DAI 4.1 · CONDITION REFERENCE

273 registered condition IDs

These IDs are extracted from the active condition provider classes. Conditions read current client/server/world/context state and feed objectives, actions, learning agents and automation.

Advancement 2 conditions

advancement_complete
advancement_category_complete

Block 9 conditions

block_at_offset
targeted_block_exists
targeted_block
targeted_block_breakable
targeted_block_air
block_below
block_above
block_at_feet
target_block_selected

Combat 6 conditions

attack_cooldown
attack_ready
player_blocking
player_recently_hurt
player_hurt_time
target_in_melee_reach

Config 1 conditions

config_value

Customization 3 conditions

customization_exists
customization_active
customization_count

Effect 6 conditions

player_effect_exists
player_effect_duration
player_effect_amplifier
target_effect_exists
target_effect_duration
target_effect_amplifier

Entity 10 conditions

target_entity_type
target_is_living
target_is_player
target_is_hostile
target_is_animal
target_is_baby
target_is_adult
target_name
target_custom_name
target_has_custom_name

Environment 11 conditions

biome
biome_tag
fluid_at_feet
fluid_below
player_underwater
player_in_rain
player_in_powder_snow
underground
open_sky
sky_light
block_light

Equipment 6 conditions

equipment_item
equipment_empty
equipment_stack_size
equipment_durability
equipment_damage
equipment_max_damage

Extension 30 conditions

state
state_exists
capability
reference_exists
reference_type
reference_age
reference_distance
reference_entity_alive
attribute
attribute_exists
attribute_modifier
native_attribute
native_attribute_modifier
animation_playing
animation_finished
animation_paused
animation_tick
content_exists
content_active
content_kind
content_tag
content_capability
item_component_exists
item_component_json
block_entity_state
block_entity_state_exists
block_entity_slot_item
block_entity_slot_count
held_content
holding_content

Geometry 8 conditions

player_facing_target
target_in_front
target_behind
target_left
target_right
horizontal_angle_to_target
vertical_angle_to_target
distance_to_position

Input 8 conditions

keybind_exists
keybind_held
keybind_pressed
keybind_released
raw_key_exists
raw_key_held
raw_key_pressed
raw_key_released

Inventory 8 conditions

holding_item
offhand_item
inventory_has_space
selected_hotbar_slot
mainhand_empty
offhand_empty
container_has_item
recipe_unlocked

Item 9 conditions

inventory_item_count
mainhand_stack_size
offhand_stack_size
mainhand_damage
mainhand_max_damage
mainhand_durability
offhand_damage
offhand_max_damage
offhand_durability

Knowledge 2 conditions

biome_known
structure_known

Mode 10 conditions

player_game_mode
player_survival
player_creative
player_adventure
player_spectator
player_flying
player_can_fly
player_invulnerable
player_instabuild
player_may_build

Movement 11 conditions

player_moving
player_stationary
player_in_air
player_falling
player_rising
player_horizontal_speed
player_vertical_speed
player_speed
player_swimming
player_fall_flying
player_climbing

Movement Progress 2 conditions

player_stuck
distance_moved_recently

Navigation 11 conditions

path_forward_clear
path_forward_step_up
path_forward_blocked
path_forward_safe_drop
path_forward_dangerous_drop
path_forward_lava
path_forward_safe
player_has_jump_headroom
path_forward_elevation
path_forward_uphill
path_forward_downhill

Nearby 3 conditions

nearby_recognition
nearby_entity_count
nearest_entity_distance

Nearby Item 4 conditions

nearby_item_count
nearest_item_distance
nearby_experience_orb_count
nearest_experience_orb_distance

Player 14 conditions

input_attack_held
input_use_held
player_exists
player_alive
player_health
player_on_ground
player_sprinting
player_sneaking
player_using_item
player_hunger
player_air
player_in_water
player_in_lava
player_on_fire

Position 15 conditions

player_x
player_y
player_z
player_block_x
player_block_y
player_block_z
player_yaw
player_pitch
player_facing
target_x
target_y
target_z
target_above_player
target_below_player
target_height_difference

Reaction 15 conditions

reaction_active
reaction_event
reaction_phase
reaction_has_entity
reaction_entity_type
reaction_has_block
reaction_block_id
reaction_block_x
reaction_block_y
reaction_block_z
reaction_has_item
reaction_item_id
reaction_item_model
reaction_entity_living
reaction_entity_health

Registry 2 conditions

always
never

Scaffold 7 conditions

approach_last_success
approach_last_failed
scaffold_last_success
scaffold_last_failed
scaffold_active
scaffold_used_count
scaffold_material_count

Server 3 conditions

dai_server_available
server_dai_available
server_authority_available

Spatial 14 conditions

block_at_waypoint_offset
waypoint_offset_air
waypoint_offset_strict_air
waypoint_offset_house_plank
waypoint_offset_traversable
selected_block
selected_block_air
selected_block_traversable
spatial_scan_available
spatial_scan_size
adjacent_block
adjacent_block_air
adjacent_block_traversable
adjacent_block_count

Status 5 conditions

last_action_running
last_action_success
last_action_failure
last_action_cancelled
last_action_timed_out

Tag 5 conditions

holding_item_tag
offhand_item_tag
inventory_item_tag_count
equipment_item_tag
targeted_block_tag

Target 5 conditions

target_exists
target_alive
target_health
target_distance
target_visible

Ui 14 conditions

mouse_x
mouse_y
mouse_delta_x
mouse_delta_y
mouse_button_held
mouse_button_pressed
mouse_button_released
overlay_exists
mouse_over_overlay
mouse_near_overlay
mouse_distance_to_overlay
gui_width
gui_height
overlay_transform_locked

Waypoint 4 conditions

waypoint_known
waypoint_in_dimension
distance_to_waypoint
at_waypoint

World 10 conditions

world_time
game_time
day_count
is_day
is_night
is_raining
is_thundering
dimension
sky_visible
light_level

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