SoulFireBot
Public Python members of SoulFireBot.
Generated from the pinned SDK source. Use the matching installation. Each source link points to this baseline.
Methods decorated with @fn return effects. Their implementation signatures use EffectGen for the generator body. Compose them with yield from inside a scoped workflow.
tasks
@property
def tasks(self) -> SoulFireTaskspathfinder
@property
def pathfinder(self) -> SoulFirePathfinderchat
@property
def chat(self) -> SoulFireChatinventory
@property
def inventory(self) -> SoulFireInventoryrecipes
@property
def recipes(self) -> SoulFireRecipesregistry
@property
def registry(self) -> SoulFireRegistryworld
@property
def world(self) -> SoulFireWorldcamera
@property
def camera(self) -> SoulFireCameraprotocol
@property
def protocol(self) -> SoulFireProtocolstart
@fn("SoulFireBot.start")
def start(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotStatus, SoulFireOperationError]stop
@fn("SoulFireBot.stop")
def stop(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotStatus, SoulFireOperationError]restart
@fn("SoulFireBot.restart")
def restart(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotStatus, SoulFireOperationError]status
@fn("SoulFireBot.status")
def status(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotStatus, SoulFireOperationError]info
@fn("SoulFireBot.info")
def info(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotInfoResponse, SoulFireOperationError]wait_for_online
@fn("SoulFireBot.wait_for_online")
def wait_for_online(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotStatus, SoulFireOperationError]:
@genevents
def events(
self, event_filter: BotEventFilter | None = None, *, timeout_ms: int | None = None
) -> Stream[BotEvent, SoulFireOperationError]observe
@fn("SoulFireBot.observe")
def observe(
self, options: BotSessionOptions | None = None, *, timeout_ms: int | None = None
) -> EffectGen[BotSession, SoulFireOperationError, Scope]send_chat
@fn("SoulFireBot.send_chat")
def send_chat(
self, message: str, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]get_block
@fn("SoulFireBot.get_block")
def get_block(
self, position: BlockPosition, *, timeout_ms: int | None = None
) -> EffectGen[GetBlockResponse, SoulFireOperationError]find_blocks
@fn("SoulFireBot.find_blocks")
def find_blocks(
self,
block_ids: Iterable[str],
*,
max_distance: int,
max_count: int,
timeout_ms: int | None = None,
) -> EffectGen[FindBlocksResponse, SoulFireOperationError]list_nearby_entities
@fn("SoulFireBot.list_nearby_entities")
def list_nearby_entities(
self,
radius: float,
*,
entity_types: Iterable[str] = (),
include_players: bool = True,
timeout_ms: int | None = None,
) -> EffectGen[ListNearbyEntitiesResponse, SoulFireOperationError]dig_block
@fn("SoulFireBot.dig_block")
def dig_block(
self, position: BlockPosition, *, cancel: bool = False, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]place_block
@fn("SoulFireBot.place_block")
def place_block(
self,
against: BlockPosition,
face: BlockFace,
hand: Hand = HAND_MAIN,
*,
timeout_ms: int | None = None,
) -> EffectGen[BotActionResult, SoulFireOperationError]interact_block
@fn("SoulFireBot.interact_block")
def interact_block(
self,
position: BlockPosition,
face: BlockFace,
hand: Hand = HAND_MAIN,
*,
sneaking: bool = False,
timeout_ms: int | None = None,
) -> EffectGen[BotActionResult, SoulFireOperationError]use_item
@fn("SoulFireBot.use_item")
def use_item(
self, hand: Hand = HAND_MAIN, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]release_item
@fn("SoulFireBot.release_item")
def release_item(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]attack_entity
@fn("SoulFireBot.attack_entity")
def attack_entity(
self, entity_id: int, *, sprinting: bool = False, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]interact_entity
@fn("SoulFireBot.interact_entity")
def interact_entity(
self,
entity_id: int,
*,
hand: Hand = HAND_MAIN,
sneaking: bool = False,
timeout_ms: int | None = None,
) -> EffectGen[BotActionResult, SoulFireOperationError]swing_arm
@fn("SoulFireBot.swing_arm")
def swing_arm(
self, hand: Hand = HAND_MAIN, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]respawn
@fn("SoulFireBot.respawn")
def respawn(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]sleep
@fn("SoulFireBot.sleep")
def sleep(
self, bed: BlockPosition, hand: Hand = HAND_MAIN, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]wake
@fn("SoulFireBot.wake")
def wake(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]mount
@fn("SoulFireBot.mount")
def mount(
self, entity_id: int, hand: Hand = HAND_MAIN, *, timeout_ms: int | None = None
) -> EffectGen[MountEntityResponse, SoulFireOperationError]dismount
@fn("SoulFireBot.dismount")
def dismount(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]set_vehicle_control
@fn("SoulFireBot.set_vehicle_control")
def set_vehicle_control(
self,
*,
forward: bool | None = None,
backward: bool | None = None,
left: bool | None = None,
right: bool | None = None,
jump: bool | None = None,
sneak: bool | None = None,
sprint: bool | None = None,
yaw: float | None = None,
pitch: float | None = None,
timeout_ms: int | None = None,
) -> EffectGen[SetVehicleControlResponse, SoulFireOperationError]update_sign
@fn("SoulFireBot.update_sign")
def update_sign(
self,
position: BlockPosition,
lines: Iterable[str],
*,
front_text: bool = True,
timeout_ms: int | None = None,
) -> EffectGen[BotActionResult, SoulFireOperationError]write_book
@fn("SoulFireBot.write_book")
def write_book(
self,
inventory_slot: int,
pages: Iterable[str],
*,
title: str | None = None,
timeout_ms: int | None = None,
) -> EffectGen[BotActionResult, SoulFireOperationError]respond_resource_pack
@fn("SoulFireBot.respond_resource_pack")
def respond_resource_pack(
self, pack_id: str, response: ResourcePackResponse, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]set_flying
@fn("SoulFireBot.set_flying")
def set_flying(
self, flying: bool, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]start_elytra_flight
@fn("SoulFireBot.start_elytra_flight")
def start_elytra_flight(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotActionResult, SoulFireOperationError]set_creative_slot
@fn("SoulFireBot.set_creative_slot")
def set_creative_slot(
self,
slot: int,
item_id: str | None = None,
*,
count: int = 1,
timeout_ms: int | None = None,
) -> EffectGen[BotActionResult, SoulFireOperationError]wait_for_chunks
@fn("SoulFireBot.wait_for_chunks")
def wait_for_chunks(
self, radius_chunks: int = 0, *, wait_timeout_ms: int = 0, timeout_ms: int | None = None
) -> EffectGen[WaitForChunksResponse, SoulFireOperationError]go_to
def go_to(
self,
goal: PathfindGoal,
options: PathfindOptions | None = None,
*,
timeout_ms: int | None = None,
) -> Stream[PathfindProgress, SoulFireOperationError]stop_pathfinding
@fn("SoulFireBot.stop_pathfinding")
def stop_pathfinding(
self, *, timeout_ms: int | None = None
) -> EffectGen[None, SoulFireOperationError]inventory_state
@fn("SoulFireBot.inventory_state")
def inventory_state(
self, *, timeout_ms: int | None = None
) -> EffectGen[BotInventoryStateResponse, SoulFireOperationError]click_inventory
@fn("SoulFireBot.click_inventory")
def click_inventory(
self,
slot: int,
click_type: ClickType = LEFT_CLICK,
*,
hotbar_slot: int = 0,
timeout_ms: int | None = None,
) -> EffectGen[None, SoulFireOperationError]transfer_inventory_slot
@fn("SoulFireBot.transfer_inventory_slot")
def transfer_inventory_slot(
self, slot: int, *, timeout_ms: int | None = None
) -> EffectGen[None, SoulFireOperationError]drop_inventory_slot
@fn("SoulFireBot.drop_inventory_slot")
def drop_inventory_slot(
self, slot: int, *, all: bool = True, timeout_ms: int | None = None
) -> EffectGen[None, SoulFireOperationError]move_inventory_stack
@fn("SoulFireBot.move_inventory_stack")
def move_inventory_stack(
self, from_slot: int, to_slot: int, *, timeout_ms: int | None = None
) -> EffectGen[None, SoulFireOperationError]select_hotbar
@fn("SoulFireBot.select_hotbar")
def select_hotbar(
self, slot: int, *, timeout_ms: int | None = None
) -> EffectGen[None, SoulFireOperationError]set_movement
@fn("SoulFireBot.set_movement")
def set_movement(
self,
*,
forward: bool | None = None,
backward: bool | None = None,
left: bool | None = None,
right: bool | None = None,
jump: bool | None = None,
sneak: bool | None = None,
sprint: bool | None = None,
timeout_ms: int | None = None,
) -> EffectGen[None, SoulFireOperationError]reset_movement
@fn("SoulFireBot.reset_movement")
def reset_movement(
self, *, timeout_ms: int | None = None
) -> EffectGen[None, SoulFireOperationError]look
@fn("SoulFireBot.look")
def look(
self, yaw: float, pitch: float, *, timeout_ms: int | None = None
) -> EffectGen[None, SoulFireOperationError]open_inventory
@fn("SoulFireBot.open_inventory")
def open_inventory(
self, *, timeout_ms: int | None = None
) -> EffectGen[None, SoulFireOperationError]close_container
@fn("SoulFireBot.close_container")
def close_container(
self, *, timeout_ms: int | None = None
) -> EffectGen[None, SoulFireOperationError]acquire_control
def acquire_control(
self, *, ttl_seconds: int = 30, timeout_ms: int | None = None
) -> Effect[SoulFireBotControlLease, SoulFireOperationError, Scope]renew_control
@fn("SoulFireBot.renew_control")
def renew_control(
self, lease: BotControlLease, ttl_seconds: int, timeout_ms: int | None
) -> EffectGen[BotControlLease, SoulFireOperationError]release_control
@fn("SoulFireBot.release_control")
def release_control(
self, lease: BotControlLease, timeout_ms: int | None
) -> EffectGen[None, SoulFireOperationError]How is this page?
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