0.8.8 • Published 6 years ago

haxilium v0.8.8

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License
MIT
Repository
github
Last release
6 years ago

Haxilium

WARNING. This npm package is written in TypeScript. If you want to use older version which is written in JavaScript run npm install haxilium@0.7.1

Haxball Headless API Framework for easy and organized development. Haxilium requires TypeScript to work. This provides strict typechecking and helps to avoid a lot of bugs on compile time.

import haxilium, { Player } from 'haxilium'

const room = haxilium({ roomName: 'Haxilium Room' })

room.onPlayerJoin = function (player: Player) {
    room.sendChat(`Hello, ${player.name}!`)
}

Installation

Use following command to install Haxilium:

npm install haxilium

That's all!

Getting started

Haxilium provides the same API as Haxball Headless API but also adds modules and custom Player models.

Create a room

Use haxilium(config: RoomConfig) to create a room:

import haxilium from 'haxilium'

const room = haxilium({
    roomName: 'Haxilium Room',
    playerName: 'Haxilium Bot',
    maxPlayers: 10,
    public: true,
    geo: { code: 'en', lat: 52, lon: 0 }
})

The above code will create a public haxball room with "Haxilium Room" name , "Haxilium Bot" player(bot) name, maximum amount of players of 10 and with geolocation of England.

RoomConfig

RoomConfig is the same as in Haxball Headless API. You can look at description of room config here.

Custom Player model

In addition, Haxilium provides more RoomConfig properties:

  • Player - class which extends haxilium.Player class. To fire events when any player's field is changed, you have to decorate it with Event(event: string) decorator
  • roles - an object of roles. E.g., { ingame: 0, moderator: 1, admin: 2 }
  • getRoles(player: Player) - a function which returns an array of strings: all roles of the player

You will need roles to limit access to specific commands. Command creation will be explained later.

Example:

import haxilium, { Event, Team, Player as PlayerBase } from 'haxilium'

class Player extends PlayerBase {
    @Event('playerCustomFieldChange') customField = false
}

const room = haxilium({
    Player: Player,
    roles: { customRole: 0, ingame: 1, admin: 2 },
    getRoles: (player: Player) => [
        player.admin ? 'admin' : '',
        player.team !== Team.Spect ? 'ingame' : '',
        player.customField ? 'customRole': '',
    ]
})

room.onPlayerJoin = function (player: Player) {
    // This line of code will fire 'playerCustomFieldChange' event.
    player.customField = true
}

room.onPlayerCustomFieldChange = function (player: Player) {
    console.log('player.customField was changed')
}

Attach callbacks

Full list of events

To attach callback to, for example, playerJoin event, use the following code:

room.onPlayerJoin = function (player: Player) {
    console.log(player.name + ' has joined')
}

When you don't want to use the callback anymore you can delete it or set it to any falsy value:

// Recommended.
delete room.onPlayerJoin
// This is NOT recommended.
room.onPlayerJoin = null
room.onPlayerJoin = undefined
room.onPlayerJoin = false
room.onPlayerJoin = 0
room.onPlayerJoin = ''

To see full list of events visit this page.

Custom events

To fire a custom event, use Room.dispatchEvent(event: string, args: any[]):

const room = haxilium({ ... })
room.onPlayerJoin = function (player: Player) {
    room.dispatchEvent('customPlayerJoin', ['Hello there'])
}

room.onCustomPlayerJoin = function (message: string) {
    // message is "Hello there"
    console.log(message)
}

Improved Room.getPlayerList()

There are 3 improvements in Room.getPlayerList() method:

  1. It will never return player with ID = 0. In other words, it will never return host player
  2. You can sort players by team by passing an array of team IDs as first argument:

    // Team.Red, Team.Blue and Team.Spect are 1, 2, 0 respectively.
    const teams = room.getPlayerList([Team.Red, Team.Blue, Team.Spect])
    const red = teams[0]
    const blue = teams[1]
    const spect = teams[2]

    Or use ES6 destructuring assignment:

    const [red, blue, spect] = room.getPlayerList([Team.Red, Team.Blue, Team.Spect])

    In result, red will contain only players from red team, blue will contain only players from blue team and spect will contain only spectators.

  3. You can filter out players by passing filter object as first argument(or second argument if you also want to sort players by team):

    const admins = room.getPlayerList({ admin: true })
    const [redAdmins, blueAdmins] = room.getPlayerList([Team.Red, Team.Blue], { admin: true })

Module system

Introduction

Module is a class which is decorated with Module() decorator and it defines callbacks and commands as its methods:

import { Module, Player } from 'haxilium'

@Module()
class LoggingModule {
    private logs: string[] = []

    onPlayerJoin(player: Player) {
        this.logs.push(`${player.name} has joined`)
    }

    onPlayerLeave(player: Player) {
        this.logs.push(`${player.name} has left`)
    }
}

Then you pass all your modules to the modules field in the RoomConfig:

const room = haxilium({
    roomName: 'Room with modules',
    modules: [LoggingModule]
})

You can also define methods, fields and other stuff in the module class but I recommend not to use names which start with on to avoid collisions with callbacks.

Access room in a module

To access the room object in the module, you have to define a constructor, which accepts a Room argument:

import { Module, Room, Player } from 'haxilium'

@Module()
class GreetingModule {
    private $: Room

    constructor($: Room) {
        this.$ = $
    }

    onPlayerJoin(player: Player) {
        this.$.sendChat(`Welcome, ${player.name}!`)
    }
}

Notice that

private $: Room

constructor($: Room) {
    this.$ = $
}

can be rewritten as

constructor(private $: Room) { }

So the final version of GreetingModule will be:

import { Module, Room, Player } from 'haxilium'

@Module()
class GreetingModule {
    constructor(private $: Room) { }

    onPlayerJoin(player: Player) {
        this.$.sendChat(`Welcome, ${player.name}!`)
    }
}

If you want to use custom player in your module, you have to pass the Player to the Room type annotation:

// Player.ts
import { Player as PlayerBase } from 'haxilium'

export class Player extends PlayerBase {
    customField = false
}

// index.ts
import { Module, Room } from 'haxilium'
import { Player } from './Player.ts'


@Module()
class GreetingModule {
    // Here is the change.
    constructor(private $: Room<Player>) { }

    onPlayerJoin(player: Player) {
        this.$.sendChat(`Welcome, ${player.name}!`)
    }
}

Dependency injection

Sometimes, a module can require other modules as its dependencies. For example, NotifierModule can require PrettyChatModule. It is not good to create modules by hand:

@Module()
class PrettyChatModule {
    constructor(private $: Room) { }
    sendChatPretty(message: string) {
        const prettyMessage = prettify(message)
        this.$.sendChat(message)
    }
}

@Module()
class NotifierModule {
    constructor(private $: Room) { }
    notifyPlayers() {
        // Here I want to use `PrettyChatModule.sendChatPretty()`.
        // DON'T DO THIS. It is just for demonstration purposes.
        // The right way of requiring `PrettyChatModule` is explained down there.
        const prettyChat = new PrettyChatModule(this.$)
        prettyChat.sendChatPretty('Some notification message')
    }
}

The above way of requiring another module as a dependency is bad because if we want to use the same dependency in two different modules we have to create a lot of instances of the same dependency:

@Module() class Dep { someDepMethod() { } }
@Module() class A {
    someMethod() {
        // First instance.
        new Dep().someDepMethod()
    }
}
@Module() class B {
    someMethod() {
        // Second instance.
        new Dep().someDepMethod()
    }
}

That's why Haxilium provides dependency injection (DI) for modules. To require a module, declare a constructor, which accepts that module as a parameter(like private $: Room):

@Module()
class PrettyChatModule {
    constructor(private $: Room) { }
    sendChatPretty(message: string) {
        const prettyMessage = prettify(message)
        this.$.sendChat(message)
    }
}

@Module()
class NotifierModule {
    // Define it here.
    constructor(private prettyChat: PrettyChatModule) { }
    notifyPlayers() {
        // Use everywhere in the module.
        this.prettyChat.sendChatPretty('Some notification message')
    }
}

This way of requiring modules as dependencies will guarantee that every module is created only once.

Add command

To add a command, decorate a method with Command(names: string|string[]) decorator. The method must accept two parameters:

  • player: Player - player who executes the command
  • args: string[] - an array of arguments

Example:

import { Module, Command, Player, Room } from 'haxilium'

@Module()
class LoggingModule {
    private logs: string[] = []

    constructor(private $: Room) { }

    onPlayerJoin(player: Player) {
        this.logs.push(`${player.name} has joined`)
    }

    onPlayerLeave(player: Player) {
        this.logs.push(`${player.name} has left`)
    }

    @Command('printlogs')
    pringLogs(player: Player, args: string[]) {
        const len = parseInt(args[1]) || 5
        const latestLogs = this.logs.slice().reverse().slice(0, len)
        for (const log of latestLogs) {
            this.$.sendChat(log, player.id)
        }
    }
}

The above command will send len latest logs to the chat.

Also, you can define more than one name for a command:

@Module()
class LoggingModule {
    ...

    @Command(['printlogs', 'getlogs'])
    pringLogs(player: Player, args: string[]) { ... }

    ...
}

Names of commands are case insensitive: kick, Kick and KiCK are equal.

Execute command

To execute command, use Room.executeCommand(player: Player, command: string). Command will be parsed and passed to the appropriative method. Examples of parsed commans:

  • printlogs 1 => ['printlogs', '1']
  • printlogs 1 2 => ['printlogs', '1', '2']
  • printlogs "1 2" => ['printlogs', '1 2']
  • printlogs "1 \" 2" => ['printlogs', '1 " 2']

As you can see, the name of the command is always the first argument.

Now, use Room.executeCommand(). A message which starts with ! will be interpreted as a command:

room.onPlayerChat = function (player: Player, message: string) {
    if (message[0] === '!') {
        // Remove the leading '!'.
        const command = message.substring(1)
        return room.executeCommand(player, command)
    }
}

If command does not exist, UnknownCommandError will be thrown, so it is good to catch that error:

import { UnknownCommandError } from 'haxilium'

room.onPlayerChat = function (player: Player, message: string) {
    if (message[0] === '!') {
        // Remove the leading '!'.
        const command = message.substring(1)
        try {
            return room.executeCommand(player, command)
        } catch (err) {
            if (err instanceof UnknownCommandError) {
                // Notify player that command does not exist.
                room.sendChat(err.message, player.id)
            } else {
                // Rethrow it.
                throw err
            }
        }
    }
}

Limit access to the command

Often you want to limit access for specific commands. For example, only admins can kick players. So, you have to define roles and which player belongs to each role and then pass a second argument (boolean expression string) to the Command() decorator:

import haxilium, { Module, Command, Room, Player } from 'haxilium'

@Module()
class KickModule {
    constructor(private $: Room) { }

    @Command('kick', '>=admin')
    kickPlayer(byPlayer: Player, args: stirng[]) {
        const id = parseInt(args[1])
        const reason = args[2]
        this.$.kickPlayer(id, reason)
        const kickedPlayer = this.$.getPlayer(id)
        this.$.sendChat(`${kickedPlayer.name} was kicked by ${byPlayer.name}`)
    }
}

const room = haxilium({
    roles: { ingame: 0, admin: 1 }
    getRoles: (player: Player) => [
        player.admin ? 'admin' : '',
        player.team !== Team.Spect ? 'ingame' : '',
    ],
    modules: [KickModule],
})

Now, kick command will be available only to players who belongs to admin role. Usage:

  • kick 1 - kick a player with id 1
  • kick 1 "very long afk" - kick a player with id 1 and specify "very long afk" reason

A second parameter of the @Command() decorator is a string which is a boolean expression. Available operators:

  • ==, !=
  • >, >=
  • <, <=
  • ||, &&
  • () - parenthesis

For example:

  • >ingame && <admin will allow command execution only for players whose role is greater than ingame AND less than admin
  • <ingame || >admin will allow command execution only for players whose role is less than ingame OR greater than admin.
  • <ingame || (>ingame && <admin) will allow command execution only for players whose role is either
    • less than ingame OR
    • greater than ingame AND less than admin

If player does not have enough rights to execute command, AccessToCommandDeniedError will be thrown. It is good to handle this:

import { UnknownCommandError, AccessToCommandDeniedError } from 'haxilium'

room.onPlayerChat = function (player: Player, message: string) {
    if (message[0] === '!') {
        // Remove the leading '!'.
        const command = message.substring(1)
        try {
            return room.executeCommand(player, command)
        } catch (err) {
            if (err instanceof UnknownCommandError) {
                // Notify player that command does not exist.
                room.sendChat(err.message, player.id)
            } else if (err instanceof AccessToCommandDeniedError) {
                // Notify player that he does not have rights to execute this command.
                room.sendChat("You don't have enough rights to execute this command", player.id)
            } else {
                // Rethrow it.
                throw err
            }
        }
    }
}

Meta information about command

Sometimes, there are situations when you want to store some additional information about command. For examlpe, you want to make a help command, which shows players a description of each command. To store meta information about command, pass it as third argument to the Command() decorator and later retrieve it using Room.getCommandMeta(name: string):

@Module()
class CommandsModule {
    constructor(private $: Room) { }

    // Access string can be empty if you want command to be accessible to any player.
    @Command('leave', '', {
        description: 'Leave the room'
    })
    makePlayerLeave(player: Player, args: string[]) {
        this.$.kickPlayer(player.id, 'Bye!')
    }

    @Command('help', '', {
        description: 'Use `help <command>` to get help for specific <command>'
    })
    getHelp(player: Player, args: string[]) {
        const commandName = (args[1] || '').toLowerCase()
        const meta = this.$.getCommandMeta(commandName)
        if (meta && meta.description) {
            this.$.sendChat(meta.description)
        } else {
            this.$.sendChat(`Help for "${commandName}" command is unavailable`)
        }
    }
}

Command meta has any type. It's your responsibility to check its type when you try to read it.

Afk module example

Below you can see example of an afk module:

import haxilium, { Module, Command, Event, Room, Player as PlayerBase } from 'haxilium'

class Player extends PlayerBase {
    @Event('playerAfkChange') afk = false
}

@Module()
class AfkModule {
    constructor(private $: Room<Player>) { }

    @Command('afk')
    setAfk(player: Player, args: string[]) {
        player.afk = true
    }

    @Command(['back', 'here', 'notafk'])
    unsetAfk(player: Player, args: string[]) {
        player.afk = false
    }

    onPlayerAfkChange(player: Player) {
        if (player.afk) this.$.sendChat(`${player.name} is afk`)
        else            this.$.sendChat(`${player.name} is not afk`)
    }
}

const room = haxilium({
    roomName: 'Room with afk command',
    Player: Player,
    modules: [AfkModule],
})

// Execute command
room.onPlayerChat = function (player: Player, message: string) {
    if (message[0] === '!') {
        const command = message.substring(1)
        try {
            return room.executeCommand(player, command)
        } catch (err) {
            if (err instanceof UnknownCommandError) {
                room.sendChat(err.message, player.id)
            } else if (err instanceof AccessToCommandDeniedError) {
                room.sendChat("You don't have enough rights to execute this command", player.id)
            } else {
                throw err
            }
        }
    }
}
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