SoulFireInventory
Public TypeScript members of SoulFireInventory.
Generated from the pinned SDK source. Use the matching installation. Each source link points to this baseline.
Compose Effect operations with yield* inside a scoped workflow. Properties expose sub-clients and state.
snapshot
The open menu (the player's inventory when no container is open), with every slot.
snapshot(
options?: CallOptions,
): Effect.Effect<ContainerSnapshot, SoulFireOperationError>count
Items matching selector in areas. No areas means container, main,
hotbar, armor, offhand and crafting slots.
count(
request: InventoryRequest<typeof CountItemsRequestSchema>,
options?: CallOptions,
): Effect.Effect<bigint, SoulFireOperationError>find
Slots holding items that match selector, in areas (the same default as
count).
find(
request: InventoryRequest<typeof FindInventorySlotsRequestSchema>,
options?: CallOptions,
): Effect.Effect<FindInventorySlotsResponse, SoulFireOperationError>rank
Candidates for kind, best first, with the factors behind each score.
limit defaults to 10 (at most 100); areas default to main, hotbar,
armor and offhand.
rank(
kind: InventoryRecommendationKind,
options: InventoryRankOptions = {},
call?: CallOptions,
): Effect.Effect<RankInventoryItemsResponse, SoulFireOperationError>bestTool
The best tool for breaking the block at targetBlock.
bestTool(
targetBlock: MessageInitShape<typeof BlockPositionSchema>,
options: InventoryRankingOptions = {},
call?: CallOptions,
): Effect.Effect<
InventoryItemRecommendation | undefined,
SoulFireOperationError
>bestWeapon
bestWeapon(
options: InventoryRankingOptions = {},
call?: CallOptions,
): Effect.Effect<
InventoryItemRecommendation | undefined,
SoulFireOperationError
>bestArmor
bestArmor(
equipmentSlot: "head" | "chest" | "legs" | "feet",
options: InventoryRankingOptions = {},
call?: CallOptions,
): Effect.Effect<
InventoryItemRecommendation | undefined,
SoulFireOperationError
>bestFood
bestFood(
options: InventoryRankingOptions = {},
call?: CallOptions,
): Effect.Effect<
InventoryItemRecommendation | undefined,
SoulFireOperationError
>bestScaffold
bestScaffold(
options: InventoryRankingOptions = {},
call?: CallOptions,
): Effect.Effect<
InventoryItemRecommendation | undefined,
SoulFireOperationError
>move
Moves items from sourceSlot to destinationSlot of the open menu;
count defaults to the whole stack.
move(
request: InventoryRequest<typeof MoveInventoryItemRequestSchema>,
options?: CallOptions,
): Effect.Effect<InventoryMutationResponse, SoulFireOperationError>transfer
Moves count items matching selector from area from to area to
(PLAYER is main and hotbar). Fails if fewer are available or they don't
fit.
transfer(
request: InventoryRequest<typeof TransferItemsRequestSchema>,
options?: CallOptions,
): Effect.Effect<InventoryMutationResponse, SoulFireOperationError>toss
Drops count items matching selector on the ground.
toss(
request: InventoryRequest<typeof TossItemsRequestSchema>,
options?: CallOptions,
): Effect.Effect<InventoryMutationResponse, SoulFireOperationError>selectHotbar
Selects hotbarSlot (0-8), or the item matching selector: a hotbar slot
that holds one, or else a matching item swapped into the selected slot.
selectHotbar(
request: InventoryRequest<typeof SelectHotbarItemRequestSchema>,
options?: CallOptions,
): Effect.Effect<InventoryMutationResponse, SoulFireOperationError>equip
Puts an item matching selector in equipmentSlot: mainhand, offhand,
head, chest, legs or feet. Closes an open container first, except for
mainhand (which selects it as selectHotbar does).
equip(
request: InventoryRequest<typeof EquipItemRequestSchema>,
options?: CallOptions,
): Effect.Effect<InventoryMutationResponse, SoulFireOperationError>unequip
Moves the item in equipmentSlot (mainhand, offhand, head, chest, legs or
feet) to destinationArea: MAIN, HOTBAR or PLAYER. It defaults to PLAYER,
the first free main or hotbar slot.
unequip(
request: InventoryRequest<typeof UnequipItemRequestSchema>,
options?: CallOptions,
): Effect.Effect<InventoryMutationResponse, SoulFireOperationError>open
Opens the container block at position. Times out after 10 s.
open(
position: MessageInitShape<typeof BlockPositionSchema>,
options: ContainerMutationOptions = {},
): Effect.Effect<SoulFireContainer, SoulFireOperationError>openScoped
openScoped(
...args: Parameters<SoulFireInventory["open"]>
): Effect.Effect<SoulFireContainer, SoulFireOperationError, Scope.Scope>How is this page?
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