brs-js
v2.0.16
Published
Brickadia Save Read/Writing
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brs.js
Read and write Brickadia save files (.brs)
Currently supports save versions <= 10
Warning: Unreal Engine uses numbers potentially larger than Javascript can handle.
Install
npm install brs-js
Documentation and Usage
Node:
const brs = require('brs-js');
ES6:
import brs from 'brs-js';
Web:
Head: <script src="https://cdn.jsdelivr.net/npm/brs-js/dist/dist.js"></script>
Script: window.BRS
Examples
Examples are available in the examples/
directory. All .js
examples are for node, .html
are for web.
Save Object
The Save Object is the input and output of this program. It represents the decoded/decompressed contents of the save.
Strings can be UCS-2 or UTF-8. UUIDs follow the spec. The save_time
field is 8 bytes (Little Endian) instead of a long.
Unsigned ints, while unlikely, may overflow.
{
version: short,
map: string,
author: {id: uuid, name: string},
host: {id: uuid, name: string} // (v8+ only)
description: string,
save_time: UTC as 8 bytes,
brick_count: int,
mods: string array,
brick_assets: [string],
// --- See bottom of page for known bricks ---
colors: [[byte, byte, byte, byte], ... ],
physical_materials: [string],
materials: [string],
// --- Known available materials
// BMC_Ghost
// BMC_Ghost_Fail
// BMC_Plastic
// BMC_Glow
// BMC_Metallic
// BMC_Hologram
brick_owners: [{
id: uuid,
name: string,
bricks: int // (v8+ only)
}, ... ],
components: {
[componentName]: {
version: int,
brick_indices: [int, ...],
properties: {[name]: [value], ...},
},
...
},
bricks: [{
asset_name_index: int,
size: [uint, uint, uint],
// must be [0, 0, 0] for all B_ prefixed brick_assets
// must NOT be [0, 0, 0] for all PB_ prefixed brick_assets
// 1x1 brick has size [5, 5, 6]
// 1x1F plate has size [5, 5, 2]
position: [int, int, int],
direction: 0-5,
// --- Directions (facing axis) ---
// 0: X Positive
// 1: X Negative
// 2: Y Positive
// 3: Y Negative
// 4: Z Positive
// 5: Z Negative
rotation: 0-3,
// --- Rotations (along the facing axis) ---
// 0: 0 Deg
// 1: 90 Deg
// 2: 180 Deg
// 3: 270 Deg
collision: bool,
visibility: bool,
material_index: uint,
physical_index: uint,
material_intensity: 0-10,
color: uint or [byte, byte, byte, byte] or (v9) -> [byte, byte, byte],
owner_index: uint,
components: {
[componentName]: {
[propName]: [propVal],
...
},
...
},
}, ... ],
}
Fields: (optional fields during brs.write(save)
will be set to default)
| field | type | default | optional | description |
|-----------------------------|--------|--------------------------------------|----------|----------------------------------|
| version | short | Latest Save Version | auto | Save file version |
| game_version | int | Game Version | ☑ | Saving version of the game |
| map | string | 'Unknown' | ☑ | Map where the save was generated |
| author.id | uuid | 00000000-0000-0000-0000-000000000000 | ☑ | Save author UUID |
| author.name | string | 'Unknown' | ☑ | Save author name |
| description | string | '' (Empty String) | ☑ | Save author name |
| save_time | array | [0, 0, 0, 0, 0, 0, 0, 0] | ☑ | UTC in bytes of creation time |
| brick_count | int | Number of bricks in bricks
| auto | Number of bricks in save |
| mods | array | [] | ☑ | In game mods required for load |
| brick_assets | array | ['PB_DefaultBrick'] | ☑ | List of brick assets |
| colors | array | [] | ☑ | List of colorset colors |
| materials | array | ['BMC_Plastic'] | ☑ | List of used materials |
| physical_materials | array | [] | ☑ | List of physical materials |
| brick_owners | array | [{}] | ☑ | Brick owner list |
| brick_owners[].id | uuid | 00000000-0000-0000-0000-000000000000 | ☑ | Brick owner list user uuid |
| brick_owners[].name | string | 'Unknown' | ☑ | Brick owner list user name |
| preview | array | undefined | ☑ | 1280x720 png screenshot data |
| bricks | array | | | List of bricks in the save |
| bricks[].asset_name_index | int | 0 (0 indexed) | ☑ | Index of asset in brick_assets
|
| bricks[].size | array | | | Brick size |
| bricks[].position | array | | | Brick position |
| bricks[].direction | int | 4 (Positive Z, Upward) | ☑ | Brick axis / facing direction |
| bricks[].rotation | int | 0 (0 degrees) | ☑ | Brick rotation on axis |
| bricks[].collision | bool | true | ☑ | Brick has collision with players |
| bricks[].visibility | bool | true | ☑ | Brick renders to players |
| bricks[].material_index | int | 0 (0 indexed) | ☑ | Index of material in materials
|
| bricks[].material_intensity | int | 0 (0 indexed) | ☑ | Material intensity (0-10) |
| bricks[].physical_index | int | 0 (0 indexed) | ☑ | Index of physical material |
| bricks[].color (colorset) | int | 0 | ☑ | Index of color in colors
|
| bricks[].color (rgba) | array | [255, 255, 255, 255] | ☑ | Color in RGBA Bytes |
| bricks[].color (rgb) | array | [255, 255, 255] (v9+) | ☑ | Color in RGBA Bytes |
| bricks[].owner_index | int | 1 (1 indexed) | ☑ | Index of owner in brick_owners
|
| bricks[].components | object | {} | ☑ | Components on this brick |
| components | object | {} | ☑ | List of components in the save |
| components[].version | int | | | Game version for this component |
| components[].brick_indices | array | | | Indices of assigned bricks |
| components[].properties | object | | | Map of properties names and types|
Function brs.read(buffer, options)
Returns: Save Object
In node, the buffer can be obtained from fs.readFile
without an encoding specified. In web, the buffer can be obtained via File.arrayBuffer()
. Be sure to resolve promises where necessary.
| parameter | type | description |
|-------------|---------------------|-----------------------------------------|
| buffer
| Uint8Array / Buffer | Input bytes to be parsed |
| options
| Object | Options for the parser, see table below |
Options
| name | type | description | default |
|-----------|---------|--------------------------|---------|
| bricks
| boolean | Whether to read bricks | true
|
| preview
| boolean | Whether to copy previews | false
|
Function brs.write(saveObj)
Returns: Uint8Array
In node, the buffer can be saved with from fs.writeFile(fileName, buffer)
. In web, the buffer can be made into a new Blob([buffer])
, and can be downloaded with an <a download>
with href
as URL.createObjectURL(blob)
.
| parameter | type | description |
|-------------|-------------|----------------------------------------|
| saveObj
| Save Object | Save Object to be turned into a buffer |
Brick Assets
Notes:
- Size must be [0, 0, 0] for bricks using non-procedural brick assets
- Size must NOT be [0, 0, 0] for bricks using procedural brick assets
- 1x1 brick has size [5, 5, 6] and 'PB_DefaultBrick' brick asset
- 1x1F plate has size [5, 5, 2] and 'PB_DefaultBrick' brick asset
| name | procedural | |------|------------| | PB_DefaultBrick | ☑ | | PB_DefaultRamp | ☑ | | PB_DefaultRampCrest | ☑ | | PB_DefaultRampCrestCorner | ☑ | | PB_DefaultRampCrestEnd | ☑ | | PB_DefaultRampInnerCornerInverted | ☑ | | PB_DefaultRampInverted | ☑ | | PB_DefaultSideWedge | ☑ | | PB_DefaultSideWedgeTile | ☑ | | PB_DefaultTile | ☑ | | PB_DefaultWedge | ☑ | | PB_DefaultMicroBrick | ☑ | | PB_DefaultMicroWedge | ☑ | | B_1x1_Brick_Side | | | B_1x1_Brick_Side_Lip | | | B_1x1_Cone | | | B_1x1_Round | | | B_1x1F_Octo | | | B_1x1F_Round | | | B_1x2_Overhang | | | B_1x2f_Plate_Center | | | B_1x2f_Plate_Center_Inv | | | B_1x4_Brick_Side | | | B_1x_Octo | | | B_1x_Octo_90Deg | | | B_1x_Octo_90Deg_Inv | | | B_1x_Octo_T | | | B_1x_Octo_T_Inv | | | B_2x1_Slipper | | | B_2x2_Cone | | | B_2x2_Corner | | | B_2x2_Overhang | | | B_2x2_Round | | | B_2x2_Slipper | | | B_2x2F_Octo | | | B_2x2F_Octo_Converter | | | B_2x2F_Octo_Converter_Inv | | | B_2x2f_Plate_Center | | | B_2x2f_Plate_Center_Inv | | | B_2x2F_Round | | | B_2x4_Door_Frame | | | B_2x_Cube_Side | | | B_2x_Octo | | | B_2x_Octo_90Deg | | | B_2x_Octo_90Deg_Inv | | | B_2x_Octo_Cone | | | B_2x_Octo_T | | | B_2x_Octo_T_Inv | | | B_4x4_Round | | | B_8x8_Lattice_Plate | | | B_Bishop | | | B_Bone | | | B_BoneStraight | | | B_Branch | | | B_Bush | | | B_Cauldron | | | B_Chalice | | | B_CheckPoint | | | B_Coffin | | | B_Coffin_Lid | | | B_Fern | | | B_Flame | | | B_Flower | | | B_Gravestone | | | B_GoalPoint | | | B_Handle | | | B_Hedge_1x1 | | | B_Hedge_1x1_Corner | | | B_Hedge_1x2 | | | B_Hedge_1x4 | | | B_Inverted_Cone | | | B_Jar | | | B_King | | | B_Knight | | | B_Ladder | | | B_Pawn | | | B_Picket_Fence | | | B_Pine_Tree | | | B_Pumpkin | | | B_Pumpkin_Carved | | | B_Queen | | | B_Rook | | | B_Sausage | | | B_Small_Flower | | | B_SpawnPoint | | | B_Swirl_Plate | | | B_Turkey_Body | | | B_Turkey_Leg | |
Development
NPM Scripts (npm run <cmd>
)
| name | description | |-------|----------------------------------------------------------| | build | Build library in development mode | | watch | Auto-build library in development mode when files change | | dist | Build library in production mode | | test | Run tests |