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Moddable Games Tools

hex_compute_fov

Compute field of view from a hex position

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
qYesOrigin Q coordinate
rYesOrigin R coordinate
gameNoGame context for obstacle lookup
seedNoMap seed
rangeYesVision range in hexes

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Changed10 schema fields changed
    • removedInput schema / properties / blocking
      Removed value: -{
      -  "description": "Terrain types that block line of sight (e.g. [\"mount\", \"mountains\"]). Defaults to none.",
      -  "items": {
      -    "type": "string"
      -  },
      -  "type": "array"
      -}
    • changedInput schema / properties / game / description
      Previous value: -"Game key."New value: +"Game context for obstacle lookup"
    • removedInput schema / properties / layout
      Removed value: -{
      -  "description": "Layout variant.",
      -  "type": "string"
      -}
    • removedInput schema / properties / players
      Removed value: -{
      -  "description": "Player count.",
      -  "type": "number"
      -}
    • changedInput schema / properties / q / description
      Previous value: -"Axial q coordinate of the observer."New value: +"Origin Q coordinate"
    • changedInput schema / properties / r / description
      Previous value: -"Axial r coordinate of the observer."New value: +"Origin R coordinate"
    • changedInput schema / properties / range / description
      Previous value: -"Vision range in hex steps (default 3)."New value: +"Vision range in hexes"
    • changedInput schema / properties / seed / description
      Previous value: -"Seed used to generate the map."New value: +"Map seed"
    • removedInput schema / properties / size
      Removed value: -{
      -  "description": "Map size.",
      -  "type": "number"
      -}
    • changedInput schema / required
      Previous value: -[
      -  "game",
      -  "q",
      -  "r"
      -]New value: +[
      +  "q",
      +  "r",
      +  "range"
      +]
  2. Changed10 schema fields changed
    • addedInput schema / properties / blocking
      Added value: +{
      +  "description": "Terrain types that block line of sight (e.g. [\"mount\", \"mountains\"]). Defaults to none.",
      +  "items": {
      +    "type": "string"
      +  },
      +  "type": "array"
      +}
    • changedInput schema / properties / game / description
      Previous value: -"Game context for obstacle lookup"New value: +"Game key."
    • addedInput schema / properties / layout
      Added value: +{
      +  "description": "Layout variant.",
      +  "type": "string"
      +}
    • addedInput schema / properties / players
      Added value: +{
      +  "description": "Player count.",
      +  "type": "number"
      +}
    • changedInput schema / properties / q / description
      Previous value: -"Origin Q coordinate"New value: +"Axial q coordinate of the observer."
    • changedInput schema / properties / r / description
      Previous value: -"Origin R coordinate"New value: +"Axial r coordinate of the observer."
    • changedInput schema / properties / range / description
      Previous value: -"Vision range in hexes"New value: +"Vision range in hex steps (default 3)."
    • changedInput schema / properties / seed / description
      Previous value: -"Map seed"New value: +"Seed used to generate the map."
    • addedInput schema / properties / size
      Added value: +{
      +  "description": "Map size.",
      +  "type": "number"
      +}
    • changedInput schema / required
      Previous value: -[
      -  "q",
      -  "r",
      -  "range"
      -]New value: +[
      +  "game",
      +  "q",
      +  "r"
      +]
  3. Changed10 schema fields changed
    • removedInput schema / properties / blocking
      Removed value: -{
      -  "description": "Terrain types that block line of sight (e.g. [\"mount\", \"mountains\"]). Defaults to none.",
      -  "items": {
      -    "type": "string"
      -  },
      -  "type": "array"
      -}
    • changedInput schema / properties / game / description
      Previous value: -"Game key."New value: +"Game context for obstacle lookup"
    • removedInput schema / properties / layout
      Removed value: -{
      -  "description": "Layout variant.",
      -  "type": "string"
      -}
    • removedInput schema / properties / players
      Removed value: -{
      -  "description": "Player count.",
      -  "type": "number"
      -}
    • changedInput schema / properties / q / description
      Previous value: -"Axial q coordinate of the observer."New value: +"Origin Q coordinate"
    • changedInput schema / properties / r / description
      Previous value: -"Axial r coordinate of the observer."New value: +"Origin R coordinate"
    • changedInput schema / properties / range / description
      Previous value: -"Vision range in hex steps (default 3)."New value: +"Vision range in hexes"
    • changedInput schema / properties / seed / description
      Previous value: -"Seed used to generate the map."New value: +"Map seed"
    • removedInput schema / properties / size
      Removed value: -{
      -  "description": "Map size.",
      -  "type": "number"
      -}
    • changedInput schema / required
      Previous value: -[
      -  "game",
      -  "q",
      -  "r"
      -]New value: +[
      +  "q",
      +  "r",
      +  "range"
      +]
  4. First observed

TDQS

C2.9/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations exist, so the description must carry the full behavioral burden. It does not disclose how obstacles or map seeds affect the result, what the return format is, or whether this is a read-only operation. The one-line description adds minimal behavioral context beyond the name.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single efficient sentence with no filler. It is appropriately sized for the limited information it conveys.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The tool has 5 parameters, optional game/seed context, and no output schema. The description is too terse to be complete; it omits key details about obstacle handling, return format, and how optional parameters affect behavior. For a tool with this complexity, a richer description is expected.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100% with meaningful parameter descriptions (e.g., 'Origin Q coordinate', 'Vision range in hexes'). The description adds no additional meaning beyond the schema, so baseline 3 is appropriate.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description 'Compute field of view from a hex position' uses a specific verb ('compute') and identifies the resource ('field of view from a hex position'). It is distinct from sibling tools like hex_pathfind and hex_generate_map, though it could more explicitly state the output scope (e.g., visible hex set).

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

There is no guidance on when to use this tool versus alternatives such as hex_pathfind or hex_get_info. The optional 'game' and 'seed' parameters hint at obstacle-aware FOV, but the description does not explain the intended context or exclusions.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

B3.1/5.0
Disambiguation3/5

Most tools have clear prefixes (chess_, play_, hex_, oracle_, rpg_, ti4_) that separate concerns, but overlap exists between deprecated chess_* tools and the newer play_* equivalents, plus rpg_random_encounter and oracle_encounter both generate encounters. Descriptions help disambiguate, but the redundancy could mislead agents.

Naming Consistency2/5

Many tools follow a domain_verb_noun pattern (hex_generate_map, play_get_moves, rpg_search_entities), but there are notable exceptions like dice_roll, game_deck_create, jam_status, and random_player_order that mix noun-first and verb-last conventions. The inconsistent ordering makes it harder to predict tool names.

Tool Count2/5

81 tools is excessive even for a broad games toolkit; the deprecated chess_* tools alone add unnecessary bulk. While the scope is wide, the count exceeds practical limits and could be consolidated into fewer, more focused tools.

Completeness4/5

The toolkit covers a wide variety of game needs: dice, cards, hex maps, chess, RPGs, TI4, jam management, and galleries. Minor gaps like the score tracker lacking a retrieval method and the absence of some lifecycle operations keep it from being perfect, but core workflows are well covered.