ARENA_MAX_Z = 3402;
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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;
@@ -4733,17 +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: ${state.player.hp}/${state.player.maxHp}`,
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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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- "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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+ "- 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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+ if (activeActionDescriptions.length > 0) {
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+ parts.push("");
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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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  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
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  {
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  "name": "kill-switch-mcp",
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- "version": "1.1.6",
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+ "version": "1.1.7",
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  "description": "Kill Switch MCP Server — AI battle royale powered by Claude Code",
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  "type": "module",
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  "bin": {