ps-bot-webhook
v0.3.2
Published
Basic Pokemon Showdown Client library for Node
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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 8000serverid
: server identification, using during the login processsecprotocols
(Optional): secondary protocols for the connection. Pokemon showdow servers don't use them, no it's uselessconnectionTimeout
(Optional): If not false, forces connection closing if no messages are received in connectionTimeout value milisecondsautoConnect
(Optional): If true, connect to server just after object creationautoReconnect
(Optional): If true, try reconnect when connection is closedautoReconnectDelay
(Optional): Number of milliseconds for reconnect
Login-Related Options
loginServer
: Login server url. For main server ishttps://play.pokemonshowdown.com/~~showdown/action.php
nickName
(Optional): Auto login nicknamepass
(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 loginshowErrors
(Optional): If true write error messages on the consoledebug
(Optional): If true write debug messages on the console
Status properties
Overall Status
Client.status.connected
- true if connected to server, false otherwiseClient.status.nickName
- Actual nicknameClient.status.named
- true if named, false if guestClient.status.avatar
- current avatar
Rooms Information
Client.rooms
- object with all rooms where client is joinedClient.rooms['name'].title
- title of the roomClient.rooms['name'].type
- room type (chat or battle)Client.rooms['name'].userCount
- number of usersClient.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 serverClient.disconnect()
- closes the connectionClient.softDisconnect()
- closes the connection and reconnectsClient.startConnectionTimeOut()
- starts connection timerClient.stopConnectionTimeOut()
- stops connection timer
Login Methods:
Client.rename(nick, pass)
- logins on an username
Sending Methods:
Client.send(data, delay)
- send to serverClient.sendRoom(room, data, delay)
- send data to a roomClient.say(room, message)
- send a message to a roomClient.pm(to, message)
- send a private messageClient.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
- Ecuacion (Owner)
Part of this code is imported from other developments, so credits to:
- Quinella, Morfent and TalkTakesTime developers of Pokemon-Showdown-Bot (https://github.com/TalkTakesTime/Pokemon-Showdown-Bot)
- Guangcong Luo and other contributors of Pokemon Showdown