Tool Chronicle

On the record

okeyamy.github.io

Read 2 times since 11 Oct 2026. Last read 12 Oct 2026.

19

tools offered to AI agents, on the record.

https://okeyamy.github.io/nullrun/

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Tools

19 live
  1. assess_tileDoes not say

    Explain a single tile: what terrain it is, whether it is walkable, whether it gives cover, and exactly which guards or cameras currently have eyes on it. Use to sanity-check a hiding spot before committing the operative to it.

    First seen 11 Oct 2026. Unchanged since.

  2. cut_powerDoes not say

    Kill the facility grid for several turns, shortening every guard and camera vision cone to 40% of its range. Expensive in bandwidth; best saved for crossing a wide open room.

    First seen 11 Oct 2026. Unchanged since.

  3. cycle_doorDoes not say

    Remotely open a door, or seal it shut so guards physically cannot path through it for several turns. Sealing a door mid-chase is the strongest escape tool the agent has.

    First seen 11 Oct 2026. Unchanged since.

  4. end_turnDoes not say

    End the operative's turn. Guards then move, cameras sweep, timers tick down, and AP and bandwidth refill. Ending a turn while standing in a vision cone is how runs die.

    First seen 11 Oct 2026. Unchanged since.

  5. extractDoes not say

    Extract from the floor. Only works when the operative is standing on the extraction pad and every data core has been siphoned. Clearing a floor offers an implant choice.

    First seen 11 Oct 2026. Unchanged since.

  6. get_run_statusDoes not say

    Report roguelite run progress: current floor, installed implants, intel gathered this run, banked intel across runs, and how the run ended if it is over.

    First seen 11 Oct 2026. Unchanged since.

  7. get_situationDoes not say

    Read the complete tactical picture of the current floor: operative position and resources, alarm level, every discovered guard with facing and alert state, cameras, objectives, and the threat on the tile the operative is standing on. Call this before deciding anything. The response ends with a nextSteps list telling you which tools are worth calling right now and why — keep acting on it until the

    First seen 11 Oct 2026. Unchanged since.

  8. grab_intelDoes not say

    Pick up the intel cache on the operative's current tile. Intel is banked between runs and unlocks progression.

    First seen 11 Oct 2026. Unchanged since.

  9. hack_terminalDoes not say

    Hack a terminal the operative is standing next to. Data cores are the floor objective; security nodes reveal the whole floor map and cut the alarm by 30. Costs AP.

    First seen 11 Oct 2026. Unchanged since.

  10. list_abilitiesDoes not say

    List every operative action and agent ability with its live cost, whether you can currently afford it, and what it does. Use this to plan a turn against the real AP and bandwidth economy instead of guessing.

    First seen 11 Oct 2026. Unchanged since.

  11. loop_cameraDoes not say

    Loop a camera feed so it stops seeing anything for several turns. Use get_situation to read camera ids.

    First seen 11 Oct 2026. Unchanged since.

  12. move_operativeDoes not say

    Order the operative to walk to a tile, spending 1 AP per step. Set sprint=true to dash up to 3 tiles for 2 AP total — fast but it makes noise that pulls guards. Movement stops early if AP runs out.

    First seen 11 Oct 2026. Unchanged since.

  13. operate_doorDoes not say

    Have the operative physically open or shut an adjacent door. Costs AP and makes noise — the agent ability cycle_door is quieter and works at range.

    First seen 11 Oct 2026. Unchanged since.

  14. ping_scanDoes not say

    Sweep an area of the facility from the network side, revealing terrain, guards and cameras around a point even where the operative cannot see. Guards inside the sweep notice the probe and the alarm ticks up slightly, so do not spam it.

    First seen 11 Oct 2026. Unchanged since.

  15. plan_routeDoes not say

    Compute the walking route from the operative to a target tile and return a per-step risk breakdown — which step is exposed, to whom, and where cover exists. Returns the AP cost so you can tell whether the move fits in this turn. This does not move anyone.

    First seen 11 Oct 2026. Unchanged since.

  16. reroute_patrolDoes not say

    Spoof a guard's patrol orders so it walks to a waypoint you choose. Only works on guards that are not already hunting the operative.

    First seen 11 Oct 2026. Unchanged since.

  17. set_play_modeDoes not say

    Set or change who is at the controls, and hand control over mid-run. "coop" means a human moves the operative while you work the facility network — scanning, looping cameras, sealing doors, cutting power. "agent" means you take both roles and play the whole run yourself. Callable at any point during a run.

    First seen 11 Oct 2026. Unchanged since.

  18. take_down_guardDoes not say

    Put an adjacent guard down permanently. Costs 2 AP — most of a turn — and leaves a body where the guard fell. If another guard sees that body the facility escalates permanently, so a takedown buys you a route now and charges you for it later. Coming at a guard that is facing you or already hunting makes noise; coming up behind one is silent. Prefer routing around a guard when you can.

    First seen 11 Oct 2026. Unchanged since.

  19. trigger_distractionDoes not say

    Blow a speaker somewhere in the facility to create a loud noise. Every guard in range abandons what they are doing and investigates that spot — the core tool for opening a path for the operative.

    First seen 11 Oct 2026. Unchanged since.

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