2.1.5 • Published 3 years ago

owop-js v2.1.5

Weekly downloads
8
License
MIT
Repository
github
Last release
3 years ago

OWOP.js / OJS - v2

Node.js library for OWOP. Support Discord server - discord.gg/k4u7ddk.

Installing: npm i owop-js.\ REQUIRES NODE.JS 12.0+!

Nodejs

You can also use browser version in OPM. In OPM version there is simpleChunks option for using OWOP internal chunks, renderCaptcha for captcha rendering, and there is no agent, origin, controller, and other node.js only options.

OPM Example

const OJS = OPM.require("owop-js");
const Client = new OJS.Client({
    reconnect: true
});

Client.on("join", () => {
    Client.chat.send("Hello from browser OJS!");
});

Node.js Example

const OJS = require("owop-js");
const Client = new OJS.Client({
    reconnect: true,
    controller: true
});

Client.on("join", () => {
    Client.chat.send("Hello, OWOP from OJS!");
});

Events

open - Opened WebSocket connection.\ close - Closed WebSocket connection.\ join - Joined to world world name.\ id - Got id id.\ rawMessage - Any message from WebSocket server. (It can be object or string) data.\ update - Player in world updates player object.\ pixel - New pixel in world [x, y, r, g, b].\ disconnect - Someone in world disconnected player object.\ connect - Someone in world connected id.\ teleport - got 'teleport' opcode. Very rare. x, y.\ rank - Got new rank. rank.\ captcha - Captcha state. gcaptcha id.\ chunkProtect - Chunk (un)protected. x, y, newState.\ pquota - New PQuota. rate, per.\ destroy - Socket was destroyed and won't reconnect anymore.\ chunk - New chunk. x, y, chunk, protected.\ message - New message in chat. msg.

Options

ws - Websocket server address. (default - wss://ourworldofpixels.com)\ origin - Origin header (default - https://ourworldofpixels.com).\ id - ID for logging. If not set, OWOP ID will be used.\ agent - Proxy Agent.\ world - World name. (default - main).\ noLog - No logging.\ reconnect - Reconnect if disconnected.\ adminlogin - Admin login.\ modlogin - Mod login.\ pass - Pass for world.\ captchapass - Captcha pass.\ teleport - Teleport on 'teleport' opcode.\ controller - Enable controller for this bot. (Use only once!).\ reconnectTime - Reconnect time (ms) after disconnect (default - 5000).\ unsafe - Use methods that are supposed to be only for admin or moderator.

Module

When you require lib, you get object with:

Client - main OJS Client class (requires options object).\ Bucket - Bucket class for quota.\ ChunkSystem - Class for chunks, pixels management.\ Chunks - instance of ChunkSystem, all bots that will request chunks will give chunk info to this instance.

API

Client

Client API is similar to OWOP, and some methods have same 'path'.

<\static>Client.RANK

Object with all ranks - ADMIN, MODERATOR, USER and NONE.

<\static> Client.options

Object with OWOP options. Check code to see them.

Client.clientOptions

Options that you passed in options argument.

Client.chat

Client.chat.send(msg)

Send message in chat.

Client.chat.local(msg)

Local message in console.

Client.chat.sendModifier

Function for modifying and getting messages that you gonna send.

Client.chat.recvModifier

Function for modifying and getting messages that you're getting from server.

Client.chat.messages

All messages that you got. Keep in mind that it can only hold maximum of Client.options.maxChatBuffer messages in it (default - 256).

Client.world

Client.world.join(name)

Function to join world. Should not be used, only for internal use! For connections to new worlds you should use new Client with world option in it.

Client.world.leave()

Leave world. If there's reconnect option enabled, client will try to reconnect after options.reconnectTime (default - 5000ms) seconds.

Client.world.destroy()

Leave world and don't reconnect anymore.

Client.world.move(x = 0, y = 0)

Move bot to X, Y.

Client.world.setPixel(x = player.x, y = player.y, color = player.color, sneaky)

Move and set pixel. If sneaky option is set to true, bot will return to old location.

Client.world.setTool(id = 0)

Set tool that bot has eqquiped.

Client.world.setColor(color = 0, 0, 0)

Set color of bot.

Client.world.protectChunk(x = player.x, y = player.y, newState = 1)

Protect chunk. You need to be admin to use this but you can ignore this if you'll use unsafe option.

Client.world.clearChunk(x = player.x, y = player.y, rgb = player.color)

Clear chunk. You need to be admin to use this but you can ignore this if you'll use unsafe option.

await Client.world.requestChunk(x = player.x, y = player.y, innacurate)

Request chunk, it'll be loaded to ChunkSystem. If inaccurate argument is passed, it'll transform x and y to chunkX and chunkY, so you can use normal coords to request chunks. Returns raw chunk.

if(inaccurate) {
	x = Math.floor(x/OJS.options.chunkSize);
	y = Math.floor(y/OJS.options.chunkSize);
};

await Client.world.getPixel(x = player.x, y = player.y)

Request chunk and get pixel.

Client.player

  • Client.player.x
  • Client.player.y
  • Client.player.worldX - x*16
  • Client.player.worldY - y*16
  • Client.player.tool
  • Client.player.rank
  • Client.player.id
  • Client.player.color

Client.players

List of players. Every player is object with properties:

  • x
  • y
  • id
  • color
  • tool

Example: Client.players[15035].

Client.net

  • Client.net.isWebsocketConnected - is connected to server.
  • Client.net.isWorldConnected - is connected to world.
  • Client.net.destroyed - is Client destroyed.
  • Client.net.bucket - instance of Bucket for PQuota.
  • Client.net.dataHandler - data handler, I don't think you'll ever need to change something here.
  • Client.net.messageHandler - message handler.

Client.util

  • Client.util.log - console log with Client.player.id or option.id if option.noLog is enabled.
  • Client.util.decompress - Chunk decompressor. Vars :(

Client also has primitive EventEmitter - on, once, emit, off.

ChunkSystem

This class is created just for Chunks, I don't think you'll ever need to use it.

Chunks

All chunks and pixels stuff goes here.

  • Chunks.chunks - array with chunks. In this array chunks are saved like this: Chunks.chunks[x][y].
  • Chunks.chunkProtected - same thing as chunks but only for protected chunks.

Keep in mind, that you'll usually only need Chunks.getPixel from all this stuff here.

Chunks.setChunk(x, y, data)

Set chunk data.

Chunks.getChunk(x, y, raw)

Get chunk data. Usually it tries to get chunks by normal coords, but if you'll set raw arg, you can use your own chunk coords.

Chunks.removeChunk(x, y)

Remove chunk.

Chunks.setPixel(x, y, rgb)

Set pixel in chunk.

Chunk.getPixel(x, y)

Get pixel from chunk.

Chunk.protectChunk(x, y)

Protect chunk.

Chunk.unProtectChunk(x, y)

Unprotect chunk.

Chunk.isProtected(x, y)

Is chunk protected.

License & Author

License - MIT.\ Created by dimden.

2.1.5

3 years ago

2.1.3

4 years ago

2.1.2

4 years ago

2.1.1

4 years ago

2.0.7

4 years ago

2.0.9

4 years ago

2.0.8

4 years ago

2.1.0

4 years ago

2.0.3

4 years ago

2.0.5

4 years ago

2.0.4

4 years ago

2.0.6

4 years ago

2.0.2

4 years ago

2.0.1

4 years ago

2.0.0

4 years ago

1.2.5

5 years ago

1.2.4

5 years ago

1.2.3

5 years ago

1.2.2

5 years ago

1.2.1

5 years ago

1.2.0

5 years ago

1.1.2

5 years ago

1.1.1

5 years ago

1.1.0

5 years ago

1.0.9

5 years ago

1.0.8

5 years ago

1.0.7

5 years ago

1.0.6

5 years ago

1.0.5

5 years ago

1.0.4

5 years ago

1.0.3

5 years ago