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moveControl

Control Minecraft player movement with commands for forward, back, left, right, jump, sprint, sneak, or stop actions for specified durations.

Instructions

Control the player with basic movement commands

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actionYesMovement action to perform
durationNoDuration to perform the action in seconds

Implementation Reference

  • The handler function that executes the moveControl tool logic. It sets the bot's control states based on the action (forward, back, etc., or stop) for a specified duration, using bot.setControlState and setTimeout to stop after duration.
    async ({ action, duration }) => {
      if (!botState.isConnected || !botState.bot) {
        return createNotConnectedResponse()
      }
    
      try {
        // Convert duration to milliseconds
        const durationMs = duration * 1000
    
        // Execute the requested movement action
        if (action === 'stop') {
          // Stop all movement
          botState.bot.clearControlStates()
          return createSuccessResponse(`All movement stopped`)
        } else {
          // Handle movement actions
          // We know that the action is a valid control state at this point (not 'stop')
          const controlState = action as ControlState
          botState.bot.setControlState(controlState, true)
    
          // After specified duration, stop the action
          setTimeout(() => {
            if (botState.bot) {
              botState.bot.setControlState(controlState, false)
            }
          }, durationMs)
    
          return createSuccessResponse(
            `Performing action: ${action} for ${duration} seconds`
          )
        }
      } catch (error) {
        return createErrorResponse(error)
      }
    }
  • Zod schema for input parameters of moveControl: 'action' enum and optional 'duration' in seconds (defaults to 1).
      action: z
        .enum([
          'forward',
          'back',
          'left',
          'right',
          'jump',
          'sprint',
          'sneak',
          'stop',
        ] as const)
        .describe('Movement action to perform'),
      duration: z
        .number()
        .optional()
        .default(1)
        .describe('Duration to perform the action in seconds'),
    },
  • The server.tool call that registers the 'moveControl' tool, specifying name, description, input schema, and handler function.
    server.tool(
      'moveControl',
      'Control the player with basic movement commands',
      {
        action: z
          .enum([
            'forward',
            'back',
            'left',
            'right',
            'jump',
            'sprint',
            'sneak',
            'stop',
          ] as const)
          .describe('Movement action to perform'),
        duration: z
          .number()
          .optional()
          .default(1)
          .describe('Duration to perform the action in seconds'),
      },
      async ({ action, duration }) => {
        if (!botState.isConnected || !botState.bot) {
          return createNotConnectedResponse()
        }
    
        try {
          // Convert duration to milliseconds
          const durationMs = duration * 1000
    
          // Execute the requested movement action
          if (action === 'stop') {
            // Stop all movement
            botState.bot.clearControlStates()
            return createSuccessResponse(`All movement stopped`)
          } else {
            // Handle movement actions
            // We know that the action is a valid control state at this point (not 'stop')
            const controlState = action as ControlState
            botState.bot.setControlState(controlState, true)
    
            // After specified duration, stop the action
            setTimeout(() => {
              if (botState.bot) {
                botState.bot.setControlState(controlState, false)
              }
            }, durationMs)
    
            return createSuccessResponse(
              `Performing action: ${action} for ${duration} seconds`
            )
          }
        } catch (error) {
          return createErrorResponse(error)
        }
      }
    )
  • Type definition for ControlState used in the handler to type-cast the action for bot.setControlState.
    type ControlState =
      | 'forward'
      | 'back'
      | 'left'
      | 'right'
      | 'jump'
      | 'sprint'
      | 'sneak'
Behavior2/5

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

With no annotations provided, the description carries full burden for behavioral disclosure. It mentions 'basic movement commands' but doesn't explain what happens when actions are performed (e.g., does 'forward' move continuously or step-wise?), whether there are cooldowns or limitations, or what the expected outcome is. For a tool that controls player movement, this leaves significant behavioral questions unanswered.

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 extremely concise at just 7 words, with every word contributing to the core purpose. It's front-loaded with the essential information and contains no unnecessary elaboration or redundancy.

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?

Given the complexity of controlling player movement in what appears to be a game environment, the description is insufficient. With no annotations, no output schema, and multiple sibling tools that might overlap in functionality, the description doesn't provide enough context for an agent to understand this tool's role in the broader toolset or what results to expect from its use.

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?

The schema has 100% description coverage, with both parameters well-documented in the schema itself. The description adds no additional parameter information beyond what's already in the structured schema. According to the scoring rules, when schema_description_coverage is high (>80%), the baseline is 3 even with no param info in the description.

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 clearly states the tool's purpose as controlling player movement with basic commands, which is a specific verb+resource combination. However, it doesn't distinguish itself from the 'moveTo' sibling tool, which appears to be a more targeted movement option. The description is clear but lacks sibling differentiation.

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?

The description provides no guidance on when to use this tool versus alternatives like 'moveTo' or other movement-related tools in the sibling list. There's no mention of prerequisites, constraints, or typical use cases. The agent must infer usage from context alone.

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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