0
# Game Mechanics
1
2
Advanced game mechanic integrations including sleep management, fishing, book writing, specialized interactions, and comprehensive gameplay automation for sophisticated bot behavior.
3
4
## Capabilities
5
6
### Sleep and Bed Management
7
8
Manage sleep cycles and bed interactions for health regeneration and time control.
9
10
```typescript { .api }
11
/**
12
* Sleep in a bed block
13
* @param bedBlock - Bed block to sleep in
14
* @returns Promise that resolves when sleep action completes
15
*/
16
sleep(bedBlock: Block): Promise<void>;
17
18
/**
19
* Check if a block is a valid bed
20
* @param bedBlock - Block to check
21
* @returns True if block is a bed
22
*/
23
isABed(bedBlock: Block): boolean;
24
25
/**
26
* Wake up from sleep
27
* @returns Promise that resolves when wake action completes
28
*/
29
wake(): Promise<void>;
30
```
31
32
**Usage Examples:**
33
34
```typescript
35
// Find and sleep in nearest bed
36
const bed = bot.findBlock({
37
matching: (block) => bot.isABed(block),
38
maxDistance: 16
39
});
40
41
if (bed) {
42
try {
43
await bot.sleep(bed);
44
console.log("Bot is now sleeping");
45
46
// Wake up after some time
47
setTimeout(async () => {
48
await bot.wake();
49
console.log("Bot woke up");
50
}, 10000);
51
} catch (error) {
52
console.log("Could not sleep:", error.message);
53
}
54
}
55
56
// Auto-sleep at night
57
bot.on("time", () => {
58
if (!bot.time.isDay && !bot.isSleeping) {
59
const nearbyBed = bot.findBlock({
60
matching: (block) => bot.isABed(block),
61
maxDistance: 20
62
});
63
64
if (nearbyBed) {
65
bot.sleep(nearbyBed).catch(console.error);
66
}
67
}
68
});
69
```
70
71
### Fishing System
72
73
Automated fishing with timing and item collection.
74
75
```typescript { .api }
76
/**
77
* Start fishing with equipped fishing rod
78
* @returns Promise that resolves when fishing completes (catch or timeout)
79
*/
80
fish(): Promise<void>;
81
82
/**
83
* Check if bot is currently using held item (like fishing rod)
84
*/
85
readonly usingHeldItem: boolean;
86
```
87
88
**Usage Examples:**
89
90
```typescript
91
// Basic fishing
92
const fishingRod = bot.inventory.findItem("fishing_rod");
93
if (fishingRod) {
94
await bot.equip(fishingRod, "hand");
95
96
// Look at water
97
const water = bot.findBlock({
98
matching: (block) => block.name === "water",
99
maxDistance: 10
100
});
101
102
if (water) {
103
await bot.lookAt(water.position);
104
await bot.fish();
105
console.log("Caught something!");
106
}
107
}
108
109
// Automated fishing loop
110
async function autoFish(duration: number) {
111
const fishingRod = bot.inventory.findItem("fishing_rod");
112
if (!fishingRod) {
113
console.log("No fishing rod found");
114
return;
115
}
116
117
await bot.equip(fishingRod, "hand");
118
119
const endTime = Date.now() + duration;
120
let catches = 0;
121
122
while (Date.now() < endTime) {
123
try {
124
await bot.fish();
125
catches++;
126
console.log(`Caught item #${catches}`);
127
128
// Brief pause between catches
129
await new Promise(resolve => setTimeout(resolve, 1000));
130
} catch (error) {
131
console.log("Fishing failed:", error.message);
132
break;
133
}
134
}
135
136
console.log(`Fishing session ended. Total catches: ${catches}`);
137
}
138
139
// Auto-fish for 10 minutes
140
autoFish(10 * 60 * 1000);
141
```
142
143
### Book Writing and Editing
144
145
Write and edit books and written books with custom content.
146
147
```typescript { .api }
148
/**
149
* Write content to a book
150
* @param slot - Inventory slot containing the book
151
* @param pages - Array of page contents (strings)
152
* @returns Promise that resolves when writing completes
153
*/
154
writeBook(slot: number, pages: string[]): Promise<void>;
155
```
156
157
**Usage Examples:**
158
159
```typescript
160
// Write a simple book
161
const book = bot.inventory.findItem("writable_book");
162
if (book) {
163
const pages = [
164
"Chapter 1: The Beginning\n\nOnce upon a time, in a world made of blocks...",
165
"Chapter 2: The Adventure\n\nOur hero ventured forth into the dangerous caves...",
166
"Chapter 3: The End\n\nAnd they lived happily ever after.\n\nThe End."
167
];
168
169
await bot.writeBook(book.slot, pages);
170
console.log("Book written successfully!");
171
}
172
173
// Create a diary entry
174
async function writeDiary() {
175
const book = bot.inventory.findItem("writable_book");
176
if (!book) return;
177
178
const date = new Date().toLocaleDateString();
179
const time = bot.time.timeOfDay;
180
const weather = bot.isRaining ? "raining" : "clear";
181
const pos = bot.entity.position;
182
183
const diaryEntry = [
184
`Diary Entry - ${date}\n\nTime: ${time}\nWeather: ${weather}\nLocation: ${pos.x.toFixed(1)}, ${pos.y.toFixed(1)}, ${pos.z.toFixed(1)}`,
185
`Today I explored the world and learned many things about survival in Minecraft...`,
186
`Health: ${bot.health}/20\nFood: ${bot.food}/20\n\nUntil tomorrow,\n- Bot`
187
];
188
189
await bot.writeBook(book.slot, diaryEntry);
190
}
191
192
// Auto-documentation system
193
async function documentDiscoveries() {
194
const discoveries: string[] = [];
195
196
// Track new blocks discovered
197
bot.on("blockUpdate", (oldBlock, newBlock) => {
198
if (newBlock && !oldBlock) {
199
discoveries.push(`Found ${newBlock.name} at ${newBlock.position}`);
200
}
201
});
202
203
// Track new entities
204
bot.on("entitySpawn", (entity) => {
205
discoveries.push(`Encountered ${entity.type} at ${entity.position}`);
206
});
207
208
// Write discoveries to book every hour
209
setInterval(async () => {
210
if (discoveries.length > 0) {
211
const book = bot.inventory.findItem("writable_book");
212
if (book) {
213
const pages = [];
214
let currentPage = "Discoveries:\n\n";
215
216
for (const discovery of discoveries) {
217
if (currentPage.length + discovery.length > 256) {
218
pages.push(currentPage);
219
currentPage = discovery + "\n";
220
} else {
221
currentPage += discovery + "\n";
222
}
223
}
224
225
if (currentPage.length > 0) {
226
pages.push(currentPage);
227
}
228
229
await bot.writeBook(book.slot, pages);
230
discoveries.length = 0; // Clear discoveries
231
}
232
}
233
}, 3600000); // Every hour
234
}
235
```
236
237
### Command Block Management
238
239
Set and configure command blocks for automated server operations.
240
241
```typescript { .api }
242
/**
243
* Set a command block with specific command and options
244
* @param pos - Position of the command block
245
* @param command - Command to set
246
* @param options - Command block configuration
247
*/
248
setCommandBlock(pos: Vec3, command: string, options: CommandBlockOptions): void;
249
250
interface CommandBlockOptions {
251
/** Command block mode (0=impulse, 1=chain, 2=repeat) */
252
mode: number;
253
/** Track command output */
254
trackOutput: boolean;
255
/** Conditional execution */
256
conditional: boolean;
257
/** Always active */
258
alwaysActive: boolean;
259
}
260
```
261
262
**Usage Examples:**
263
264
```typescript
265
// Set up automated farm with command blocks
266
const commandBlockPos = new Vec3(100, 64, 200);
267
268
// Set a repeating command block
269
bot.setCommandBlock(commandBlockPos, "/say Automated message", {
270
mode: 2, // Repeat mode
271
trackOutput: true,
272
conditional: false,
273
alwaysActive: true
274
});
275
276
// Chain of command blocks for complex automation
277
const commands = [
278
"/fill ~1 ~-1 ~1 ~10 ~-1 ~10 minecraft:farmland",
279
"/fill ~1 ~ ~1 ~10 ~ ~10 minecraft:water",
280
"/give @p minecraft:wheat_seeds 64"
281
];
282
283
for (let i = 0; i < commands.length; i++) {
284
const pos = commandBlockPos.offset(i, 0, 0);
285
bot.setCommandBlock(pos, commands[i], {
286
mode: i === 0 ? 0 : 1, // First impulse, rest chain
287
trackOutput: true,
288
conditional: false,
289
alwaysActive: false
290
});
291
}
292
```
293
294
### Trading and Villager Management
295
296
Advanced villager trading with reputation management and trade optimization.
297
298
```typescript { .api }
299
/**
300
* Execute a trade with a villager
301
* @param villagerInstance - Open villager trading window
302
* @param tradeIndex - Index of the trade to execute
303
* @param times - Number of times to execute the trade
304
* @returns Promise that resolves when trading completes
305
*/
306
trade(villagerInstance: Villager, tradeIndex: string | number, times?: number): Promise<void>;
307
```
308
309
**Usage Examples:**
310
311
```typescript
312
// Optimize trading with multiple villagers
313
async function optimizeTrading() {
314
const villagers = Object.values(bot.entities).filter(entity =>
315
entity.name === "villager"
316
);
317
318
for (const villager of villagers) {
319
try {
320
const villagerWindow = await bot.openVillager(villager);
321
await new Promise<void>(resolve => villagerWindow.on("ready", resolve));
322
323
// Find best emerald trades
324
const emeraldTrades = villagerWindow.trades.filter(trade =>
325
trade.outputItem.name === "emerald" && !trade.tradeDisabled
326
);
327
328
for (const trade of emeraldTrades) {
329
const inputCount = bot.inventory.count(trade.inputItem1.type);
330
const maxTrades = Math.min(
331
Math.floor(inputCount / trade.inputItem1.count),
332
trade.maximumNbTradeUses - trade.nbTradeUses
333
);
334
335
if (maxTrades > 0) {
336
await bot.trade(villagerWindow, villagerWindow.trades.indexOf(trade), maxTrades);
337
console.log(`Traded ${maxTrades} times with villager`);
338
}
339
}
340
341
villagerWindow.close();
342
} catch (error) {
343
console.log("Trading failed:", error.message);
344
}
345
}
346
}
347
348
// Create emerald farm
349
async function createEmeraldFarm() {
350
// Find farmer villager
351
const farmer = Object.values(bot.entities).find(entity =>
352
entity.name === "villager" && entity.metadata[13] === 0
353
);
354
355
if (!farmer) return;
356
357
// Plant crops nearby
358
const farmArea = bot.findBlocks({
359
matching: (block) => block.name === "farmland",
360
maxDistance: 20,
361
count: 100
362
});
363
364
const seeds = bot.inventory.items().filter(item =>
365
item.name.includes("seeds") || item.name === "carrot" || item.name === "potato"
366
);
367
368
for (const seedType of seeds) {
369
for (const farmPos of farmArea) {
370
const airBlock = bot.blockAt(farmPos.offset(0, 1, 0));
371
if (airBlock && airBlock.type === 0) {
372
await bot.equip(seedType, "hand");
373
await bot.placeBlock(bot.blockAt(farmPos)!, new Vec3(0, 1, 0));
374
break;
375
}
376
}
377
}
378
379
console.log("Farm planted for emerald trading");
380
}
381
```
382
383
### Advanced Game State Management
384
385
Monitor and react to various game state changes and environmental conditions.
386
387
```typescript { .api }
388
interface Bot {
389
/** Whether bot is currently sleeping */
390
isSleeping: boolean;
391
/** Current weather state */
392
isRaining: boolean;
393
/** Thunder state */
394
thunderState: number;
395
/** Game time information */
396
time: Time;
397
/** Current experience */
398
experience: Experience;
399
}
400
401
interface Time {
402
/** Whether daylight cycle is enabled */
403
doDaylightCycle: boolean;
404
/** Full time value as BigInt */
405
bigTime: BigInt;
406
/** Time in ticks */
407
time: number;
408
/** Time of day (0-24000) */
409
timeOfDay: number;
410
/** Current day number */
411
day: number;
412
/** Whether it's daytime */
413
isDay: boolean;
414
/** Moon phase (0-7) */
415
moonPhase: number;
416
/** World age as BigInt */
417
bigAge: BigInt;
418
/** World age in ticks */
419
age: number;
420
}
421
422
interface Experience {
423
/** Experience level */
424
level: number;
425
/** Total experience points */
426
points: number;
427
/** Progress to next level (0-1) */
428
progress: number;
429
}
430
```
431
432
### Game Events and Reactions
433
434
React to various game events and environmental changes.
435
436
```typescript { .api }
437
interface BotEvents {
438
/** Sleep state changed */
439
sleep(): void;
440
wake(): void;
441
442
/** Weather events */
443
rain(): void;
444
445
/** Time events */
446
time(): void;
447
448
/** Experience gained */
449
experience(): void;
450
451
/** Death and respawn */
452
death(): void;
453
respawn(): void;
454
455
/** Health and status */
456
health(): void;
457
breath(): void;
458
459
/** Firework usage */
460
usedFirework(): void;
461
462
/** Spawn point changes */
463
spawnReset(): void;
464
}
465
```
466
467
**Usage Examples:**
468
469
```typescript
470
// React to weather changes
471
bot.on("rain", () => {
472
if (bot.isRaining) {
473
console.log("It started raining, seeking shelter");
474
const shelter = bot.findBlock({
475
matching: (block) => block.name.includes("roof") || block.name.includes("house"),
476
maxDistance: 50
477
});
478
479
if (shelter) {
480
// Move to shelter logic here
481
}
482
} else {
483
console.log("Rain stopped, can go outside");
484
}
485
});
486
487
// Time-based behavior
488
bot.on("time", () => {
489
const timeOfDay = bot.time.timeOfDay;
490
491
if (timeOfDay === 0) {
492
console.log("New day started!");
493
} else if (timeOfDay === 12000) {
494
console.log("Nighttime, being cautious");
495
// Enable defensive behavior
496
} else if (timeOfDay === 23000) {
497
console.log("Almost dawn, preparing for day");
498
}
499
});
500
501
// Experience tracking
502
bot.on("experience", () => {
503
console.log(`Level: ${bot.experience.level}, XP: ${bot.experience.points}`);
504
505
if (bot.experience.level % 5 === 0) {
506
bot.chat(`Reached level ${bot.experience.level}!`);
507
}
508
});
509
510
// Health monitoring
511
bot.on("health", () => {
512
if (bot.health < 6) {
513
console.log("Low health! Seeking food and safety");
514
515
// Find food
516
const food = bot.inventory.items().find(item =>
517
["bread", "apple", "cooked_beef", "golden_apple"].includes(item.name)
518
);
519
520
if (food) {
521
bot.equip(food, "hand").then(() => bot.consume()).catch(console.error);
522
}
523
}
524
});
525
526
// Auto-respawn system
527
bot.on("death", () => {
528
console.log("Bot died, respawning soon...");
529
});
530
531
bot.on("respawn", () => {
532
console.log("Bot respawned");
533
534
// Return to last known safe location
535
const safeLocation = new Vec3(0, 64, 0); // Spawn area
536
// Navigation logic here
537
});
538
539
// Comprehensive game state monitor
540
function monitorGameState() {
541
setInterval(() => {
542
const status = {
543
health: bot.health,
544
food: bot.food,
545
level: bot.experience.level,
546
time: bot.time.timeOfDay,
547
weather: bot.isRaining ? "rain" : "clear",
548
position: bot.entity.position,
549
dimension: bot.game.dimension
550
};
551
552
console.log("Bot Status:", JSON.stringify(status, null, 2));
553
}, 60000); // Every minute
554
}
555
556
monitorGameState();
557
```