0.3.1 • Published 9 years ago

node-ps-client v0.3.1

Weekly downloads
24
License
GPLv3
Repository
github
Last release
9 years ago

Build Status npm Dependency Status devDependency Status License

Node-PS-Client is a Pokemon Showdown simplified client library written in JavaScript for Node.

This library is based on Pokemon Showdown Bot, merging all connection, data-receiving and data-sending functions in a single namespace, easing development of bots for Pokemon Showdown.

Installation

NPM Installation - To install use:

npm install node-ps-client

Minimized Version

Due to this library is in a single file, you can also install it just copying the file ./lib/node-ps-client.js Note: You must manually install dependencies to work

Usage

Creating a new client is as simple as this:

var pokemonShowdownClient = require('node-ps-client');
var Client = new pokemonShowdownClient(server, port, options);

In order to add events (for example if you want to listen for pms or chat messages) you can use on method:

Client.on('eventname', function (args) {
  //do stuff
});

In order to send data to server, you can send method:

Client.send(data, delay); 

data can be a string or an array. delay is using only when data is an array for sending it slowly

In order to log in a new usename, use rename method:

Client.rename('New Nick', 'password');

Options

Options are passed on client construction in an object, example:

var pokemonShowdownClient = require('node-ps-client');

var conOptions = {
  server: 'localhost',
  port: 8000,
  serverid: 'localhost'
};

var Client = new pokemonShowdownClient(server, port, options);

Connection-Related Options

  • server: host of a Pokemon showdown server. For example, main server (sim.smogon.com)
  • port: connection port. Pokemon Showdown Servers default port is 8000
  • serverid: server identification, using during the login process
  • secprotocols (Optional): secondary protocols for the connection. Pokemon showdow servers don't use them, no it's useless
  • connectionTimeout (Optional): If not false, forces connection closing if no messages are received in connectionTimeout value miliseconds
  • autoConnect (Optional): If true, connect to server just after object creation
  • autoReconnect (Optional): If true, try reconnect when connection is closed
  • autoReconnectDelay (Optional): Number of milliseconds for reconnect

Login-Related Options

  • loginServer: Login server url. For main server is https://play.pokemonshowdown.com/~~showdown/action.php
  • nickName (Optional): Auto login nickname
  • pass (Optional): Password for auto login nickname(if needed)
  • retryLogin (Optional): If not false, retry loging when failed in retryLogin value milliseconds

Other Options

  • autoJoin (Optional): An array of rooms names for joining after login
  • showErrors (Optional): If true write error messages on the console
  • debug (Optional): If true write debug messages on the console

Status properties

Overall Status

  • Client.status.connected - true if connected to server, false otherwise
  • Client.status.nickName - Actual nickname
  • Client.status.named - true if named, false if guest
  • Client.status.avatar - current avatar

Rooms Information

  • Client.rooms - object with all rooms where client is joined
  • Client.rooms['name'].title - title of the room
  • Client.rooms['name'].type - room type (chat or battle)
  • Client.rooms['name'].userCount - number of users
  • Client.rooms['name'].users - users object

Example:

var pokemonShowdownClient = require('node-ps-client');
var Client = new pokemonShowdownClient(server, port, options);
Client.on('joinroom', function (room) {
  console.log(Client.status.nickName + " joined " + room);
});

Methods

Connection Methods:

  • Client.connect() - connects to server
  • Client.disconnect() - closes the connection
  • Client.softDisconnect() - closes the connection and reconnects
  • Client.startConnectionTimeOut() - starts connection timer
  • Client.stopConnectionTimeOut() - stops connection timer

Login Methods:

  • Client.rename(nick, pass) - logins on an username

Sending Methods:

  • Client.send(data, delay) - send to server
  • Client.sendRoom(room, data, delay) - send data to a room
  • Client.say(room, message) - send a message to a room
  • Client.pm(to, message) - send a private message
  • Client.joinRooms(rooms) - joins rooms (rooms = array of rooms ids)
  • Client.leaveRooms(room, data, delay) - leaves rooms

Events

Event: connect - when client connects to server

Client.on('connect', function (connection) {
  //do stuff
});

Event: disconnect - on connection error or closure

Client.on('disconnect', function (err) {
  //do stuff
});

Event: message - when a message is received from the server

Client.on('message', function (message) {
  //do stuff
});

Event: send - on sending data

Client.on('send', function (data) {
  //do stuff
});

Event: sendfailure - on sending error

Client.on('sendfailure', function (err) {
  //do stuff
});

Event: rename - on rename success

Client.on('rename', function (name, named, avatar) {
  //do stuff
});

Event: renamefailure - on rename error

Client.on('renamefailure', function (err) {
  //do stuff
});

Event: challstr - on challstr receive

Client.on('challstr', function (challstr) {
  //do stuff
});

Event: formats - on formats list receive

Client.on('formats', function (formats) {
  //do stuff
});

Event: joinroom - on room joining

Client.on('joinroom', function (room, type) {
  //do stuff
});

Event: leaveroom - on room leaving

Client.on('leaveroom', function (room) {
  //do stuff
});

Event: joinfailure - on join error or access denied

Client.on('joinfailure', function (room, errType, errData) {
  //do stuff
});

Event: intro - on room intro message (not real time message)

Client.on('intro', function (type, room, ...) {
  //do stuff
});

Event: chat - on chat messages (not self messages)

Client.on('chat', function (room, time, by, message) {
  //do stuff
});

Event: chatsucess - on self chat messages

Client.on('chatsucess', function (room, time, message) {
  //do stuff
});

Event: pm - on private message

Client.on('pm', function (by, message) {
  //do stuff
});

Event: pmsucess - on pm sent confirmation

Client.on('pmsucess', function (to, message) {
  //do stuff
});

Event: userjoin - when an user joins a room

Client.on('userjoin', function (room, user) {
  //do stuff
});

Event: userleave - when an user leaves a room

Client.on('userleave', function (room, user) {
  //do stuff
});

Event: userrename - when an users changes its identity

Client.on('userrename', function (room, oldName, newName) {
  //do stuff
});

Event: queryresponse - when a query response is received

Client.on('queryresponse', function (data) {
  //do stuff
});

Event: popup - on popup received

Client.on('popup', function (data) {
  //do stuff
});

Event: raw - on raw, html or no label message received

Client.on('raw', function (room, raw) {
  //do stuff
});

Event: line - single message (only one line)

Client.on('line', function (room, message, isIntro, splittedLine) {
  //do stuff
});

Event: major - on major (labeled messages)

Client.on('major', function (room, major, message, isIntro) {
  //do stuff
});

Event: minor - on minor message (some battle messages)

Client.on('minor', function (room, minor, message, isIntro) {
  //do stuff
});

Credits

Part of this code is imported from other developments, so credits to:

0.3.1

9 years ago

0.3.0

10 years ago

0.2.1

10 years ago

0.2.0

10 years ago

0.1.2

10 years ago

0.1.1

10 years ago

0.0.6

10 years ago

0.0.5

10 years ago

0.0.4

10 years ago

0.0.3

10 years ago

0.0.2

10 years ago

0.0.1

10 years ago