owop-js
v2.1.5
Published
The OWOP (ourworldofpixels) API.
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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+!
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
oroption.id
ifoption.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.