omegga 1.5.2 → 1.5.4
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- package/CHANGELOG.md +5 -1
- package/dist/omegga/commandInjector.js +13 -6
- package/dist/omegga/commandInjector.js.map +1 -1
- package/dist/omegga/player.js +2 -2
- package/dist/omegga/player.js.map +1 -1
- package/dist/plugin.js.map +1 -1
- package/package.json +1 -1
- package/templates/safe-ts/omegga.d.ts +1 -1
package/CHANGELOG.md
CHANGED
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@@ -29,13 +29,20 @@ const COMMANDS = {
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const [tableHeader, ...tableLines] = statusLines.filter((l) => l[1].startsWith("* ")).map((l) => l[1].slice(1));
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const columnRegExp = tableHeader ? buildTableHeaderRegex(tableHeader) : null;
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if (statusLines.length < 5) return null;
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const serverName = statusLines[0][1].match(/^Server Name: (.*)$/);
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const description = statusLines[1][1].match(/^Description: (.*)$/);
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const bricks = statusLines[2][1].match(/^Bricks: (\d+)$/);
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const components = statusLines[3][1].match(/^Components: (\d+)$/);
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const uptime = statusLines[4][1].match(/^Time: (.*)$/);
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if (!serverName || !description || !bricks || !components || !uptime)
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return null;
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const status = {
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time: index.time.parseDuration(statusLines[4][1].match(/^Time: (.*)$/)[1]),
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serverName: serverName[1],
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description: description[1],
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bricks: Number(bricks[1]),
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components: Number(components[1]),
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time: index.time.parseDuration(uptime[1]),
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// extract players using the generated table regex
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players: columnRegExp ? tableLines.map((l) => {
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const {
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@@ -1 +1 @@
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{"version":3,"file":"commandInjector.js","sources":["../../src/omegga/commandInjector.ts"],"sourcesContent":["import _ from 'lodash';\nimport { color, time } from '@util';\nimport type LogWrangler from './logWrangler';\nimport {\n ILogMinigame,\n IMinigameList,\n IPlayerPositions,\n IServerStatus,\n} from './types';\nimport { InjectedCommands, OmeggaPlayer, OmeggaLike } from '@/plugin';\nimport Logger from '@/logger';\n\ntype Cast<X, Y> = X extends Y ? X : Y;\ntype ArrayElement<A> = A extends readonly (infer T)[] ? T : never;\ntype Extract<T, U> = T extends U ? T : never;\ntype FromEntriesDataField<T> = T extends PawnDataField<infer Key, any>[]\n ? {\n [K in Cast<Key, string>]: ReturnType<\n Extract<ArrayElement<T>, PawnDataField<K, any>>['valueTransform']\n >;\n }\n : { [key in string]: any };\n\nexport type PawnDataField<F, T = string> = {\n /**\n * The command to execute and listen to.\n */\n command: string;\n\n /**\n * The game object name, like `BP_FigureV2_C`.\n */\n object: string;\n\n /**\n * What object should be matched, like `/(?<pawn>BP_FigureV2_C_\\d+)/`.\n */\n objectMatcher: RegExp;\n\n /**\n * The field on the game object, like `bIsDead`.\n */\n objectField: string;\n\n /**\n * The regex that should match the value of the game object field.\n * If `valueTransform` is not specified, `value` becomes the first capture group.\n */\n valueMatcher: RegExp;\n\n /**\n * An optional closure to transform what `valueMatcher` matched.\n */\n valueTransform?: (match: RegExpMatchArray) => T;\n\n /**\n * The field on the final object.\n */\n field: F;\n};\n\nconst buildTableHeaderRegex = (header: string) => {\n const columns = header.match(/[^|]+/g);\n return new RegExp(\n columns // get all strings between the |'s'\n .map((line, i) => [\n line.slice(1, -1),\n line.length - (i === columns.length - 1 ? 1 : 2),\n ]) // calculate the lengths (and remove the spaces)\n .map(\n ([name, len]: [string, number]) =>\n ` (?<${name.trim().toLowerCase()}>.{${len}})( |$)`,\n ) // create a regex pattern to match strings of that length (and trim off whitespace at the end)\n .join('\\\\|'),\n ); // join the regexes with the |\n};\n// A list of commands that can be injected to things with the log wrangler\n/**\n * List of injected commands\n */\nconst COMMANDS: InjectedCommands = {\n /**\n * Get a server status object containing bricks, time, players, player ping, player roles, etc\n */\n async getServerStatus(): Promise<IServerStatus> {\n const statusLines = await (\n this as OmeggaLike\n ).watchLogChunk<RegExpMatchArray>(\n 'Server.Status',\n /^LogConsoleCommands: (.+)$/,\n {\n first: match => match[1].startsWith('Server Name:'),\n timeoutDelay: 1000,\n },\n );\n\n // the table lines all start with '* '\n // find all those lines, and remove the asterisk\n const [tableHeader, ...tableLines] = statusLines\n .filter(l => l[1].startsWith('* '))\n .map(l => l[1].slice(1));\n\n // use the size of each column to build a regex that matches each row\n const columnRegExp = tableHeader\n ? buildTableHeaderRegex(tableHeader)\n : null;\n\n const status = {\n // easily extract certain values from the server status\n serverName: statusLines[0][1].match(/^Server Name: (.*)$/)[1],\n description: statusLines[1][1].match(/^Description: (.*)$/)[1],\n bricks: Number(statusLines[2][1].match(/^Bricks: (\\d+)$/)[1]),\n components: Number(statusLines[3][1].match(/^Components: (\\d+)$/)[1]),\n time: time.parseDuration(statusLines[4][1].match(/^Time: (.*)$/)[1]),\n // extract players using the generated table regex\n players: columnRegExp\n ? tableLines.map(l => {\n // match the player row with the generated regex\n const {\n groups: { name, ping, time: online, roles, address, id },\n } = l.match(columnRegExp);\n // trim and parse the matched data\n return {\n name: name.trim(),\n ping: time.parseDuration(ping.trim()),\n time: time.parseDuration(online.trim()),\n roles: roles\n .trim()\n .split(', ')\n .filter(r => r.length > 0), // roles are split by ', '\n address: address.replace('(Owner)', '').trim(),\n id: id.trim(),\n };\n })\n : [],\n };\n\n return status;\n },\n\n /**\n * Get a list of minigames\n * @return Minigame List\n */\n async listMinigames(): Promise<IMinigameList> {\n const minigameLines = await (\n this as OmeggaLike\n ).watchLogChunk<RegExpMatchArray>(\n 'Server.Minigames.List',\n /^LogConsoleCommands: (.+)$/,\n {\n first: match => match[1].startsWith('Minigame Count:'),\n timeoutDelay: 1000,\n },\n );\n\n // the table lines all start with '* '\n // find all those lines, and remove the asterisk\n const [tableHeader, ...tableLines] = minigameLines\n .filter(l => l[1].startsWith('* '))\n .map(l => l[1].slice(1));\n\n // use the size of each column to build a regex that matches each row\n const columnRegExp = buildTableHeaderRegex(tableHeader);\n\n return tableLines.map(l => {\n // match the player row with the generated regex\n const {\n groups: { id, name, ownername, ownerid, member },\n } = l.match(columnRegExp);\n // trim and parse the matched data\n return {\n index: Number(id),\n name: name.trim(),\n numMembers: Number(member),\n owner: { name: ownername.trim(), id: ownerid },\n };\n });\n },\n\n // async getAllPawnData<T extends PawnDataField<string, any>[]>(\n // fields: T\n // ): Promise<{\n // controller: string;\n // data: FromEntriesDataField<[PawnDataField<'pawn', string>, ...T]>;\n // }> {\n // const restFields: [PawnDataField<'pawn', string>, ...T] = [\n // {\n // command: 'GetAll BP_PlayerController_C Pawn',\n // object: 'BP_PlayerController_C',\n // objectMatcher: /(?<controller>BP_PlayerController_C_\\d+)/,\n // objectField: 'Pawn',\n // valueMatcher:\n // /(?:None|BP_FigureV2_C'.+?:PersistentLevel.(?<pawn>BP_FigureV2_C_\\d+)')?$/,\n // valueTransform: matches => matches.groups.pawn ?? null,\n // field: 'pawn',\n // } as PawnDataField<'pawn', string>,\n // ...fields,\n // ];\n\n // return {\n // controller: 'test',\n // data: Object.fromEntries(\n // restFields.map(f => [\n // f.field,\n // f.valueTransform({ groups: { pawn: 'foo' } } as any),\n // ])\n // ) as FromEntriesDataField<[PawnDataField<'pawn', string>, ...T]>,\n // };\n // },\n\n /**\n * get every player's position and alive states\n */\n async getAllPlayerPositions(): Promise<IPlayerPositions> {\n const pawnRegExp =\n /(?<index>\\d+)\\) BP_PlayerController_C .+?PersistentLevel\\.(?<controller>BP_PlayerController_C_\\d+)\\.Pawn = .*?(?:None|BP_FigureV2_C'.+?:PersistentLevel.(?<pawn>BP_FigureV2_C_\\d+)')?$/;\n const posRegExp =\n /(?<index>\\d+)\\) CapsuleComponent .+?PersistentLevel\\.(?<pawn>BP_FigureV2_C_\\d+)\\.CollisionCylinder\\.RelativeLocation = \\(X=(?<x>[\\d.-]+),Y=(?<y>[\\d.-]+),Z=(?<z>[\\d.-]+)\\)$/;\n const deadFigureRegExp =\n /(?<index>\\d+)\\) BP_FigureV2_C .+?PersistentLevel\\.(?<pawn>BP_FigureV2_C_\\d+)\\.bIsDead = (?<dead>(True|False))$/;\n\n // wait for the pawn and position watchers to return all the results\n const [pawns, deadFigures, positions] = await Promise.all([\n this.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_PlayerController_C Pawn',\n pawnRegExp,\n {\n first: 'index',\n timeoutDelay: 250,\n },\n ),\n this.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_FigureV2_C bIsDead',\n deadFigureRegExp,\n {\n first: 'index',\n timeoutDelay: 250,\n },\n ),\n this.watchLogChunk<RegExpMatchArray>(\n 'GetAll SceneComponent RelativeLocation Name=CollisionCylinder',\n posRegExp,\n { first: 'index', timeoutDelay: 250 },\n ),\n ]);\n\n return (\n pawns\n // iterate through the pawn+controllers\n .map(pawn => ({\n // find the player for the associated controller\n player: this.getPlayer(pawn.groups.controller),\n // find the position for the associated pawn\n pos: positions.find(pos => pawn.groups.pawn === pos.groups.pawn),\n isDead: deadFigures.find(\n dead => pawn.groups.pawn === dead.groups.pawn,\n ),\n pawn,\n }))\n // filter by only those who have both player. previously we filtered by position but this breaks for players without a pawn, instead it's preferable to pass null\n .filter(p => p.player)\n // turn the position into a [x, y, z] number array (last 3 items in the array)\n .map(p => ({\n player: p.player,\n pawn: p.pawn.groups.pawn || null,\n pos: p.pos ? p.pos.slice(3).map(Number) : null,\n isDead: p.isDead ? p.isDead.groups.dead === 'True' : true,\n }))\n );\n },\n\n /**\n * get all minigames and their players (and the player's teams)\n */\n async getMinigames(): Promise<ILogMinigame[]> {\n // patterns to match the console logs\n const ruleNameRegExp =\n /^(?<index>\\d+)\\) BP_Ruleset_C (.+):PersistentLevel.(?<ruleset>BP_Ruleset_C_\\d+)\\.RulesetName = (?<name>.*)$/;\n const ruleMembersRegExp =\n /^(?<index>\\d+)\\) BP_Ruleset_C (.+):PersistentLevel.(?<ruleset>BP_Ruleset_C_\\d+)\\.MemberStates =$/;\n const teamNameRegExp =\n /^(?<index>\\d+)\\) BP_Team(_\\w+)?_C (.+):PersistentLevel.(?<ruleset>BP_Ruleset_C_\\d+)\\.(?<team>BP_Team(_\\w+)?_C_\\d+)\\.TeamName = (?<name>.*)$/;\n const teamColorRegExp =\n /^(?<index>\\d+)\\) BP_Team(_\\w+)?_C (.+):PersistentLevel.(?<ruleset>BP_Ruleset_C_\\d+)\\.(?<team>BP_Team(_\\w+)?_C_\\d+)\\.TeamColor = \\(B=(?<b>\\d+),G=(?<g>\\d+),R=(?<r>\\d+),A=(?<a>\\d+)\\)$/;\n const teamMembersRegExp =\n /^(?<index>\\d+)\\) BP_Team(_\\w+)?_C (.+):PersistentLevel.(?<ruleset>BP_Ruleset_C_\\d+)\\.(?<team>BP_Team(_\\w+)?_C_\\d+)\\.MemberStates =$/;\n const playerStateRegExp =\n /^\\t(?<index>\\d+): .*?BP_PlayerState_C'(.+):PersistentLevel\\.(?<state>BP_PlayerState_C_\\d+)'$/;\n\n try {\n // parse console output to get the minigame info\n const [rulesets, ruleMembers, teamMembers, teamNames, teamColors] =\n await Promise.all([\n this.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_Ruleset_C RulesetName',\n ruleNameRegExp,\n {\n first: 'index',\n },\n ),\n this.watchLogArray<\n { index: string; ruleset: string },\n { index: string; state: string }\n >(\n 'GetAll BP_Ruleset_C MemberStates',\n ruleMembersRegExp,\n playerStateRegExp,\n ),\n this.watchLogArray<\n { index: string; ruleset: string; team: string },\n { index: string; state: string }\n >(\n 'GetAll BP_Team_C MemberStates',\n teamMembersRegExp,\n playerStateRegExp,\n ),\n this.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_Team_C TeamName',\n teamNameRegExp,\n {\n first: 'index',\n },\n ),\n // team color in a5 is based on (B=255,G=255,R=255,A=255)\n this.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_Team_C TeamColor',\n teamColorRegExp,\n {\n first: 'index',\n },\n ),\n ]);\n\n // figure out what to do with the matched color results\n const handleColor = (\n match:\n | { color: string }\n | { r: string; g: string; b: string; a: string },\n ) => {\n // color index, return the colorset color\n if ('color' in match)\n return color.DEFAULT_COLORSET[Number(match)].slice();\n else return [match.r, match.g, match.b, match.a].map(Number);\n };\n\n const sortedRulesets = rulesets.sort((a, b) =>\n b.groups?.ruleset.localeCompare(a.groups?.ruleset),\n );\n const globalIndex = rulesets.findIndex(\n ruleset => ruleset.groups?.name === 'GLOBAL',\n );\n\n const indexMap = Object.fromEntries(\n sortedRulesets.map((ruleset, index) => {\n if (globalIndex > -1) {\n if (index > globalIndex) {\n index = index - 1;\n } else if (index === globalIndex) {\n index = -1;\n }\n }\n\n return [ruleset.groups?.ruleset, index];\n }),\n );\n\n // join the data into a big object\n return rulesets.map(r => ({\n name: r.groups.name,\n ruleset: r.groups.ruleset,\n index: indexMap[r.groups.ruleset],\n\n // get the players from the team members\n members: ruleMembers\n .find(m => m.item.ruleset === r.groups.ruleset)\n .members // get the members from this ruleset\n .map(m => this.getPlayer(m.state))\n .filter(Boolean), // get the players\n\n // get the teams for this ruleset\n teams: teamMembers\n .filter(m => m.item.ruleset === r.groups.ruleset) // only get teams from this ruleset\n .map(m => ({\n // team name\n name: _.get(\n teamNames.find(t => t.groups.team === m.item.team),\n 'groups.name',\n ) as string,\n team: m.item.team,\n\n // get the colors (different for a4 and a5)\n color: handleColor(\n _.pick(\n teamColors.find(t => t.groups.team === m.item.team)?.groups ??\n ({\n r: 0,\n g: 0,\n b: 0,\n a: 0,\n } as any),\n ['r', 'g', 'b', 'a'],\n ),\n ),\n\n // get the players from the team\n members: m.members\n .map(m => this.getPlayer(m.state))\n .filter(Boolean),\n })),\n }));\n } catch (e) {\n Logger.error('error getting minigames', e);\n return undefined;\n }\n },\n};\n\n// inject the commands into the object given a log wrangler\nexport default <T extends InjectedCommands>(\n obj: T,\n logWrangler: LogWrangler,\n) => {\n for (const cmd in COMMANDS) {\n // disgusting type casting because we're injecting functions\n (obj as unknown as Record<string, Function>)[cmd] =\n COMMANDS[cmd as keyof typeof COMMANDS].bind(logWrangler);\n 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{"version":3,"file":"commandInjector.js","sources":["../../src/omegga/commandInjector.ts"],"sourcesContent":["import _ from 'lodash';\nimport { color, time } from '@util';\nimport type LogWrangler from './logWrangler';\nimport {\n ILogMinigame,\n IMinigameList,\n IPlayerPositions,\n IServerStatus,\n} from './types';\nimport { InjectedCommands, OmeggaPlayer, OmeggaLike } from '@/plugin';\nimport Logger from '@/logger';\n\ntype Cast<X, Y> = X extends Y ? X : Y;\ntype ArrayElement<A> = A extends readonly (infer T)[] ? T : never;\ntype Extract<T, U> = T extends U ? T : never;\ntype FromEntriesDataField<T> = T extends PawnDataField<infer Key, any>[]\n ? {\n [K in Cast<Key, string>]: ReturnType<\n Extract<ArrayElement<T>, PawnDataField<K, any>>['valueTransform']\n >;\n }\n : { [key in string]: any };\n\nexport type PawnDataField<F, T = string> = {\n /**\n * The command to execute and listen to.\n */\n command: string;\n\n /**\n * The game object name, like `BP_FigureV2_C`.\n */\n object: string;\n\n /**\n * What object should be matched, like `/(?<pawn>BP_FigureV2_C_\\d+)/`.\n */\n objectMatcher: RegExp;\n\n /**\n * The field on the game object, like `bIsDead`.\n */\n objectField: string;\n\n /**\n * The regex that should match the value of the game object field.\n * If `valueTransform` is not specified, `value` becomes the first capture group.\n */\n valueMatcher: RegExp;\n\n /**\n * An optional closure to transform what `valueMatcher` matched.\n */\n valueTransform?: (match: RegExpMatchArray) => T;\n\n /**\n * The field on the final object.\n */\n field: F;\n};\n\nconst buildTableHeaderRegex = (header: string) => {\n const columns = header.match(/[^|]+/g);\n return new RegExp(\n columns // get all strings between the |'s'\n .map((line, i) => [\n line.slice(1, -1),\n line.length - (i === columns.length - 1 ? 1 : 2),\n ]) // calculate the lengths (and remove the spaces)\n .map(\n ([name, len]: [string, number]) =>\n ` (?<${name.trim().toLowerCase()}>.{${len}})( |$)`,\n ) // create a regex pattern to match strings of that length (and trim off whitespace at the end)\n .join('\\\\|'),\n ); // join the regexes with the |\n};\n// A list of commands that can be injected to things with the log wrangler\n/**\n * List of injected commands\n */\nconst COMMANDS: InjectedCommands = {\n /**\n * Get a server status object containing bricks, time, players, player ping, player roles, etc\n */\n async getServerStatus(): Promise<IServerStatus | null> {\n const statusLines = await (\n this as OmeggaLike\n ).watchLogChunk<RegExpMatchArray>(\n 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(.+):PersistentLevel.(?<ruleset>BP_Ruleset_C_\\d+)\\.(?<team>BP_Team(_\\w+)?_C_\\d+)\\.MemberStates =$/;\n const playerStateRegExp =\n /^\\t(?<index>\\d+): .*?BP_PlayerState_C'(.+):PersistentLevel\\.(?<state>BP_PlayerState_C_\\d+)'$/;\n\n try {\n // parse console output to get the minigame info\n const [rulesets, ruleMembers, teamMembers, teamNames, teamColors] =\n await Promise.all([\n this.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_Ruleset_C RulesetName',\n ruleNameRegExp,\n {\n first: 'index',\n },\n ),\n this.watchLogArray<\n { index: string; ruleset: string },\n { index: string; state: string }\n >(\n 'GetAll BP_Ruleset_C MemberStates',\n ruleMembersRegExp,\n playerStateRegExp,\n ),\n this.watchLogArray<\n { index: string; ruleset: string; team: string },\n { index: string; state: string }\n >(\n 'GetAll BP_Team_C MemberStates',\n teamMembersRegExp,\n playerStateRegExp,\n ),\n this.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_Team_C TeamName',\n teamNameRegExp,\n {\n first: 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}\n\n return [ruleset.groups?.ruleset, index];\n }),\n );\n\n // join the data into a big object\n return rulesets.map(r => ({\n name: r.groups.name,\n ruleset: r.groups.ruleset,\n index: indexMap[r.groups.ruleset],\n\n // get the players from the team members\n members: ruleMembers\n .find(m => m.item.ruleset === r.groups.ruleset)\n .members // get the members from this ruleset\n .map(m => this.getPlayer(m.state))\n .filter(Boolean), // get the players\n\n // get the teams for this ruleset\n teams: teamMembers\n .filter(m => m.item.ruleset === r.groups.ruleset) // only get teams from this ruleset\n .map(m => ({\n // team name\n name: _.get(\n teamNames.find(t => t.groups.team === m.item.team),\n 'groups.name',\n ) as string,\n team: m.item.team,\n\n // get the colors (different for a4 and a5)\n color: handleColor(\n _.pick(\n teamColors.find(t => t.groups.team === m.item.team)?.groups ??\n ({\n r: 0,\n g: 0,\n b: 0,\n a: 0,\n } as any),\n ['r', 'g', 'b', 'a'],\n ),\n ),\n\n // get the players from the team\n members: m.members\n .map(m => this.getPlayer(m.state))\n .filter(Boolean),\n })),\n }));\n } catch (e) {\n Logger.error('error getting minigames', e);\n return undefined;\n }\n },\n};\n\n// inject the commands into the object given a log wrangler\nexport default <T extends InjectedCommands>(\n obj: T,\n logWrangler: LogWrangler,\n) => {\n for (const cmd in COMMANDS) {\n // disgusting type casting because we're injecting functions\n (obj as unknown as Record<string, Function>)[cmd] =\n COMMANDS[cmd as keyof typeof COMMANDS].bind(logWrangler);\n 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package/dist/omegga/player.js
CHANGED
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@@ -39,11 +39,11 @@ class Player {
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39
39
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#omegga;
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40
40
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static getRoles(omegga, id) {
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41
41
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const data = omegga.getRoleAssignments().savedPlayerRoles[id];
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42
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-
return
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42
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+
return data && data.roles ? [...data.roles] : [];
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43
43
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}
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44
44
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static getPermissions(omegga, id) {
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45
45
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const { roles, defaultRole } = omegga.getRoleSetup();
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46
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-
if (omegga.host
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46
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+
if (omegga.host?.id === id) {
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|
47
47
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return Object.freeze(
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Object.fromEntries(
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49
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[].concat(
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"player.js","sources":["../../src/omegga/player.ts"],"sourcesContent":["import type { OmeggaLike, OmeggaPlayer, WeaponClass } from '@/plugin';\nimport { IBrickBounds } from '@util/brick';\nimport { WriteSaveObject } from 'brs-js';\nimport { brick as brickUtils, color } from '../util/';\n\nconst DEFAULT_PERMS: Record<string, string[]> = {\n moderator: [\n 'Bricks.ClearAll',\n 'Minigame.AlwaysLeave',\n 'Players.Kick',\n 'Players.TPInMinigame',\n 'Players.TPOthers',\n 'Self.Ghost',\n ],\n admin: [\n 'Bricks.ClearAll',\n 'Bricks.ClearOwn',\n 'Bricks.IgnoreTrust',\n 'Bricks.Load',\n 'Map.Environment',\n 'Minigame.AlwaysEdit',\n 'Minigame.AlwaysLeave',\n 'Minigame.AlwaysSwitchTeam',\n 'Minigame.MakeDefault',\n 'Minigame.MakePersistent',\n 'Minigame.UseAllBricks',\n 'Players.Ban',\n 'Players.Kick',\n 'Players.TPInMinigame',\n 'Players.TPOthers',\n 'Roles.Grant',\n 'Self.Ghost',\n 'Server.ChangeRoles',\n 'Server.ChangeSettings',\n 'Server.FreezeCamera',\n 'Tools.Selector.BypassLimits',\n 'Tools.Selector.BypassTimeouts',\n ],\n};\n\nclass Player implements OmeggaPlayer {\n #omegga: OmeggaLike;\n name: string;\n displayName: string;\n id: string;\n controller: string;\n state: string;\n\n static getRoles(omegga: OmeggaLike, id: string): readonly string[] {\n const data = omegga.getRoleAssignments().savedPlayerRoles[id];\n return Object.freeze(data && data.roles ? data.roles : []);\n }\n\n static getPermissions(\n omegga: OmeggaLike,\n id: string,\n ): Record<string, boolean> {\n const { roles, defaultRole } = omegga.getRoleSetup();\n\n // if the player is the host, the player has every permission\n if (omegga.host.id === id) {\n return Object.freeze(\n Object.fromEntries(\n [].concat(\n defaultRole.permissions.map(p => [p.name, true]),\n // sometimes the default role does not have every permission listed\n ...roles.map(r => r.permissions.map(p => [p.name, true])),\n ),\n ),\n );\n }\n\n // get the player's roles\n const playerRoles = Player.getRoles(omegga, id).map(r => r.toLowerCase());\n\n // default player permissions\n const permissions: Record<string, boolean> = {\n 'Bricks.ClearAll': false,\n 'Bricks.ClearOwn': true,\n 'Bricks.Delete': true,\n 'Bricks.Edit': true,\n 'Bricks.IgnoreTrust': false,\n 'Bricks.Paint': true,\n 'Bricks.Place': true,\n 'BricksItems.Spawn': true,\n 'Map.Change': false,\n 'Map.Environment': false,\n 'Map.SetSpawn': false,\n 'Minigame.AlwaysEdit': false,\n 'Minigame.AlwaysLeave': false,\n 'Minigame.AlwaysSwitchTeam': false,\n 'Minigame.Create': true,\n 'Minigame.MakePersistent': false,\n 'Minigame.UseAllBricks': false,\n 'Players.Ban': false,\n 'Players.TPInMinigame': false,\n 'Players.TPOthers': false,\n 'Players.TPSelf': true,\n 'Roles.Grant': false,\n 'Self.Flashlight': true,\n 'Self.Fly': true,\n 'Self.FreezeCamera': false,\n 'Self.Ghost': false,\n 'Self.Sprint': true,\n 'Self.Suicide': true,\n 'Tools.Selector.Use': true,\n };\n\n // apply all permissions from default role\n for (const p of defaultRole.permissions) {\n // technically this can never be Unchanged so it's always on enabled or allowed\n permissions[p.name] =\n p.state === 'Unchanged' ? permissions[p.name] : p.state === 'Allowed';\n }\n\n // loop through all the roles\n for (const role of roles) {\n // ignore ones the player does not have\n if (!playerRoles.includes(role.name.toLowerCase())) continue;\n\n const defaultPerms = DEFAULT_PERMS[role.name.toLowerCase()] || [];\n // iterate through default permissions\n for (const perm of defaultPerms) {\n // if they are not overriden, set it to true\n if (!role.permissions.find(r => r.name === perm))\n permissions[perm] = true;\n }\n\n // add all the new permissions the player now has\n for (const p of role.permissions) {\n // permission is disabled on forbidden, persisted on unchanged, and enabled on bEnabled or Allowed\n permissions[p.name] =\n p.state !== 'Forbidden' &&\n (p.state === 'Unchanged'\n ? permissions[p.name]\n : permissions[p.name] || p.state === 'Allowed');\n permissions[p.name] = permissions[p.name];\n }\n }\n\n return Object.freeze(permissions);\n }\n\n static kill(omegga: OmeggaLike, target: string | OmeggaPlayer) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (target?.name) omegga.writeln(`Server.Players.Kill \"${target?.name}\"`);\n }\n\n static damage(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n amount: number,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (amount === 0) return;\n if (target?.name)\n omegga.writeln(`Server.Players.Damage \"${target?.name}\" ${amount}`);\n }\n\n static heal(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n amount: number,\n ) {\n if (amount === 0) return;\n Player.damage(omegga, target, -amount);\n }\n\n static giveItem(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n item: WeaponClass,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!item) return;\n if (target?.name)\n omegga.writeln(`Server.Players.GiveItem \"${target?.name}\" ${item}`);\n }\n\n static takeItem(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n item: WeaponClass,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!item) return;\n if (target?.name)\n omegga.writeln(`Server.Players.RemoveItem \"${target?.name}\" ${item}`);\n }\n\n static setTeam(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n teamIndex: number,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (target?.name)\n omegga.writeln(`Server.Players.SetTeam \"${target?.name}\" ${teamIndex}`);\n }\n\n static setMinigame(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n index: number,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (target?.name)\n omegga.writeln(`Server.Players.SetMinigame \"${target?.name}\" ${index}`);\n }\n\n static setScore(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n minigameIndex: number,\n score: number,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (target?.name)\n omegga.writeln(\n `Server.Players.SetLeaderboardValue \"${target?.name}\" ${minigameIndex} ${score}`,\n );\n }\n\n static async getScore(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n minigameIndex: number,\n ): Promise<number> {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!target?.name) return 0;\n\n const name = target?.name;\n const id = target?.id;\n\n const match = await omegga.addWatcher(\n (line, match) => {\n if (match?.groups.generator !== 'LogConsoleCommands') return;\n\n const test = match.groups.data.match(\n /^(?<uuid>.+) leaderboard value (?<minigame>\\d+) = (?<score>-?\\d+)$/,\n );\n if (!test) return;\n if (test.groups.uuid !== id) return;\n if (Number(test.groups.minigame) !== minigameIndex) return;\n return test;\n },\n {\n timeoutDelay: 1000,\n exec: () =>\n omegga.writeln(\n `Server.Players.PrintLeaderboardValue \"${name}\" ${minigameIndex}`,\n ),\n },\n );\n if (match) return Number(match[0].groups.score);\n }\n\n static setLeaderboard(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n key: string,\n value: number,\n ): void {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!target?.name) return null;\n\n omegga.writeln(\n `Server.Players.SetLeaderboardValue \"${target.name}\" \"${key}\" \"${value}\"`,\n );\n }\n\n static async getLeaderboard(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n key: string,\n ): Promise<number | null> {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!target?.name) return null;\n\n // LogConsoleCommands: <uuid> leaderboard value Key = 0\n const match = await omegga\n .addWatcher<RegExpMatchArray>(\n (line, match) => {\n if (match?.groups.generator !== 'LogConsoleCommands') return;\n\n const test = match.groups.data.match(\n /^(?<uuid>.+) leaderboard value (?<key>.+) = (?<value>-?\\d+)$/,\n );\n if (!test) return;\n if (test.groups.uuid !== target.id) return;\n if (test.groups.key !== key) return;\n return test;\n },\n {\n timeoutDelay: 1000,\n exec: () =>\n omegga.writeln(\n `Server.Players.PrintLeaderboardValue \"${target.name}\" \"${key}\"`,\n ),\n },\n )\n .catch(() => null);\n if (match) return Number(match[0].groups.value);\n return null;\n }\n\n /**\n * players are not to be constructed\n * @constructor\n * @param omegga Omegga Instance\n * @param name Player Name\n * @param displayName Player Display Name\n * @param id Player Id\n * @param controller Player Controller\n * @param state Player State\n */\n constructor(\n omegga: OmeggaLike,\n username: string,\n displayName: string,\n id: string,\n controller: string,\n state: string,\n ) {\n this.#omegga = omegga;\n this.name = username;\n this.displayName = displayName;\n this.id = id;\n this.controller = controller;\n this.state = state;\n }\n\n getOmegga(): OmeggaLike {\n return this.#omegga;\n }\n\n clone(): OmeggaPlayer {\n return new Player(\n this.#omegga,\n this.name,\n this.displayName,\n this.id,\n this.controller,\n this.state,\n );\n }\n\n raw(): [string, string, string, string, string] {\n return [this.name, this.displayName, this.id, this.controller, this.state];\n }\n\n isHost(): boolean {\n return this.#omegga.host.id === this.id;\n }\n\n clearBricks(quiet = false) {\n this.#omegga.clearBricks(this.id, quiet);\n }\n\n getRoles(): readonly string[] {\n return Player.getRoles(this.#omegga, this.id);\n }\n\n getPermissions(): Record<string, boolean> {\n return Player.getPermissions(this.#omegga, this.id);\n }\n\n getNameColor(): string {\n const { roles, defaultRole, ownerRoleColor, bOwnerRoleHasColor } =\n this.#omegga.getRoleSetup();\n\n // host check if host has host color\n if (this.isHost() && bOwnerRoleHasColor)\n return color.rgbToHex(ownerRoleColor);\n\n // get the player's role\n const playerRoles = this.getRoles().map(r => r.toLowerCase());\n\n // only if the player actually has roles...\n if (playerRoles.length > 0) {\n // check the role list in reverse for the player's role (highest tier first)\n const found = roles\n .slice()\n .reverse()\n .find(\n role =>\n role.bHasColor && playerRoles.includes(role.name.toLowerCase()),\n );\n\n if (found) return color.rgbToHex(found.color);\n }\n\n return color.rgbToHex(\n defaultRole.bHasColor\n ? defaultRole.color\n : { r: 255, g: 255, b: 255, a: 255 },\n );\n }\n\n async getPawn(): Promise<string | null> {\n // given a player controller, match the player's pawn\n const pawnRegExp = new RegExp(\n `^(?<index>\\\\d+)\\\\) BP_PlayerController_C .+?PersistentLevel\\\\.${this.controller}\\\\.Pawn = .*?(?:BP_FigureV2_C'.+:PersistentLevel\\\\.)?(?<pawn>BP_FigureV2_C_\\\\d+|None)'?`,\n );\n\n // wait for the pawn watcher to return a pawn\n const [{ groups: { pawn = null } = {} } = {}] =\n await this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_PlayerController_C Pawn Name=' + this.controller,\n pawnRegExp,\n { first: 'index', timeoutDelay: 500 },\n );\n\n if (pawn === 'None') return null;\n\n return pawn;\n }\n\n async getPosition(): Promise<[number, number, number] | null> {\n // this is here because my text editor had weird syntax highlighting glitches when the other omeggas were replaced with this.#omegga...\n // guess the code is \"too new\" :egg:\n const omegga = this.#omegga;\n\n // given a player controller, match the player's pawn\n const pawnRegExp = new RegExp(\n `^(?<index>\\\\d+)\\\\) BP_PlayerController_C .+?PersistentLevel\\\\.${this.controller}\\\\.Pawn = .*?(?:BP_FigureV2_C'.+:PersistentLevel\\\\.)?(?<pawn>BP_FigureV2_C_\\\\d+|None)'?`,\n );\n\n // wait for the pawn watcher to return a pawn\n const [\n {\n groups: { pawn },\n },\n ] = await omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_PlayerController_C Pawn Name=' + this.controller,\n pawnRegExp,\n { first: 'index', timeoutDelay: 100 },\n );\n\n if (pawn === 'None') return null;\n\n // given a player's pawn, match the player's position\n const posRegExp = new RegExp(\n `CapsuleComponent .+?PersistentLevel\\\\.${pawn}\\\\.CollisionCylinder\\\\.RelativeLocation = \\\\(X=(?<x>[\\\\d\\\\.-]+),Y=(?<y>[\\\\d\\\\.-]+),Z=(?<z>[\\\\d\\\\.-]+)\\\\)`,\n );\n\n // wait for the position promise\n const [\n {\n groups: { x, y, z },\n },\n ] = await omegga.addWatcher(posRegExp, {\n // request the position for this player's pawn\n exec: () =>\n omegga.writeln(\n `GetAll SceneComponent RelativeLocation Name=CollisionCylinder Outer=${pawn}`,\n ),\n timeoutDelay: 100,\n });\n\n // return the player's position as an array of numbers\n return [Number(x), Number(y), Number(z)];\n }\n\n async getGhostBrick(): Promise<{\n targetGrid: string;\n location: number[];\n orientation: string;\n }> {\n const { controller } = this;\n\n const previewClass = 'BP_ToolPreviewActor_C';\n\n const ownerRegExp = new RegExp(\n `^(?<index>\\\\d+)\\\\) ${previewClass} (.+):PersistentLevel\\\\.(?<actor>${previewClass}_\\\\d+)\\.Owner = .*?BP_PlayerController_C'(.+):PersistentLevel\\\\.(?<controller>BP_PlayerController_C_\\\\d+)'$`,\n );\n const transformParamsRegExp = new RegExp(\n `^(?<index>\\\\d+)\\\\) ${previewClass} (.+):PersistentLevel\\\\.(?<actor>${previewClass}_\\\\d+)\\\\.TransformParameters = \\\\(TargetGrid=(\"(?<targetGrid>.+)\"|None),Location=\\\\(X=(?<x>.+),Y=(?<y>.+),Z=(?<z>.+)\\\\),Orientation=(?<orientation>.+)\\\\)$`,\n );\n\n const [owners, transformParams] = await Promise.all([\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n `GetAll ${previewClass} Owner`,\n ownerRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n `GetAll ${previewClass} TransformParameters`,\n transformParamsRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n ]);\n\n // get BrickGridPreviewActor by controller\n const owner = owners.find(owner => owner.groups.controller === controller);\n\n if (!owner) return;\n\n const actor = owner.groups.actor;\n // get transform parameters for the found actor\n const transformParameters = transformParams.find(\n transformParameters => transformParameters.groups.actor === actor,\n );\n\n if (!transformParameters) return;\n\n return {\n targetGrid: transformParameters.groups.targetGrid,\n location: [\n +transformParameters.groups.x,\n +transformParameters.groups.y,\n +transformParameters.groups.z,\n ],\n orientation: transformParameters.groups.orientation,\n };\n }\n\n async getPaint(): Promise<{\n materialIndex: string;\n materialAlpha: string;\n material: string;\n color: number[];\n }> {\n const { controller } = this;\n\n const match = await this.#omegga\n .addWatcher<{\n materialIndex: string;\n materialAlpha: string;\n material: string;\n color: number[];\n }>(\n line => {\n // [date][counter]0) BP_PlayerState_C /Game/Maps/Plate/Plate.Plate:PersistentLevel.BP_PlayerState_C_2147482378.ColorSelectionState = (SelectedColor=(B=6,G=73,R=246,A=255),MaterialIndex=3,MaterialAlpha=5)\n const match = line.match(\n /^\\[[^\\]]+\\]\\[[^\\]]+\\]\\d+\\) BP_PlayerState_C .+?PersistentLevel\\.(?<state>BP_PlayerState_C_\\d+)\\.ColorSelectionState = \\(SelectedColor=\\(B=(?<b>\\d+),G=(?<g>\\d+),R=(?<r>\\d+),A=(?<a>\\d+)\\),MaterialIndex=(?<materialIndex>\\d+),MaterialAlpha=(?<materialAlpha>\\d+)\\)$/,\n );\n if (!match) return;\n if (match.groups.state !== this.state) return;\n const colorRaw = [+match.groups.r, +match.groups.g, +match.groups.b];\n return {\n materialIndex: match.groups.materialIndex,\n materialAlpha: match.groups.materialAlpha,\n material:\n brickUtils.BRICK_CONSTANTS.DEFAULT_MATERIALS[\n Number(match.groups.materialIndex)\n ],\n color: colorRaw,\n };\n },\n {\n timeoutDelay: 1000,\n exec: () =>\n this.#omegga.writeln('GetAll BRPlayerState ColorSelectionState'),\n },\n )\n .catch(() => null);\n if (!match?.[0]) return;\n return match[0];\n }\n\n async isCrouched(pawn?: string): Promise<boolean> {\n if (!pawn) pawn = await this.getPawn();\n\n const reg =\n /(?<index>\\d+)\\) BP_FigureV2_C .+?PersistentLevel\\.(?<pawn>BP_FigureV2_C_\\d+)\\.bIsCrouched = (?<crouched>True|False)$/;\n\n const resp = await this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_FigureV2_C bIsCrouched Name=' + pawn,\n reg,\n { first: 'index', timeoutDelay: 500 },\n );\n\n const me = resp.find(r => r.groups.pawn === pawn);\n if (!me) return false;\n\n return me.groups.crouched == 'True';\n }\n\n async isDead(pawn?: string): Promise<boolean> {\n if (!pawn) pawn = await this.getPawn();\n\n const reg =\n /(?<index>\\d+)\\) BP_FigureV2_C .+?PersistentLevel\\.(?<pawn>BP_FigureV2_C_\\d+)\\.bIsDead = (?<dead>True|False)$/;\n\n const resp = await this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_FigureV2_C bIsDead Name=' + pawn,\n reg,\n { first: 'index', timeoutDelay: 500 },\n );\n\n const me = resp.find(r => r.groups.pawn === pawn);\n if (!me) return true;\n\n return me.groups.dead == 'True';\n }\n\n async getTemplateBounds() {\n const { controller } = this;\n\n const brickTemplateRegExp =\n /^(?<index>\\d+)\\) Tool_Selector_C (.+):PersistentLevel\\.(?<tool>Tool_Selector_C_\\d+)\\.CurrentTemplate = (.+)Brickadia.BrickBuildingTemplate'(.+)Transient.(?<templateName>BrickBuildingTemplate_\\d+)'$/;\n const brickTemplateOwnerRegExp =\n /^(?<index>\\d+)\\) Tool_Selector_C (.+):PersistentLevel\\.(?<tool>Tool_Selector_C_\\d+)\\.Owner = (.+)(?<controller>BP_PlayerController_C_\\d+)'$/;\n const minBoundsRegExp =\n /^(?<index>\\d+)\\) BrickBuildingTemplate (.+)Transient\\.(?<templateName>BrickBuildingTemplate_\\d+)\\.MinBounds = \\(X=(?<x>.+),Y=(?<y>.+),Z=(?<z>.+)\\)$/;\n const maxBoundsRegExp =\n /^(?<index>\\d+)\\) BrickBuildingTemplate (.+)Transient\\.(?<templateName>BrickBuildingTemplate_\\d+)\\.MaxBounds = \\(X=(?<x>.+),Y=(?<y>.+),Z=(?<z>.+)\\)$/;\n const centerRegExp =\n /^(?<index>\\d+)\\) BrickBuildingTemplate (.+)Transient\\.(?<templateName>BrickBuildingTemplate_\\d+)\\.Center = \\(X=(?<x>.+),Y=(?<y>.+),Z=(?<z>.+)\\)$/;\n\n const [templates, owners, minBounds, maxBounds, centers] =\n await Promise.all([\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll Tool_Selector_C CurrentTemplate',\n brickTemplateRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll Tool_Selector_C Owner',\n brickTemplateOwnerRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BrickBuildingTemplate MinBounds',\n minBoundsRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BrickBuildingTemplate MaxBounds',\n maxBoundsRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BrickBuildingTemplate Center',\n centerRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n ]);\n\n if (\n !templates.length ||\n !owners.length ||\n !minBounds.length ||\n !maxBounds.length ||\n !centers.length\n )\n return;\n\n // get selector for this controller, we need to handle if there are multiple selectors for the same controller\n const selectors = owners\n .filter(selectors => selectors.groups.controller === controller)\n .map(selectors => selectors.groups.tool)\n .sort();\n const selector = selectors[0]; // grab the most recently created\n\n if (!selector) {\n return;\n }\n\n // template for this selector, we need to handle if there are multiple templates for the same selector and grab the most recent one\n const brickTemplates = templates\n .filter(template => template.groups.tool === selector)\n .map(template => template.groups.templateName)\n .sort();\n const templateName = brickTemplates[0]; // grab the most recently created\n\n if (!templateName) {\n return;\n }\n\n // find all values with matching template name\n const minBound = minBounds.find(\n minBound => minBound.groups.templateName === templateName,\n );\n const maxBound = maxBounds.find(\n maxBound => maxBound.groups.templateName === templateName,\n );\n const center = centers.find(\n center => center.groups.templateName === templateName,\n );\n\n if (!minBound || !maxBound || !center) return;\n\n return {\n minBound: [+minBound.groups.x, +minBound.groups.y, +minBound.groups.z],\n maxBound: [+maxBound.groups.x, +maxBound.groups.y, +maxBound.groups.z],\n center: [+center.groups.x, +center.groups.y, +center.groups.z],\n } as IBrickBounds;\n }\n\n async getTemplateBoundsData() {\n const templateBounds = await this.getTemplateBounds();\n\n if (!templateBounds) return;\n\n const saveData = await this.#omegga.getSaveData({\n center: templateBounds.center,\n extent: [\n Math.round(\n (templateBounds.maxBound[0] - templateBounds.minBound[0]) / 2,\n ),\n Math.round(\n (templateBounds.maxBound[1] - templateBounds.minBound[1]) / 2,\n ),\n Math.round(\n (templateBounds.maxBound[2] - templateBounds.minBound[2]) / 2,\n ),\n ],\n });\n\n if (!saveData) return;\n\n // filter bricks outside the bounds\n // no longer necessary thanks to Bricks.SaveRegion\n /* saveData.bricks = (saveData.bricks as Brick[]).filter(brick => {\n return brickUtils.checkBounds(\n brick,\n saveData.brick_assets,\n templateBounds\n );\n }) as typeof saveData.bricks; */\n\n if (saveData.bricks.length > 0) {\n return saveData;\n }\n\n return undefined;\n }\n\n loadBricks(saveName: string) {\n this.#omegga.loadBricksOnPlayer(saveName, this);\n }\n\n async loadSaveData(\n saveData: WriteSaveObject,\n { offX = 0, offY = 0, offZ = 0 } = {},\n ) {\n await this.#omegga.loadSaveDataOnPlayer(saveData, this, {\n offX,\n offY,\n offZ,\n });\n }\n\n async loadDataAtGhostBrick(\n saveData: WriteSaveObject,\n { rotate = true, offX = 0, offY = 0, offZ = 0, quiet = true } = {},\n ) {\n const ghostBrickData = await this.getGhostBrick();\n\n if (!ghostBrickData || !saveData) return;\n\n // get bounds of the bricks\n const bounds = brickUtils.getBounds(saveData);\n\n if (rotate) {\n const orientation =\n brickUtils.BRICK_CONSTANTS.orientationMap[ghostBrickData.orientation];\n saveData.bricks = saveData.bricks.map(brick =>\n brickUtils.rotate(brick, orientation),\n );\n // rotate bounds, if we dont use the original bounds they are off by 1 sometimes >:(\n bounds.minBound = brickUtils.BRICK_CONSTANTS.translationTable[\n brickUtils.d2o(...orientation)\n ](bounds.minBound);\n bounds.maxBound = brickUtils.BRICK_CONSTANTS.translationTable[\n brickUtils.d2o(...orientation)\n ](bounds.maxBound);\n bounds.center = brickUtils.BRICK_CONSTANTS.translationTable[\n brickUtils.d2o(...orientation)\n ](bounds.center);\n }\n\n // calculate offset from bricks center to ghost brick center\n const offset = bounds.center.map(\n (center, index) => ghostBrickData.location[index] - center,\n );\n\n // load at offset location\n await this.#omegga.loadSaveData(saveData, {\n offX: offX + offset[0],\n offY: offY + offset[1],\n offZ: offZ + offset[2],\n quiet,\n });\n }\n\n kill() {\n Player.kill(this.#omegga, this);\n }\n\n damage(amount: number): void {\n Player.damage(this.#omegga, this, amount);\n }\n\n heal(amount: number): void {\n Player.heal(this.#omegga, this, amount);\n }\n\n giveItem(item: WeaponClass): void {\n Player.giveItem(this.#omegga, this, item);\n }\n\n takeItem(item: WeaponClass): void {\n Player.takeItem(this.#omegga, this, item);\n }\n\n setTeam(teamIndex: number): void {\n Player.setTeam(this.#omegga, this, teamIndex);\n }\n\n setMinigame(index: number): void {\n Player.setMinigame(this.#omegga, this, index);\n }\n\n setScore(minigameIndex: number, score: number): void {\n Player.setScore(this.#omegga, this, minigameIndex, score);\n }\n\n getScore(minigameIndex: number): Promise<number> {\n return Player.getScore(this.#omegga, this, minigameIndex);\n }\n\n setLeaderboard(key: string, value: number): void {\n Player.setLeaderboard(this.#omegga, this, key, value);\n }\n\n async getLeaderboard(key: string): Promise<number | null> {\n return Player.getLeaderboard(this.#omegga, this, key);\n }\n}\n\nglobal.Player = Player;\n\nexport default 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{"version":3,"file":"player.js","sources":["../../src/omegga/player.ts"],"sourcesContent":["import type { OmeggaLike, OmeggaPlayer, WeaponClass } from '@/plugin';\nimport { IBrickBounds } from '@util/brick';\nimport { WriteSaveObject } from 'brs-js';\nimport { brick as brickUtils, color } from '../util/';\n\nconst DEFAULT_PERMS: Record<string, string[]> = {\n moderator: [\n 'Bricks.ClearAll',\n 'Minigame.AlwaysLeave',\n 'Players.Kick',\n 'Players.TPInMinigame',\n 'Players.TPOthers',\n 'Self.Ghost',\n ],\n admin: [\n 'Bricks.ClearAll',\n 'Bricks.ClearOwn',\n 'Bricks.IgnoreTrust',\n 'Bricks.Load',\n 'Map.Environment',\n 'Minigame.AlwaysEdit',\n 'Minigame.AlwaysLeave',\n 'Minigame.AlwaysSwitchTeam',\n 'Minigame.MakeDefault',\n 'Minigame.MakePersistent',\n 'Minigame.UseAllBricks',\n 'Players.Ban',\n 'Players.Kick',\n 'Players.TPInMinigame',\n 'Players.TPOthers',\n 'Roles.Grant',\n 'Self.Ghost',\n 'Server.ChangeRoles',\n 'Server.ChangeSettings',\n 'Server.FreezeCamera',\n 'Tools.Selector.BypassLimits',\n 'Tools.Selector.BypassTimeouts',\n ],\n};\n\nclass Player implements OmeggaPlayer {\n #omegga: OmeggaLike;\n name: string;\n displayName: string;\n id: string;\n controller: string;\n state: string;\n\n static getRoles(omegga: OmeggaLike, id: string): readonly string[] {\n const data = omegga.getRoleAssignments().savedPlayerRoles[id];\n return data && data.roles ? [...data.roles] : [];\n }\n\n static getPermissions(\n omegga: OmeggaLike,\n id: string,\n ): Record<string, boolean> {\n const { roles, defaultRole } = omegga.getRoleSetup();\n\n // if the player is the host, the player has every permission\n if (omegga.host?.id === id) {\n return Object.freeze(\n Object.fromEntries(\n [].concat(\n defaultRole.permissions.map(p => [p.name, true]),\n // sometimes the default role does not have every permission listed\n ...roles.map(r => r.permissions.map(p => [p.name, true])),\n ),\n ),\n );\n }\n\n // get the player's roles\n const playerRoles = Player.getRoles(omegga, id).map(r => r.toLowerCase());\n\n // default player permissions\n const permissions: Record<string, boolean> = {\n 'Bricks.ClearAll': false,\n 'Bricks.ClearOwn': true,\n 'Bricks.Delete': true,\n 'Bricks.Edit': true,\n 'Bricks.IgnoreTrust': false,\n 'Bricks.Paint': true,\n 'Bricks.Place': true,\n 'BricksItems.Spawn': true,\n 'Map.Change': false,\n 'Map.Environment': false,\n 'Map.SetSpawn': false,\n 'Minigame.AlwaysEdit': false,\n 'Minigame.AlwaysLeave': false,\n 'Minigame.AlwaysSwitchTeam': false,\n 'Minigame.Create': true,\n 'Minigame.MakePersistent': false,\n 'Minigame.UseAllBricks': false,\n 'Players.Ban': false,\n 'Players.TPInMinigame': false,\n 'Players.TPOthers': false,\n 'Players.TPSelf': true,\n 'Roles.Grant': false,\n 'Self.Flashlight': true,\n 'Self.Fly': true,\n 'Self.FreezeCamera': false,\n 'Self.Ghost': false,\n 'Self.Sprint': true,\n 'Self.Suicide': true,\n 'Tools.Selector.Use': true,\n };\n\n // apply all permissions from default role\n for (const p of defaultRole.permissions) {\n // technically this can never be Unchanged so it's always on enabled or allowed\n permissions[p.name] =\n p.state === 'Unchanged' ? permissions[p.name] : p.state === 'Allowed';\n }\n\n // loop through all the roles\n for (const role of roles) {\n // ignore ones the player does not have\n if (!playerRoles.includes(role.name.toLowerCase())) continue;\n\n const defaultPerms = DEFAULT_PERMS[role.name.toLowerCase()] || [];\n // iterate through default permissions\n for (const perm of defaultPerms) {\n // if they are not overriden, set it to true\n if (!role.permissions.find(r => r.name === perm))\n permissions[perm] = true;\n }\n\n // add all the new permissions the player now has\n for (const p of role.permissions) {\n // permission is disabled on forbidden, persisted on unchanged, and enabled on bEnabled or Allowed\n permissions[p.name] =\n p.state !== 'Forbidden' &&\n (p.state === 'Unchanged'\n ? permissions[p.name]\n : permissions[p.name] || p.state === 'Allowed');\n permissions[p.name] = permissions[p.name];\n }\n }\n\n return Object.freeze(permissions);\n }\n\n static kill(omegga: OmeggaLike, target: string | OmeggaPlayer) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (target?.name) omegga.writeln(`Server.Players.Kill \"${target?.name}\"`);\n }\n\n static damage(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n amount: number,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (amount === 0) return;\n if (target?.name)\n omegga.writeln(`Server.Players.Damage \"${target?.name}\" ${amount}`);\n }\n\n static heal(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n amount: number,\n ) {\n if (amount === 0) return;\n Player.damage(omegga, target, -amount);\n }\n\n static giveItem(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n item: WeaponClass,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!item) return;\n if (target?.name)\n omegga.writeln(`Server.Players.GiveItem \"${target?.name}\" ${item}`);\n }\n\n static takeItem(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n item: WeaponClass,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!item) return;\n if (target?.name)\n omegga.writeln(`Server.Players.RemoveItem \"${target?.name}\" ${item}`);\n }\n\n static setTeam(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n teamIndex: number,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (target?.name)\n omegga.writeln(`Server.Players.SetTeam \"${target?.name}\" ${teamIndex}`);\n }\n\n static setMinigame(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n index: number,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (target?.name)\n omegga.writeln(`Server.Players.SetMinigame \"${target?.name}\" ${index}`);\n }\n\n static setScore(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n minigameIndex: number,\n score: number,\n ) {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (target?.name)\n omegga.writeln(\n `Server.Players.SetLeaderboardValue \"${target?.name}\" ${minigameIndex} ${score}`,\n );\n }\n\n static async getScore(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n minigameIndex: number,\n ): Promise<number> {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!target?.name) return 0;\n\n const name = target?.name;\n const id = target?.id;\n\n const match = await omegga.addWatcher(\n (line, match) => {\n if (match?.groups.generator !== 'LogConsoleCommands') return;\n\n const test = match.groups.data.match(\n /^(?<uuid>.+) leaderboard value (?<minigame>\\d+) = (?<score>-?\\d+)$/,\n );\n if (!test) return;\n if (test.groups.uuid !== id) return;\n if (Number(test.groups.minigame) !== minigameIndex) return;\n return test;\n },\n {\n timeoutDelay: 1000,\n exec: () =>\n omegga.writeln(\n `Server.Players.PrintLeaderboardValue \"${name}\" ${minigameIndex}`,\n ),\n },\n );\n if (match) return Number(match[0].groups.score);\n }\n\n static setLeaderboard(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n key: string,\n value: number,\n ): void {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!target?.name) return null;\n\n omegga.writeln(\n `Server.Players.SetLeaderboardValue \"${target.name}\" \"${key}\" \"${value}\"`,\n );\n }\n\n static async getLeaderboard(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n key: string,\n ): Promise<number | null> {\n if (typeof target === 'string') target = omegga.getPlayer(target);\n if (!target?.name) return null;\n\n // LogConsoleCommands: <uuid> leaderboard value Key = 0\n const match = await omegga\n .addWatcher<RegExpMatchArray>(\n (line, match) => {\n if (match?.groups.generator !== 'LogConsoleCommands') return;\n\n const test = match.groups.data.match(\n /^(?<uuid>.+) leaderboard value (?<key>.+) = (?<value>-?\\d+)$/,\n );\n if (!test) return;\n if (test.groups.uuid !== target.id) return;\n if (test.groups.key !== key) return;\n return test;\n },\n {\n timeoutDelay: 1000,\n exec: () =>\n omegga.writeln(\n `Server.Players.PrintLeaderboardValue \"${target.name}\" \"${key}\"`,\n ),\n },\n )\n .catch(() => null);\n if (match) return Number(match[0].groups.value);\n return null;\n }\n\n /**\n * players are not to be constructed\n * @constructor\n * @param omegga Omegga Instance\n * @param name Player Name\n * @param displayName Player Display Name\n * @param id Player Id\n * @param controller Player Controller\n * @param state Player State\n */\n constructor(\n omegga: OmeggaLike,\n username: string,\n displayName: string,\n id: string,\n controller: string,\n state: string,\n ) {\n this.#omegga = omegga;\n this.name = username;\n this.displayName = displayName;\n this.id = id;\n this.controller = controller;\n this.state = state;\n }\n\n getOmegga(): OmeggaLike {\n return this.#omegga;\n }\n\n clone(): OmeggaPlayer {\n return new Player(\n this.#omegga,\n this.name,\n this.displayName,\n this.id,\n this.controller,\n this.state,\n );\n }\n\n raw(): [string, string, string, string, string] {\n return [this.name, this.displayName, this.id, this.controller, this.state];\n }\n\n isHost(): boolean {\n return this.#omegga.host.id === this.id;\n }\n\n clearBricks(quiet = false) {\n this.#omegga.clearBricks(this.id, quiet);\n }\n\n getRoles(): readonly string[] {\n return Player.getRoles(this.#omegga, this.id);\n }\n\n getPermissions(): Record<string, boolean> {\n return Player.getPermissions(this.#omegga, this.id);\n }\n\n getNameColor(): string {\n const { roles, defaultRole, ownerRoleColor, bOwnerRoleHasColor } =\n this.#omegga.getRoleSetup();\n\n // host check if host has host color\n if (this.isHost() && bOwnerRoleHasColor)\n return color.rgbToHex(ownerRoleColor);\n\n // get the player's role\n const playerRoles = this.getRoles().map(r => r.toLowerCase());\n\n // only if the player actually has roles...\n if (playerRoles.length > 0) {\n // check the role list in reverse for the player's role (highest tier first)\n const found = roles\n .slice()\n .reverse()\n .find(\n role =>\n role.bHasColor && playerRoles.includes(role.name.toLowerCase()),\n );\n\n if (found) return color.rgbToHex(found.color);\n }\n\n return color.rgbToHex(\n defaultRole.bHasColor\n ? defaultRole.color\n : { r: 255, g: 255, b: 255, a: 255 },\n );\n }\n\n async getPawn(): Promise<string | null> {\n // given a player controller, match the player's pawn\n const pawnRegExp = new RegExp(\n `^(?<index>\\\\d+)\\\\) BP_PlayerController_C .+?PersistentLevel\\\\.${this.controller}\\\\.Pawn = .*?(?:BP_FigureV2_C'.+:PersistentLevel\\\\.)?(?<pawn>BP_FigureV2_C_\\\\d+|None)'?`,\n );\n\n // wait for the pawn watcher to return a pawn\n const [{ groups: { pawn = null } = {} } = {}] =\n await this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_PlayerController_C Pawn Name=' + this.controller,\n pawnRegExp,\n { first: 'index', timeoutDelay: 500 },\n );\n\n if (pawn === 'None') return null;\n\n return pawn;\n }\n\n async getPosition(): Promise<[number, number, number] | null> {\n // this is here because my text editor had weird syntax highlighting glitches when the other omeggas were replaced with this.#omegga...\n // guess the code is \"too new\" :egg:\n const omegga = this.#omegga;\n\n // given a player controller, match the player's pawn\n const pawnRegExp = new RegExp(\n `^(?<index>\\\\d+)\\\\) BP_PlayerController_C .+?PersistentLevel\\\\.${this.controller}\\\\.Pawn = .*?(?:BP_FigureV2_C'.+:PersistentLevel\\\\.)?(?<pawn>BP_FigureV2_C_\\\\d+|None)'?`,\n );\n\n // wait for the pawn watcher to return a pawn\n const [\n {\n groups: { pawn },\n },\n ] = await omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_PlayerController_C Pawn Name=' + this.controller,\n pawnRegExp,\n { first: 'index', timeoutDelay: 100 },\n );\n\n if (pawn === 'None') return null;\n\n // given a player's pawn, match the player's position\n const posRegExp = new RegExp(\n `CapsuleComponent .+?PersistentLevel\\\\.${pawn}\\\\.CollisionCylinder\\\\.RelativeLocation = \\\\(X=(?<x>[\\\\d\\\\.-]+),Y=(?<y>[\\\\d\\\\.-]+),Z=(?<z>[\\\\d\\\\.-]+)\\\\)`,\n );\n\n // wait for the position promise\n const [\n {\n groups: { x, y, z },\n },\n ] = await omegga.addWatcher(posRegExp, {\n // request the position for this player's pawn\n exec: () =>\n omegga.writeln(\n `GetAll SceneComponent RelativeLocation Name=CollisionCylinder Outer=${pawn}`,\n ),\n timeoutDelay: 100,\n });\n\n // return the player's position as an array of numbers\n return [Number(x), Number(y), Number(z)];\n }\n\n async getGhostBrick(): Promise<{\n targetGrid: string;\n location: number[];\n orientation: string;\n }> {\n const { controller } = this;\n\n const previewClass = 'BP_ToolPreviewActor_C';\n\n const ownerRegExp = new RegExp(\n `^(?<index>\\\\d+)\\\\) ${previewClass} (.+):PersistentLevel\\\\.(?<actor>${previewClass}_\\\\d+)\\.Owner = .*?BP_PlayerController_C'(.+):PersistentLevel\\\\.(?<controller>BP_PlayerController_C_\\\\d+)'$`,\n );\n const transformParamsRegExp = new RegExp(\n `^(?<index>\\\\d+)\\\\) ${previewClass} (.+):PersistentLevel\\\\.(?<actor>${previewClass}_\\\\d+)\\\\.TransformParameters = \\\\(TargetGrid=(\"(?<targetGrid>.+)\"|None),Location=\\\\(X=(?<x>.+),Y=(?<y>.+),Z=(?<z>.+)\\\\),Orientation=(?<orientation>.+)\\\\)$`,\n );\n\n const [owners, transformParams] = await Promise.all([\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n `GetAll ${previewClass} Owner`,\n ownerRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n `GetAll ${previewClass} TransformParameters`,\n transformParamsRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n ]);\n\n // get BrickGridPreviewActor by controller\n const owner = owners.find(owner => owner.groups.controller === controller);\n\n if (!owner) return;\n\n const actor = owner.groups.actor;\n // get transform parameters for the found actor\n const transformParameters = transformParams.find(\n transformParameters => transformParameters.groups.actor === actor,\n );\n\n if (!transformParameters) return;\n\n return {\n targetGrid: transformParameters.groups.targetGrid,\n location: [\n +transformParameters.groups.x,\n +transformParameters.groups.y,\n +transformParameters.groups.z,\n ],\n orientation: transformParameters.groups.orientation,\n };\n }\n\n async getPaint(): Promise<{\n materialIndex: string;\n materialAlpha: string;\n material: string;\n color: number[];\n }> {\n const { controller } = this;\n\n const match = await this.#omegga\n .addWatcher<{\n materialIndex: string;\n materialAlpha: string;\n material: string;\n color: number[];\n }>(\n line => {\n // [date][counter]0) BP_PlayerState_C /Game/Maps/Plate/Plate.Plate:PersistentLevel.BP_PlayerState_C_2147482378.ColorSelectionState = (SelectedColor=(B=6,G=73,R=246,A=255),MaterialIndex=3,MaterialAlpha=5)\n const match = line.match(\n /^\\[[^\\]]+\\]\\[[^\\]]+\\]\\d+\\) BP_PlayerState_C .+?PersistentLevel\\.(?<state>BP_PlayerState_C_\\d+)\\.ColorSelectionState = \\(SelectedColor=\\(B=(?<b>\\d+),G=(?<g>\\d+),R=(?<r>\\d+),A=(?<a>\\d+)\\),MaterialIndex=(?<materialIndex>\\d+),MaterialAlpha=(?<materialAlpha>\\d+)\\)$/,\n );\n if (!match) return;\n if (match.groups.state !== this.state) return;\n const colorRaw = [+match.groups.r, +match.groups.g, +match.groups.b];\n return {\n materialIndex: match.groups.materialIndex,\n materialAlpha: match.groups.materialAlpha,\n material:\n brickUtils.BRICK_CONSTANTS.DEFAULT_MATERIALS[\n Number(match.groups.materialIndex)\n ],\n color: colorRaw,\n };\n },\n {\n timeoutDelay: 1000,\n exec: () =>\n this.#omegga.writeln('GetAll BRPlayerState ColorSelectionState'),\n },\n )\n .catch(() => null);\n if (!match?.[0]) return;\n return match[0];\n }\n\n async isCrouched(pawn?: string): Promise<boolean> {\n if (!pawn) pawn = await this.getPawn();\n\n const reg =\n /(?<index>\\d+)\\) BP_FigureV2_C .+?PersistentLevel\\.(?<pawn>BP_FigureV2_C_\\d+)\\.bIsCrouched = (?<crouched>True|False)$/;\n\n const resp = await this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_FigureV2_C bIsCrouched Name=' + pawn,\n reg,\n { first: 'index', timeoutDelay: 500 },\n );\n\n const me = resp.find(r => r.groups.pawn === pawn);\n if (!me) return false;\n\n return me.groups.crouched == 'True';\n }\n\n async isDead(pawn?: string): Promise<boolean> {\n if (!pawn) pawn = await this.getPawn();\n\n const reg =\n /(?<index>\\d+)\\) BP_FigureV2_C .+?PersistentLevel\\.(?<pawn>BP_FigureV2_C_\\d+)\\.bIsDead = (?<dead>True|False)$/;\n\n const resp = await this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BP_FigureV2_C bIsDead Name=' + pawn,\n reg,\n { first: 'index', timeoutDelay: 500 },\n );\n\n const me = resp.find(r => r.groups.pawn === pawn);\n if (!me) return true;\n\n return me.groups.dead == 'True';\n }\n\n async getTemplateBounds() {\n const { controller } = this;\n\n const brickTemplateRegExp =\n /^(?<index>\\d+)\\) Tool_Selector_C (.+):PersistentLevel\\.(?<tool>Tool_Selector_C_\\d+)\\.CurrentTemplate = (.+)Brickadia.BrickBuildingTemplate'(.+)Transient.(?<templateName>BrickBuildingTemplate_\\d+)'$/;\n const brickTemplateOwnerRegExp =\n /^(?<index>\\d+)\\) Tool_Selector_C (.+):PersistentLevel\\.(?<tool>Tool_Selector_C_\\d+)\\.Owner = (.+)(?<controller>BP_PlayerController_C_\\d+)'$/;\n const minBoundsRegExp =\n /^(?<index>\\d+)\\) BrickBuildingTemplate (.+)Transient\\.(?<templateName>BrickBuildingTemplate_\\d+)\\.MinBounds = \\(X=(?<x>.+),Y=(?<y>.+),Z=(?<z>.+)\\)$/;\n const maxBoundsRegExp =\n /^(?<index>\\d+)\\) BrickBuildingTemplate (.+)Transient\\.(?<templateName>BrickBuildingTemplate_\\d+)\\.MaxBounds = \\(X=(?<x>.+),Y=(?<y>.+),Z=(?<z>.+)\\)$/;\n const centerRegExp =\n /^(?<index>\\d+)\\) BrickBuildingTemplate (.+)Transient\\.(?<templateName>BrickBuildingTemplate_\\d+)\\.Center = \\(X=(?<x>.+),Y=(?<y>.+),Z=(?<z>.+)\\)$/;\n\n const [templates, owners, minBounds, maxBounds, centers] =\n await Promise.all([\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll Tool_Selector_C CurrentTemplate',\n brickTemplateRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll Tool_Selector_C Owner',\n brickTemplateOwnerRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BrickBuildingTemplate MinBounds',\n minBoundsRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BrickBuildingTemplate MaxBounds',\n maxBoundsRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n this.#omegga.watchLogChunk<RegExpMatchArray>(\n 'GetAll BrickBuildingTemplate Center',\n centerRegExp,\n {\n first: 'index',\n timeoutDelay: 2000,\n afterMatchDelay: 100,\n },\n ),\n ]);\n\n if (\n !templates.length ||\n !owners.length ||\n !minBounds.length ||\n !maxBounds.length ||\n !centers.length\n )\n return;\n\n // get selector for this controller, we need to handle if there are multiple selectors for the same controller\n const selectors = owners\n .filter(selectors => selectors.groups.controller === controller)\n .map(selectors => selectors.groups.tool)\n .sort();\n const selector = selectors[0]; // grab the most recently created\n\n if (!selector) {\n return;\n }\n\n // template for this selector, we need to handle if there are multiple templates for the same selector and grab the most recent one\n const brickTemplates = templates\n .filter(template => template.groups.tool === selector)\n .map(template => template.groups.templateName)\n .sort();\n const templateName = brickTemplates[0]; // grab the most recently created\n\n if (!templateName) {\n return;\n }\n\n // find all values with matching template name\n const minBound = minBounds.find(\n minBound => minBound.groups.templateName === templateName,\n );\n const maxBound = maxBounds.find(\n maxBound => maxBound.groups.templateName === templateName,\n );\n const center = centers.find(\n center => center.groups.templateName === templateName,\n );\n\n if (!minBound || !maxBound || !center) return;\n\n return {\n minBound: [+minBound.groups.x, +minBound.groups.y, +minBound.groups.z],\n maxBound: [+maxBound.groups.x, +maxBound.groups.y, +maxBound.groups.z],\n center: [+center.groups.x, +center.groups.y, +center.groups.z],\n } as IBrickBounds;\n }\n\n async getTemplateBoundsData() {\n const templateBounds = await this.getTemplateBounds();\n\n if (!templateBounds) return;\n\n const saveData = await this.#omegga.getSaveData({\n center: templateBounds.center,\n extent: [\n Math.round(\n (templateBounds.maxBound[0] - templateBounds.minBound[0]) / 2,\n ),\n Math.round(\n (templateBounds.maxBound[1] - templateBounds.minBound[1]) / 2,\n ),\n Math.round(\n (templateBounds.maxBound[2] - templateBounds.minBound[2]) / 2,\n ),\n ],\n });\n\n if (!saveData) return;\n\n // filter bricks outside the bounds\n // no longer necessary thanks to Bricks.SaveRegion\n /* saveData.bricks = (saveData.bricks as Brick[]).filter(brick => {\n return brickUtils.checkBounds(\n brick,\n saveData.brick_assets,\n templateBounds\n );\n }) as typeof saveData.bricks; */\n\n if (saveData.bricks.length > 0) {\n return saveData;\n }\n\n return undefined;\n }\n\n loadBricks(saveName: string) {\n this.#omegga.loadBricksOnPlayer(saveName, this);\n }\n\n async loadSaveData(\n saveData: WriteSaveObject,\n { offX = 0, offY = 0, offZ = 0 } = {},\n ) {\n await this.#omegga.loadSaveDataOnPlayer(saveData, this, {\n offX,\n offY,\n offZ,\n });\n }\n\n async loadDataAtGhostBrick(\n saveData: WriteSaveObject,\n { rotate = true, offX = 0, offY = 0, offZ = 0, quiet = true } = {},\n ) {\n const ghostBrickData = await this.getGhostBrick();\n\n if (!ghostBrickData || !saveData) return;\n\n // get bounds of the bricks\n const bounds = brickUtils.getBounds(saveData);\n\n if (rotate) {\n const orientation =\n brickUtils.BRICK_CONSTANTS.orientationMap[ghostBrickData.orientation];\n saveData.bricks = saveData.bricks.map(brick =>\n brickUtils.rotate(brick, orientation),\n );\n // rotate bounds, if we dont use the original bounds they are off by 1 sometimes >:(\n bounds.minBound = brickUtils.BRICK_CONSTANTS.translationTable[\n brickUtils.d2o(...orientation)\n ](bounds.minBound);\n bounds.maxBound = brickUtils.BRICK_CONSTANTS.translationTable[\n brickUtils.d2o(...orientation)\n ](bounds.maxBound);\n bounds.center = brickUtils.BRICK_CONSTANTS.translationTable[\n brickUtils.d2o(...orientation)\n ](bounds.center);\n }\n\n // calculate offset from bricks center to ghost brick center\n const offset = bounds.center.map(\n (center, index) => ghostBrickData.location[index] - center,\n );\n\n // load at offset location\n await this.#omegga.loadSaveData(saveData, {\n offX: offX + offset[0],\n offY: offY + offset[1],\n offZ: offZ + offset[2],\n quiet,\n });\n }\n\n kill() {\n Player.kill(this.#omegga, this);\n }\n\n damage(amount: number): void {\n Player.damage(this.#omegga, this, amount);\n }\n\n heal(amount: number): void {\n Player.heal(this.#omegga, this, amount);\n }\n\n giveItem(item: WeaponClass): void {\n Player.giveItem(this.#omegga, this, item);\n }\n\n takeItem(item: WeaponClass): void {\n Player.takeItem(this.#omegga, this, item);\n }\n\n setTeam(teamIndex: number): void {\n Player.setTeam(this.#omegga, this, teamIndex);\n }\n\n setMinigame(index: number): void {\n Player.setMinigame(this.#omegga, this, index);\n }\n\n setScore(minigameIndex: number, score: number): void {\n Player.setScore(this.#omegga, this, minigameIndex, score);\n }\n\n getScore(minigameIndex: number): Promise<number> {\n return Player.getScore(this.#omegga, this, minigameIndex);\n }\n\n setLeaderboard(key: string, value: number): void {\n Player.setLeaderboard(this.#omegga, this, key, value);\n }\n\n async getLeaderboard(key: string): Promise<number | null> {\n return Player.getLeaderboard(this.#omegga, this, key);\n }\n}\n\nglobal.Player = Player;\n\nexport default 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{"version":3,"file":"plugin.js","sources":["../src/plugin.ts"],"sourcesContent":["import { EnvironmentPreset } from '@brickadia/presets';\nimport {\n BRBanList,\n BRPlayerNameCache,\n BRRoleAssignments,\n BRRoleSetup,\n} from '@brickadia/types';\nimport {\n ILogMinigame,\n IMinigameList,\n IPlayerPositions,\n IServerStatus,\n} from '@omegga/types';\nimport util from '@util';\nimport { ReadSaveObject, WriteSaveObject } from 'brs-js';\n\nexport const _OMEGGA_UTILS_IMPORT = util;\ndeclare global {\n export var Omegga: OmeggaLike;\n export var Player: StaticPlayer;\n export var OMEGGA_UTIL: typeof _OMEGGA_UTILS_IMPORT;\n}\n\nexport * from '@brickadia/types';\nexport * from '@omegga/types';\nexport { OmeggaPlugin };\n\nexport type OL = OmeggaLike;\nexport type OP = OmeggaPlugin;\nexport type PC<T extends Record<string, unknown> = Record<string, unknown>> =\n PluginConfig<T>;\nexport type PS<T extends Record<string, unknown> = Record<string, unknown>> =\n PluginStore<T>;\n\nexport interface BrickBounds {\n minBound: [number, number, number];\n maxBound: [number, number, number];\n center: [number, number, number];\n}\n\n/** Created when a player clicks on a brick with an interact component */\nexport interface BrickInteraction {\n /** Brick name from catalog (Turkey Body, 4x Cube) */\n brick_name: string;\n /** Brick asset name */\n brick_asset: string;\n /** Brick size */\n brick_size: [number, number, number];\n /** Player information, id, name, controller, and pawn */\n player: { id: string; name: string; controller: string; pawn: string };\n /** Brick center position */\n position: [number, number, number];\n\n /** message sent from a brick click interaction */\n message: string;\n /** data parsed from the line (if it starts with json:) */\n data: null | number | string | boolean | Record<string, unknown>;\n /** True when there was a json payload */\n json: boolean;\n /** True when there was a parse error */\n error: boolean;\n}\n\n/** AutoRestart options */\nexport type AutoRestartConfig = {\n players: boolean;\n announcement: boolean;\n saveWorld: boolean;\n};\n\nexport interface OmeggaPlayer {\n /** player name */\n name: string;\n\n /** player display name */\n displayName: string;\n\n /** player uuid */\n id: string;\n\n /** player controller id */\n controller: string;\n\n /** player state id */\n state: string;\n\n /**\n * Returns omegga\n */\n getOmegga(): OmeggaLike;\n\n /**\n * Clone a player\n */\n clone(): OmeggaPlayer;\n\n /**\n * Get raw player info (to feed into a constructor)\n */\n raw(): [string, string, string, string, string];\n\n /**\n * True if the player is the host\n */\n isHost(): boolean;\n\n /**\n * Clear player's bricks\n * @param quiet clear bricks quietly\n */\n clearBricks(quiet?: boolean): void;\n\n /**\n * Get player's roles, if any\n */\n getRoles(): readonly string[];\n\n /**\n * Get player's permissions in a map like `{\"Bricks.ClearOwn\": true, ...}`\n * @return permissions map\n */\n getPermissions(): Record<string, boolean>;\n\n /**\n * Get player's name color\n * @return 6 character hex string\n */\n getNameColor(): string;\n\n /**\n * Get the player's pawn\n * @return pawn\n */\n getPawn(): Promise<string>;\n\n /**\n * Get player's position\n * @return [x, y, z] coordinates\n */\n getPosition(): Promise<[number, number, number]>;\n\n /**\n * Gets a user's ghost brick info (by uuid, name, controller, or player object)\n * @return ghost brick data\n */\n getGhostBrick(): Promise<{\n targetGrid: string;\n location: number[];\n orientation: string;\n }>;\n\n /**\n * gets a user's paint tool properties\n */\n getPaint(): Promise<{\n materialIndex: string;\n materialAlpha: string;\n material: string;\n color: number[];\n }>;\n\n /**\n * gets whether or not the player is crouching\n */\n isCrouched(pawn?: string): Promise<boolean>;\n\n /**\n * gets whether or not the player is dead\n */\n isDead(pawn?: string): Promise<boolean>;\n\n /**\n * Gets the bounds of the template in the user's clipboard (bounds of original selection box)\n * @return template bounds\n */\n getTemplateBounds(): Promise<BrickBounds>;\n\n /**\n * Get bricks inside template bounds\n * @return BRS JS Save Data\n */\n getTemplateBoundsData(): Promise<ReadSaveObject>;\n\n /**\n * Load bricks at ghost brick location\n * @param saveData save data to load\n */\n loadDataAtGhostBrick(\n saveData: WriteSaveObject,\n options?: {\n rotate?: boolean;\n offX?: number;\n offY?: number;\n offZ?: number;\n quiet?: boolean;\n },\n ): Promise<void>;\n\n /**\n * Load bricks on this player's clipboard\n * @param saveName Save to load\n */\n loadBricks(saveName: string): void;\n\n /**\n * Load bricks on this player's clipboard passing save data\n * @param saveData save data to load\n */\n loadSaveData(\n saveData: WriteSaveObject,\n options?: {\n rotate?: boolean;\n offX?: number;\n offY?: number;\n offZ?: number;\n quiet?: boolean;\n },\n ): Promise<void>;\n\n /**\n * Kills this player\n */\n kill(): void;\n\n /**\n * Damages a player\n * @param amount Amount to damage\n */\n damage(amount: number): void;\n\n /**\n * Heal this player\n * @param amount to heal\n */\n heal(amount: number): void;\n\n /**\n * Gives a player an item\n * @param item Item name (Weapon_Bow)\n */\n giveItem(item: WeaponClass): void;\n\n /**\n * Removes an item from a player's inventory\n * @param item Item name (Weapon_Bow)\n */\n takeItem(item: WeaponClass): void;\n\n /**\n * Changes a player's team\n * @param teamIndex Team index\n */\n setTeam(teamIndex: number): void;\n\n /**\n * Changes a player's minigame\n * @param index Minigame index\n */\n setMinigame(index: number): void;\n\n /**\n * Changes a player's score\n * @param minigameIndex minigame index\n * @param score Score\n */\n setScore(minigameIndex: number, score: number): void;\n\n /**\n * Fetch a player's score\n * @param minigameIndex minigame index\n */\n getScore(minigameIndex: number): Promise<number>;\n\n /**\n * Set leaderboard value\n * @param key leaderboard key (Score, Kills, Deaths, CorrectGuesses)\n * @param value leaderboard value\n */\n setLeaderboard(key: string, value: number): void;\n\n /**\n * Get leaderboard value\n * @param key leaderboard key (Score, Kills, Deaths, CorrectGuesses)\n * @return leaderboard value\n */\n getLeaderboard(key: string): Promise<number | null>;\n}\n\nexport interface StaticPlayer {\n /**\n * get a player's roles, if any\n * @param omegga omegga instance\n * @param id player uuid\n * @return list of roles\n */\n getRoles(omegga: OmeggaLike, id: string): readonly string[];\n\n /**\n * get a player's permissions in a map like `{\"Bricks.ClearOwn\": true, ...}`\n * @param omegga Omegga instance\n * @param id player uuid\n * @return permissions map\n */\n getPermissions(omegga: OmeggaLike, id: string): Record<string, boolean>;\n\n /**\n * Kills a player\n * @param omegga Omegga instance\n * @param target Player or player name/id\n */\n kill(omegga: OmeggaLike, target: string | OmeggaPlayer): void;\n\n /**\n * Damages a player\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param amount Damage amount\n */\n damage(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n amount: number,\n ): void;\n\n /**\n * Heal a player\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param amount Heal amount\n */\n heal(omegga: OmeggaLike, target: string | OmeggaPlayer, amount: number): void;\n\n /**\n * Gives a player an item\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param item Item name (Weapon_Bow)\n */\n giveItem(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n item: WeaponClass,\n ): void;\n\n /**\n * Removes an item from a player's inventory\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param item Item name (Weapon_Bow)\n */\n takeItem(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n item: WeaponClass,\n ): void;\n\n /**\n * Changes a player's team\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param teamIndex Team name? index?\n */\n setTeam(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n teamIndex: number,\n ): void;\n\n /**\n * Changes a player's minigame\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param index Minigame index\n */\n setMinigame(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n index: number,\n ): void;\n\n /**\n * Changes a player's score\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param minigameIndex minigame index\n * @param score Score\n */\n setScore(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n minigameIndex: number,\n score: number,\n ): void;\n\n /**\n * Fetches a player's score\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param minigameIndex minigame index\n */\n getScore(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n minigameIndex: number,\n ): Promise<number>;\n\n /**\n * Set leaderboard value\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param key leaderboard key (Score, Kills, Deaths, CorrectGuesses)\n * @param value leaderboard value\n */\n setLeaderboard(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n key: string,\n value: number,\n ): void;\n\n /**\n * Get leaderboard value\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param key leaderboard key (Score, Kills, Deaths, CorrectGuesses)\n * @return leaderboard value\n */\n getLeaderboard(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n key: string,\n ): Promise<number | null>;\n}\n\nexport interface InjectedCommands {\n /** Get server status */\n getServerStatus(this: OmeggaLike): Promise<IServerStatus>;\n /** Get a list of minigames and their indices */\n listMinigames(this: OmeggaLike): Promise<IMinigameList>;\n // /** Get all pawn data */\n // getAllPawnData(this: OmeggaLike, fields: PawnDataField[]): void;\n /** Get all player positions and pawns */\n getAllPlayerPositions(this: OmeggaLike): Promise<IPlayerPositions>;\n /** Get minigames and members */\n getMinigames(this: OmeggaLike): Promise<ILogMinigame[]>;\n}\n\nexport interface MockEventEmitter {\n addListener(event: string, listener: Function): this;\n emit(event: string, ...args: any[]): boolean;\n eventNames(): (string | symbol)[];\n getMaxListeners(): number;\n listenerCount(event: string): number;\n listeners(event: string): Function[];\n off(event: string, listener: Function): this;\n on(event: string, listener: Function): this;\n once(event: string, listener: Function): this;\n prependListener(event: string, listener: Function): this;\n prependOnceListener(event: string, listener: Function): this;\n rawListeners(event: string): Function[];\n removeAllListeners(event?: string): this;\n removeListener(event: string, listener: Function): this;\n setMaxListeners(maxListeners: number): this;\n\n on(event: 'close', listener: () => void): this;\n on(event: 'line', listener: (line: string) => void): this;\n on(event: 'start', listener: (info: { map: string }) => void): this;\n on(event: 'version', listener: (version: number) => void): this;\n on(event: 'unauthorized', listener: () => void): this;\n on(event: 'join', listener: (player: OmeggaPlayer) => void): this;\n on(event: 'leave', listener: (player: OmeggaPlayer) => void): this;\n on(event: 'chat', listener: (name: string, message: string) => void): this;\n on(event: 'mapchange', listener: (info: { map: string }) => void): this;\n on(event: 'autorestart', listener: (config: AutoRestartConfig) => void): this;\n on(\n event: 'interact',\n listener: (interaction: BrickInteraction) => void,\n ): this;\n on(\n event: 'minigamejoin',\n listener: (info: {\n player: { name: string; id: string };\n minigameName: string;\n }) => void,\n ): this;\n}\n\nexport interface OmeggaLike\n extends OmeggaCore,\n LogWrangling,\n InjectedCommands,\n MockEventEmitter {\n writeln(line: string): void;\n\n /** game CL version*/\n version: number;\n\n /** verbose logging is enabled*/\n verbose: boolean;\n\n /** list of players */\n players: OmeggaPlayer[];\n\n /** server host */\n host?: { id: string; name: string };\n\n /** server is started */\n started: boolean;\n /** server is starting */\n starting: boolean;\n /** server is stopping */\n stopping: boolean;\n /** current map */\n currentMap: string;\n\n /** path to config files */\n configPath: string;\n /** path to saves */\n savePath: string;\n /** path to worlds */\n worldPath: string;\n /** path to presets */\n presetPath: string;\n /** path to containing dir */\n path: string;\n\n /** get a plugin's name, documentation, and loaded status\n * If run in an unsafe plugin, the emitPlugin method sends events from\n * an \"unsafe\" plugin\n */\n getPlugin(name: string): Promise<PluginInterop>;\n}\n\nexport interface OmeggaCore {\n /**\n * get a list of players\n * @return list of players {id: uuid, name: name} objects\n */\n getPlayers(): {\n id: string;\n name: string;\n displayName: string;\n controller: string;\n state: string;\n }[];\n\n /**\n * find a player by name, id, controller, or state\n * @param target - name, id, controller, or state\n */\n getPlayer(target: string): OmeggaPlayer | null;\n\n /**\n * find a player by rough name, prioritize exact matches and get fuzzier\n * @param name player name, fuzzy\n */\n findPlayerByName(name: string): OmeggaPlayer | null;\n\n /**\n * get the host's ID\n * @return Host Id\n */\n getHostId(): string;\n\n /**\n * broadcast messages to chat\n * messages are broken by new line\n * multiple arguments are additional lines\n * all messages longer than 512 characters are deleted automatically, though omegga wouldn't have sent them anyway\n * @param messages unescaped chat messages to send. may need to wrap messages with quotes\n */\n broadcast(...messages: string[]): void;\n\n /**\n * whisper messages to a player's chat\n * messages are broken by new line\n * multiple arguments are additional lines\n * all messages longer than 512 characters are deleted automatically, though omegga wouldn't have sent them anyway\n * @param target - player identifier or player object\n * @param messages - unescaped chat messages to send. may need to wrap messages with quotes\n */\n whisper(target: string | OmeggaPlayer, ...messages: string[]): void;\n\n /**\n * prints text to the middle of a player's screen\n * all messages longer than 512 characters are deleted automatically\n * @param target - player identifier or player object\n * @param message - unescaped chat messages to send. may need to wrap messages with quotes\n */\n middlePrint(target: string | OmeggaPlayer, message: string): void;\n\n /**\n * Save a minigame preset based on a minigame index\n * @param index minigame index\n * @param name preset name\n */\n saveMinigame(index: number, name: string): void;\n\n /**\n * Delete a minigame\n * @param index minigame index\n */\n deleteMinigame(index: number): void;\n\n /**\n * Reset a minigame\n * @param index minigame index\n */\n resetMinigame(index: number): void;\n\n /**\n * Force the next round in a minigame\n * @param index minigame index\n */\n nextRoundMinigame(index: number): void;\n\n /**\n * Load an Minigame preset\n * @param presetName preset name\n * @param owner owner id/name\n */\n loadMinigame(presetName: string, owner?: string): void;\n\n /**\n * Get all presets in the minigame folder and child folders\n */\n getMinigamePresets(): string[];\n\n /**\n * Reset the environment settings\n */\n resetEnvironment(): void;\n\n /**\n * Save an environment preset\n * @param presetName preset name\n */\n saveEnvironment(presetName: string): Promise<void>;\n\n /** Save a temporary environment preset and return its contents */\n getEnvironmentData(): Promise<EnvironmentPreset>;\n\n /**\n * Read environment data as json\n * @param presetName preset name\n */\n readEnvironmentData(presetName: string): void;\n\n /**\n * Load an environment preset\n * @param presetName preset name\n */\n loadEnvironment(presetName: string): void;\n\n /**\n * Load some environment preset data\n * @param preset preset data\n */\n loadEnvironmentData(\n preset: EnvironmentPreset | EnvironmentPreset['data']['groups'],\n ): void;\n\n /**\n * Get all presets in the environment folder and child folders\n */\n getEnvironmentPresets(): string[];\n\n /**\n * Clear a user's bricks (by uuid, name, controller, or player object)\n * @param target player or player identifier\n * @param quiet quietly clear bricks\n */\n clearBricks(target: string | { id: string }, quiet?: boolean): void;\n\n /**\n * Clear a region of bricks\n * @param region region to clear\n * @param options optional settings\n */\n clearRegion(\n region: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n options?: {\n target?: string | OmeggaPlayer;\n },\n ): void;\n\n /**\n * Clear all bricks on the server\n * @param quiet quietly clear bricks\n */\n clearAllBricks(quiet?: boolean): void;\n\n /**\n * Save bricks under a filename\n * @param saveName save file name\n * @param region region of bricks to save\n */\n saveBricks(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ): void;\n\n /**\n * Save bricks under a filename, with a promise\n * @param saveName save file name\n * @param region region of bricks to save\n */\n saveBricksAsync(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ): Promise<void>;\n\n /**\n * Load bricks on the server\n */\n loadBricks(\n saveName: string,\n options?: {\n offX?: number;\n offY?: number;\n offZ?: number;\n quiet?: boolean;\n correctPalette?: boolean;\n correctCustom?: boolean;\n },\n ): void;\n\n /**\n * Load bricks on the server into a player's clipbaord\n */\n loadBricksOnPlayer(\n saveName: string,\n player: string | OmeggaPlayer,\n options?: {\n offX?: number;\n offY?: number;\n offZ?: number;\n correctPalette?: boolean;\n correctCustom?: boolean;\n },\n ): void;\n\n /**\n * Get all saves in the save folder and child folders\n */\n getSaves(): string[];\n\n /**\n * Checks if a save exists and returns an absolute path\n * @param saveName Save filename\n * @return Path to string\n */\n getSavePath(saveName: string): string;\n\n /**\n * Get all worlds in the worlds folder and child folders\n */\n getWorlds(): string[];\n\n /**\n * Checks if a world exists and returns an absolute path\n * @param worldName World name\n * @return Path to string\n */\n getWorldPath(worldName: string): string;\n\n /**\n * Get a list of revisions for a world\n * @param worldName World name\n */\n getWorldRevisions(\n worldName: string,\n ): Promise<{ index: number; date: Date; note: string }[]>;\n\n /**\n * Load a world by its name\n * @param worldName World name\n */\n loadWorld(worldName: string): Promise<boolean>;\n\n /**\n * Load a world at a specific revision\n * @param worldName World name\n */\n loadWorldRevision(worldName: string, revision: number): Promise<boolean>;\n\n /**\n * Save a world as a new name\n * @param worldName World name\n */\n saveWorldAs(worldName: string): Promise<boolean>;\n\n /**\n * Save the current world\n */\n saveWorld(): Promise<boolean>;\n\n /**\n * Create an empty world with the given name\n */\n createEmptyWorld(worldName: string): Promise<boolean>;\n\n /**\n * unsafely load save data (wrap in try/catch)\n * @param saveName save file name\n * @param saveData BRS JS Save data\n */\n writeSaveData(saveName: string, saveData: WriteSaveObject): void;\n\n /**\n * unsafely read save data (wrap in try/catch)\n * @param saveName save file name\n * @param nobricks only read save header data\n * @return BRS JS Save Data\n */\n readSaveData(saveName: string, nobricks?: boolean): ReadSaveObject;\n\n /**\n * load bricks from save data and resolve when game finishes loading\n * @param saveData BRS JS Save data\n */\n loadSaveData(\n saveData: WriteSaveObject,\n options?: {\n offX?: number;\n offY?: number;\n offZ?: number;\n quiet?: boolean;\n correctPalette?: boolean;\n correctCustom?: boolean;\n },\n ): Promise<void>;\n\n /**\n * load bricks from save data and resolve when game finishes loading\n * @param saveData BRS JS Save data\n * @param player Player name/id or player object\n */\n loadSaveDataOnPlayer(\n saveData: WriteSaveObject,\n player: string | OmeggaPlayer,\n options?: {\n offX?: number;\n offY?: number;\n offZ?: number;\n correctPalette?: boolean;\n correctCustom?: boolean;\n },\n ): Promise<void>;\n\n /**\n * get current bricks as save data\n */\n getSaveData(region?: {\n center: [number, number, number];\n extent: [number, number, number];\n }): Promise<ReadSaveObject>;\n\n /**\n * Change server map\n * @param map Map name\n */\n changeMap(map: string): Promise<boolean>;\n\n /**\n * Get up-to-date role setup from RoleSetup.json\n */\n getRoleSetup(): BRRoleSetup;\n\n /**\n * Get up-to-date role assignments from RoleAssignment.json\n */\n getRoleAssignments(): BRRoleAssignments;\n\n /**\n * Get up-to-date ban list from BanList.json\n */\n getBanList(): BRBanList;\n\n /**\n * Get up-to-date name cache from PlayerNameCache.json\n */\n getNameCache(): BRPlayerNameCache;\n}\n\n/** A simple document store for plugins */\nexport interface PluginStore<\n Storage extends Record<string, unknown> = Record<string, unknown>,\n> {\n /** Get a value from plugin storage */\n get<T extends keyof Storage>(key: T): Promise<Storage[T]>;\n /** Set a value to plugin storage */\n set<T extends keyof Storage>(key: T, value: Storage[T]): Promise<void>;\n /** Delete a value from plugin storage */\n delete(key: string): Promise<void>;\n /** Wipe all values in plugin storage */\n wipe(): Promise<void>;\n /** Count entries in plugin storage */\n count(): Promise<number>;\n /** Get a list of keys in plugin storage */\n keys(): Promise<(keyof Storage)[]>;\n}\n\n/** A config representative of the config outlined in doc.json */\nexport type PluginConfig<\n T extends Record<string, unknown> = Record<string, unknown>,\n> = T;\n\n/** An omegga plugin */\nexport default abstract class OmeggaPlugin<\n Config extends Record<string, unknown> = Record<string, unknown>,\n Storage extends Record<string, unknown> = Record<string, unknown>,\n> {\n omegga: OmeggaLike;\n config: PluginConfig<Config>;\n store: PluginStore<Storage>;\n\n constructor(\n omegga: OmeggaLike,\n config: PluginConfig<Config>,\n store: PluginStore<Storage>,\n ) {\n this.omegga = omegga;\n this.config = config;\n this.store = store;\n }\n\n /** Run when plugin starts, returns /commands it uses */\n abstract init(): Promise<void | { registeredCommands?: string[] }>;\n\n /** Run when plugin is stopped */\n abstract stop(): Promise<void>;\n\n /** Run when another plugin tries to interact with this plugin\n * @param event Event name\n * @param from Name of origin plugin\n * @return value other plugin expects\n */\n abstract pluginEvent?(\n event: string,\n from: string,\n ...args: any[]\n ): Promise<unknown>;\n}\n\nexport interface LogWrangling {\n /** Add a passive pattern on console output that invokes callback on match */\n addMatcher<T>(\n pattern: IMatcher<T>['pattern'],\n callback: IMatcher<T>['callback'],\n ): void;\n\n /** Run an active pattern on console output that resolves a match */\n addWatcher<T = RegExpMatchArray>(\n pattern: IWatcher<T>['pattern'],\n options?: {\n timeoutDelay?: number;\n bundle?: boolean;\n debounce?: boolean;\n afterMatchDelay?: number;\n last?: IWatcher<T>['last'];\n exec?: () => void;\n },\n ): Promise<IWatcher<T>['matches']>;\n\n /** Run a command and capture bundled output */\n watchLogChunk<T = string>(\n cmd: string,\n pattern: IWatcher<T>['pattern'],\n options?: {\n first?: 'index' | ((match: T) => boolean);\n last?: IWatcher<T>['last'];\n afterMatchDelay?: number;\n timeoutDelay?: number;\n },\n ): Promise<IWatcher<T>['matches']>;\n\n /** Run a command and capture bundled output for array functions */\n watchLogArray<\n Item extends Record<string, string> = Record<string, string>,\n Member extends Record<string, string> = Record<string, string>,\n >(\n cmd: string,\n itemPattern: RegExp,\n memberPattern: RegExp,\n ): Promise<{ item: Item; members: Member[] }[]>;\n}\n\nexport type WatcherPattern<T> = (\n line: string,\n match: RegExpMatchArray,\n) => T | RegExpMatchArray | '[OMEGGA_WATCHER_DONE]';\n\nexport type IMatcher<T> =\n | {\n pattern: RegExp;\n callback: (match: RegExpMatchArray) => boolean;\n }\n | {\n pattern: (line: string, match: RegExpMatchArray) => T;\n callback: (match: RegExpMatchArray) => T;\n };\n\nexport type IWatcher<T> = {\n bundle: boolean;\n debounce: boolean;\n timeoutDelay: number;\n afterMatchDelay: number;\n last: (match: T) => boolean;\n callback: () => void;\n resolve: (...args: any[]) => void;\n remove: () => void;\n done: () => void;\n timeout: ReturnType<typeof setTimeout>;\n} & (\n | {\n pattern: WatcherPattern<T>;\n matches: T[];\n }\n | {\n pattern: RegExp;\n matches: RegExpMatchArray[];\n }\n);\n\nexport declare type IPluginConfigDefinition = {\n description: string;\n} & (\n | {\n type: 'string' | 'password' | 'role';\n default: string;\n }\n | {\n type: 'boolean';\n default: boolean;\n }\n | {\n type: 'number';\n default: number;\n }\n | {\n type: 'enum';\n options: (string | number)[];\n default: string | number;\n }\n | {\n type: 'players';\n default: {\n id: string;\n name: string;\n };\n }\n | ({\n type: 'list';\n } & (\n | {\n itemType: 'string';\n default: string[];\n }\n | {\n itemType: 'number';\n default: number[];\n }\n | {\n itemType: 'enum';\n options: (string | number)[];\n default: string | number;\n }\n ))\n);\nexport interface IPluginCommandArgument {\n name: string;\n description: string;\n required?: boolean;\n}\nexport interface IPluginCommand {\n name: string;\n description: string;\n example?: string;\n args: IPluginCommandArgument[];\n}\nexport interface IPluginDocumentation {\n name: string;\n description: string;\n author: string;\n config: Record<string, IPluginConfigDefinition>;\n commands: IPluginCommand[];\n}\n\nexport interface PluginInterop {\n name: string;\n documentation: IPluginDocumentation;\n loaded: boolean;\n emitPlugin?(event: string, args: any[]): Promise<any>;\n}\n\nexport type WeaponClass =\n | 'Weapon_APCarbine'\n | 'Weapon_AntiMaterielRifle'\n | 'Weapon_ArmingSword'\n | 'Weapon_AssaultRifle'\n | 'Weapon_AutoShotgun'\n | 'Weapon_Battleaxe'\n | 'Weapon_Bazooka'\n | 'Weapon_BoltActionRifle'\n | 'Weapon_Bow'\n | 'Weapon_BoxPistol'\n | 'Weapon_BullpupRifle'\n | 'Weapon_BullpupSMG'\n | 'Weapon_ChargedLongsword'\n | 'Weapon_CrystalKalis'\n | 'Weapon_Derringer'\n | 'Weapon_Dynamite'\n | 'Weapon_FlintlockPistol'\n | 'Weapon_GrenadeLauncher'\n | 'Weapon_GuardPistol'\n | 'Weapon_Handaxe'\n | 'Weapon_HealthPotion'\n | 'Weapon_HeavyAssaultRifle'\n | 'Weapon_HeavySMG'\n | 'Weapon_HeroSword'\n | 'Weapon_HighPowerPistol'\n | 'Weapon_HoloBlade'\n | 'Weapon_HuntingShotgun'\n | 'Weapon_Ikakalaka'\n | 'Weapon_ImpactGrenade'\n | 'Weapon_ImpactGrenadeLauncher'\n | 'Weapon_ImpulseGrenade'\n | 'Weapon_Khopesh'\n | 'Weapon_Knife'\n | 'Weapon_LeverActionRifle'\n | 'Weapon_LightMachineGun'\n | 'Weapon_LongSword'\n | 'Weapon_MagnumPistol'\n | 'Weapon_MicroSMG'\n | 'Weapon_Minigun'\n | 'Weapon_Minigun'\n | 'Weapon_MissileLauncher'\n | 'Weapon_PDW'\n | 'Weapon_Pickaxe'\n | 'Weapon_PipeBomb'\n | 'Weapon_Pistol'\n | 'Weapon_PlasmaPistol'\n | 'Weapon_PlasmaSMG'\n | 'Weapon_PulseCarbine'\n | 'Weapon_PulseRifle'\n | 'Weapon_QuadLauncher'\n | 'Weapon_Revolver'\n | 'Weapon_RocketJumper'\n | 'Weapon_RocketLauncher'\n | 'Weapon_Sabre'\n | 'Weapon_SemiAutoRifle'\n | 'Weapon_ServiceRifle'\n | 'Weapon_Shotgun'\n | 'Weapon_SlugShotgun'\n | 'Weapon_Sniper'\n | 'Weapon_SodaCan'\n | 'Weapon_Spatha'\n | 'Weapon_SportingShotgun'\n | 'Weapon_StampedSMG'\n | 'Weapon_StandardSubmachineGun'\n | 'Weapon_StickGrenade'\n | 'Weapon_SubmachineGun'\n | 'Weapon_SuperShotgun'\n | 'Weapon_SuppressedAssaultRifle'\n | 'Weapon_SuppressedBullpupSMG'\n | 'Weapon_SuppressedGuardPistol'\n | 'Weapon_SuppressedHeavySMG'\n | 'Weapon_SuppressedMicroSMG'\n | 'Weapon_SuppressedPistol'\n | 'Weapon_SuppressedServiceRifle'\n | 'Weapon_TacticalSMG'\n | 'Weapon_TacticalShotgun'\n | 'Weapon_Tomahawk'\n | 'Weapon_TwinCannon'\n | 'Weapon_TypewriterSMG'\n | 'Weapon_Zweihander';\n"],"names":["util"],"mappings":";;;AAgBO,MAAM,uBAAuBA,MAAAA;AAs4BpC,MAA8B,aAG5B;AAAA,EAKA,YACE,QACA,QACA,OACA;AACA,SAAK,SAAS;AACd,SAAK,SAAS;AACd,SAAK,QAAQ;AAAA,EACf;AAkBF;;;"}
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{"version":3,"file":"plugin.js","sources":["../src/plugin.ts"],"sourcesContent":["import { EnvironmentPreset } from '@brickadia/presets';\nimport {\n BRBanList,\n BRPlayerNameCache,\n BRRoleAssignments,\n BRRoleSetup,\n} from '@brickadia/types';\nimport {\n ILogMinigame,\n IMinigameList,\n IPlayerPositions,\n IServerStatus,\n} from '@omegga/types';\nimport util from '@util';\nimport { ReadSaveObject, WriteSaveObject } from 'brs-js';\n\nexport const _OMEGGA_UTILS_IMPORT = util;\ndeclare global {\n export var Omegga: OmeggaLike;\n export var Player: StaticPlayer;\n export var OMEGGA_UTIL: typeof _OMEGGA_UTILS_IMPORT;\n}\n\nexport * from '@brickadia/types';\nexport * from '@omegga/types';\nexport { OmeggaPlugin };\n\nexport type OL = OmeggaLike;\nexport type OP = OmeggaPlugin;\nexport type PC<T extends Record<string, unknown> = Record<string, unknown>> =\n PluginConfig<T>;\nexport type PS<T extends Record<string, unknown> = Record<string, unknown>> =\n PluginStore<T>;\n\nexport interface BrickBounds {\n minBound: [number, number, number];\n maxBound: [number, number, number];\n center: [number, number, number];\n}\n\n/** Created when a player clicks on a brick with an interact component */\nexport interface BrickInteraction {\n /** Brick name from catalog (Turkey Body, 4x Cube) */\n brick_name: string;\n /** Brick asset name */\n brick_asset: string;\n /** Brick size */\n brick_size: [number, number, number];\n /** Player information, id, name, controller, and pawn */\n player: { id: string; name: string; controller: string; pawn: string };\n /** Brick center position */\n position: [number, number, number];\n\n /** message sent from a brick click interaction */\n message: string;\n /** data parsed from the line (if it starts with json:) */\n data: null | number | string | boolean | Record<string, unknown>;\n /** True when there was a json payload */\n json: boolean;\n /** True when there was a parse error */\n error: boolean;\n}\n\n/** AutoRestart options */\nexport type AutoRestartConfig = {\n players: boolean;\n announcement: boolean;\n saveWorld: boolean;\n};\n\nexport interface OmeggaPlayer {\n /** player name */\n name: string;\n\n /** player display name */\n displayName: string;\n\n /** player uuid */\n id: string;\n\n /** player controller id */\n controller: string;\n\n /** player state id */\n state: string;\n\n /**\n * Returns omegga\n */\n getOmegga(): OmeggaLike;\n\n /**\n * Clone a player\n */\n clone(): OmeggaPlayer;\n\n /**\n * Get raw player info (to feed into a constructor)\n */\n raw(): [string, string, string, string, string];\n\n /**\n * True if the player is the host\n */\n isHost(): boolean;\n\n /**\n * Clear player's bricks\n * @param quiet clear bricks quietly\n */\n clearBricks(quiet?: boolean): void;\n\n /**\n * Get player's roles, if any\n */\n getRoles(): readonly string[];\n\n /**\n * Get player's permissions in a map like `{\"Bricks.ClearOwn\": true, ...}`\n * @return permissions map\n */\n getPermissions(): Record<string, boolean>;\n\n /**\n * Get player's name color\n * @return 6 character hex string\n */\n getNameColor(): string;\n\n /**\n * Get the player's pawn\n * @return pawn\n */\n getPawn(): Promise<string>;\n\n /**\n * Get player's position\n * @return [x, y, z] coordinates\n */\n getPosition(): Promise<[number, number, number]>;\n\n /**\n * Gets a user's ghost brick info (by uuid, name, controller, or player object)\n * @return ghost brick data\n */\n getGhostBrick(): Promise<{\n targetGrid: string;\n location: number[];\n orientation: string;\n }>;\n\n /**\n * gets a user's paint tool properties\n */\n getPaint(): Promise<{\n materialIndex: string;\n materialAlpha: string;\n material: string;\n color: number[];\n }>;\n\n /**\n * gets whether or not the player is crouching\n */\n isCrouched(pawn?: string): Promise<boolean>;\n\n /**\n * gets whether or not the player is dead\n */\n isDead(pawn?: string): Promise<boolean>;\n\n /**\n * Gets the bounds of the template in the user's clipboard (bounds of original selection box)\n * @return template bounds\n */\n getTemplateBounds(): Promise<BrickBounds>;\n\n /**\n * Get bricks inside template bounds\n * @return BRS JS Save Data\n */\n getTemplateBoundsData(): Promise<ReadSaveObject>;\n\n /**\n * Load bricks at ghost brick location\n * @param saveData save data to load\n */\n loadDataAtGhostBrick(\n saveData: WriteSaveObject,\n options?: {\n rotate?: boolean;\n offX?: number;\n offY?: number;\n offZ?: number;\n quiet?: boolean;\n },\n ): Promise<void>;\n\n /**\n * Load bricks on this player's clipboard\n * @param saveName Save to load\n */\n loadBricks(saveName: string): void;\n\n /**\n * Load bricks on this player's clipboard passing save data\n * @param saveData save data to load\n */\n loadSaveData(\n saveData: WriteSaveObject,\n options?: {\n rotate?: boolean;\n offX?: number;\n offY?: number;\n offZ?: number;\n quiet?: boolean;\n },\n ): Promise<void>;\n\n /**\n * Kills this player\n */\n kill(): void;\n\n /**\n * Damages a player\n * @param amount Amount to damage\n */\n damage(amount: number): void;\n\n /**\n * Heal this player\n * @param amount to heal\n */\n heal(amount: number): void;\n\n /**\n * Gives a player an item\n * @param item Item name (Weapon_Bow)\n */\n giveItem(item: WeaponClass): void;\n\n /**\n * Removes an item from a player's inventory\n * @param item Item name (Weapon_Bow)\n */\n takeItem(item: WeaponClass): void;\n\n /**\n * Changes a player's team\n * @param teamIndex Team index\n */\n setTeam(teamIndex: number): void;\n\n /**\n * Changes a player's minigame\n * @param index Minigame index\n */\n setMinigame(index: number): void;\n\n /**\n * Changes a player's score\n * @param minigameIndex minigame index\n * @param score Score\n */\n setScore(minigameIndex: number, score: number): void;\n\n /**\n * Fetch a player's score\n * @param minigameIndex minigame index\n */\n getScore(minigameIndex: number): Promise<number>;\n\n /**\n * Set leaderboard value\n * @param key leaderboard key (Score, Kills, Deaths, CorrectGuesses)\n * @param value leaderboard value\n */\n setLeaderboard(key: string, value: number): void;\n\n /**\n * Get leaderboard value\n * @param key leaderboard key (Score, Kills, Deaths, CorrectGuesses)\n * @return leaderboard value\n */\n getLeaderboard(key: string): Promise<number | null>;\n}\n\nexport interface StaticPlayer {\n /**\n * get a player's roles, if any\n * @param omegga omegga instance\n * @param id player uuid\n * @return list of roles\n */\n getRoles(omegga: OmeggaLike, id: string): readonly string[];\n\n /**\n * get a player's permissions in a map like `{\"Bricks.ClearOwn\": true, ...}`\n * @param omegga Omegga instance\n * @param id player uuid\n * @return permissions map\n */\n getPermissions(omegga: OmeggaLike, id: string): Record<string, boolean>;\n\n /**\n * Kills a player\n * @param omegga Omegga instance\n * @param target Player or player name/id\n */\n kill(omegga: OmeggaLike, target: string | OmeggaPlayer): void;\n\n /**\n * Damages a player\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param amount Damage amount\n */\n damage(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n amount: number,\n ): void;\n\n /**\n * Heal a player\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param amount Heal amount\n */\n heal(omegga: OmeggaLike, target: string | OmeggaPlayer, amount: number): void;\n\n /**\n * Gives a player an item\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param item Item name (Weapon_Bow)\n */\n giveItem(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n item: WeaponClass,\n ): void;\n\n /**\n * Removes an item from a player's inventory\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param item Item name (Weapon_Bow)\n */\n takeItem(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n item: WeaponClass,\n ): void;\n\n /**\n * Changes a player's team\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param teamIndex Team name? index?\n */\n setTeam(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n teamIndex: number,\n ): void;\n\n /**\n * Changes a player's minigame\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param index Minigame index\n */\n setMinigame(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n index: number,\n ): void;\n\n /**\n * Changes a player's score\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param minigameIndex minigame index\n * @param score Score\n */\n setScore(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n minigameIndex: number,\n score: number,\n ): void;\n\n /**\n * Fetches a player's score\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param minigameIndex minigame index\n */\n getScore(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n minigameIndex: number,\n ): Promise<number>;\n\n /**\n * Set leaderboard value\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param key leaderboard key (Score, Kills, Deaths, CorrectGuesses)\n * @param value leaderboard value\n */\n setLeaderboard(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n key: string,\n value: number,\n ): void;\n\n /**\n * Get leaderboard value\n * @param omegga Omegga instance\n * @param target Player or player name/id\n * @param key leaderboard key (Score, Kills, Deaths, CorrectGuesses)\n * @return leaderboard value\n */\n getLeaderboard(\n omegga: OmeggaLike,\n target: string | OmeggaPlayer,\n key: string,\n ): Promise<number | null>;\n}\n\nexport interface InjectedCommands {\n /** Get server status */\n getServerStatus(this: OmeggaLike): Promise<IServerStatus | null>;\n /** Get a list of minigames and their indices */\n listMinigames(this: OmeggaLike): Promise<IMinigameList>;\n // /** Get all pawn data */\n // getAllPawnData(this: OmeggaLike, fields: PawnDataField[]): void;\n /** Get all player positions and pawns */\n getAllPlayerPositions(this: OmeggaLike): Promise<IPlayerPositions>;\n /** Get minigames and members */\n getMinigames(this: OmeggaLike): Promise<ILogMinigame[]>;\n}\n\nexport interface MockEventEmitter {\n addListener(event: string, listener: Function): this;\n emit(event: string, ...args: any[]): boolean;\n eventNames(): (string | symbol)[];\n getMaxListeners(): number;\n listenerCount(event: string): number;\n listeners(event: string): Function[];\n off(event: string, listener: Function): this;\n on(event: string, listener: Function): this;\n once(event: string, listener: Function): this;\n prependListener(event: string, listener: Function): this;\n prependOnceListener(event: string, listener: Function): this;\n rawListeners(event: string): Function[];\n removeAllListeners(event?: string): this;\n removeListener(event: string, listener: Function): this;\n setMaxListeners(maxListeners: number): this;\n\n on(event: 'close', listener: () => void): this;\n on(event: 'line', listener: (line: string) => void): this;\n on(event: 'start', listener: (info: { map: string }) => void): this;\n on(event: 'version', listener: (version: number) => void): this;\n on(event: 'unauthorized', listener: () => void): this;\n on(event: 'join', listener: (player: OmeggaPlayer) => void): this;\n on(event: 'leave', listener: (player: OmeggaPlayer) => void): this;\n on(event: 'chat', listener: (name: string, message: string) => void): this;\n on(event: 'mapchange', listener: (info: { map: string }) => void): this;\n on(event: 'autorestart', listener: (config: AutoRestartConfig) => void): this;\n on(\n event: 'interact',\n listener: (interaction: BrickInteraction) => void,\n ): this;\n on(\n event: 'minigamejoin',\n listener: (info: {\n player: { name: string; id: string };\n minigameName: string;\n }) => void,\n ): this;\n}\n\nexport interface OmeggaLike\n extends OmeggaCore,\n LogWrangling,\n InjectedCommands,\n MockEventEmitter {\n writeln(line: string): void;\n\n /** game CL version*/\n version: number;\n\n /** verbose logging is enabled*/\n verbose: boolean;\n\n /** list of players */\n players: OmeggaPlayer[];\n\n /** server host */\n host?: { id: string; name: string };\n\n /** server is started */\n started: boolean;\n /** server is starting */\n starting: boolean;\n /** server is stopping */\n stopping: boolean;\n /** current map */\n currentMap: string;\n\n /** path to config files */\n configPath: string;\n /** path to saves */\n savePath: string;\n /** path to worlds */\n worldPath: string;\n /** path to presets */\n presetPath: string;\n /** path to containing dir */\n path: string;\n\n /** get a plugin's name, documentation, and loaded status\n * If run in an unsafe plugin, the emitPlugin method sends events from\n * an \"unsafe\" plugin\n */\n getPlugin(name: string): Promise<PluginInterop>;\n}\n\nexport interface OmeggaCore {\n /**\n * get a list of players\n * @return list of players {id: uuid, name: name} objects\n */\n getPlayers(): {\n id: string;\n name: string;\n displayName: string;\n controller: string;\n state: string;\n }[];\n\n /**\n * find a player by name, id, controller, or state\n * @param target - name, id, controller, or state\n */\n getPlayer(target: string): OmeggaPlayer | null;\n\n /**\n * find a player by rough name, prioritize exact matches and get fuzzier\n * @param name player name, fuzzy\n */\n findPlayerByName(name: string): OmeggaPlayer | null;\n\n /**\n * get the host's ID\n * @return Host Id\n */\n getHostId(): string;\n\n /**\n * broadcast messages to chat\n * messages are broken by new line\n * multiple arguments are additional lines\n * all messages longer than 512 characters are deleted automatically, though omegga wouldn't have sent them anyway\n * @param messages unescaped chat messages to send. may need to wrap messages with quotes\n */\n broadcast(...messages: string[]): void;\n\n /**\n * whisper messages to a player's chat\n * messages are broken by new line\n * multiple arguments are additional lines\n * all messages longer than 512 characters are deleted automatically, though omegga wouldn't have sent them anyway\n * @param target - player identifier or player object\n * @param messages - unescaped chat messages to send. may need to wrap messages with quotes\n */\n whisper(target: string | OmeggaPlayer, ...messages: string[]): void;\n\n /**\n * prints text to the middle of a player's screen\n * all messages longer than 512 characters are deleted automatically\n * @param target - player identifier or player object\n * @param message - unescaped chat messages to send. may need to wrap messages with quotes\n */\n middlePrint(target: string | OmeggaPlayer, message: string): void;\n\n /**\n * Save a minigame preset based on a minigame index\n * @param index minigame index\n * @param name preset name\n */\n saveMinigame(index: number, name: string): void;\n\n /**\n * Delete a minigame\n * @param index minigame index\n */\n deleteMinigame(index: number): void;\n\n /**\n * Reset a minigame\n * @param index minigame index\n */\n resetMinigame(index: number): void;\n\n /**\n * Force the next round in a minigame\n * @param index minigame index\n */\n nextRoundMinigame(index: number): void;\n\n /**\n * Load an Minigame preset\n * @param presetName preset name\n * @param owner owner id/name\n */\n loadMinigame(presetName: string, owner?: string): void;\n\n /**\n * Get all presets in the minigame folder and child folders\n */\n getMinigamePresets(): string[];\n\n /**\n * Reset the environment settings\n */\n resetEnvironment(): void;\n\n /**\n * Save an environment preset\n * @param presetName preset name\n */\n saveEnvironment(presetName: string): Promise<void>;\n\n /** Save a temporary environment preset and return its contents */\n getEnvironmentData(): Promise<EnvironmentPreset>;\n\n /**\n * Read environment data as json\n * @param presetName preset name\n */\n readEnvironmentData(presetName: string): void;\n\n /**\n * Load an environment preset\n * @param presetName preset name\n */\n loadEnvironment(presetName: string): void;\n\n /**\n * Load some environment preset data\n * @param preset preset data\n */\n loadEnvironmentData(\n preset: EnvironmentPreset | EnvironmentPreset['data']['groups'],\n ): void;\n\n /**\n * Get all presets in the environment folder and child folders\n */\n getEnvironmentPresets(): string[];\n\n /**\n * Clear a user's bricks (by uuid, name, controller, or player object)\n * @param target player or player identifier\n * @param quiet quietly clear bricks\n */\n clearBricks(target: string | { id: string }, quiet?: boolean): void;\n\n /**\n * Clear a region of bricks\n * @param region region to clear\n * @param options optional settings\n */\n clearRegion(\n region: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n options?: {\n target?: string | OmeggaPlayer;\n },\n ): void;\n\n /**\n * Clear all bricks on the server\n * @param quiet quietly clear bricks\n */\n clearAllBricks(quiet?: boolean): void;\n\n /**\n * Save bricks under a filename\n * @param saveName save file name\n * @param region region of bricks to save\n */\n saveBricks(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ): void;\n\n /**\n * Save bricks under a filename, with a promise\n * @param saveName save file name\n * @param region region of bricks to save\n */\n saveBricksAsync(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ): Promise<void>;\n\n /**\n * Load bricks on the server\n */\n loadBricks(\n saveName: string,\n options?: {\n offX?: number;\n offY?: number;\n offZ?: number;\n quiet?: boolean;\n correctPalette?: boolean;\n correctCustom?: boolean;\n },\n ): void;\n\n /**\n * Load bricks on the server into a player's clipbaord\n */\n loadBricksOnPlayer(\n saveName: string,\n player: string | OmeggaPlayer,\n options?: {\n offX?: number;\n offY?: number;\n offZ?: number;\n correctPalette?: boolean;\n correctCustom?: boolean;\n },\n ): void;\n\n /**\n * Get all saves in the save folder and child folders\n */\n getSaves(): string[];\n\n /**\n * Checks if a save exists and returns an absolute path\n * @param saveName Save filename\n * @return Path to string\n */\n getSavePath(saveName: string): string;\n\n /**\n * Get all worlds in the worlds folder and child folders\n */\n getWorlds(): string[];\n\n /**\n * Checks if a world exists and returns an absolute path\n * @param worldName World name\n * @return Path to string\n */\n getWorldPath(worldName: string): string;\n\n /**\n * Get a list of revisions for a world\n * @param worldName World name\n */\n getWorldRevisions(\n worldName: string,\n ): Promise<{ index: number; date: Date; note: string }[]>;\n\n /**\n * Load a world by its name\n * @param worldName World name\n */\n loadWorld(worldName: string): Promise<boolean>;\n\n /**\n * Load a world at a specific revision\n * @param worldName World name\n */\n loadWorldRevision(worldName: string, revision: number): Promise<boolean>;\n\n /**\n * Save a world as a new name\n * @param worldName World name\n */\n saveWorldAs(worldName: string): Promise<boolean>;\n\n /**\n * Save the current world\n */\n saveWorld(): Promise<boolean>;\n\n /**\n * Create an empty world with the given name\n */\n createEmptyWorld(worldName: string): Promise<boolean>;\n\n /**\n * unsafely load save data (wrap in try/catch)\n * @param saveName save file name\n * @param saveData BRS JS Save data\n */\n writeSaveData(saveName: string, saveData: WriteSaveObject): void;\n\n /**\n * unsafely read save data (wrap in try/catch)\n * @param saveName save file name\n * @param nobricks only read save header data\n * @return BRS JS Save Data\n */\n readSaveData(saveName: string, nobricks?: boolean): ReadSaveObject;\n\n /**\n * load bricks from save data and resolve when game finishes loading\n * @param saveData BRS JS Save data\n */\n loadSaveData(\n saveData: WriteSaveObject,\n options?: {\n offX?: number;\n offY?: number;\n offZ?: number;\n quiet?: boolean;\n correctPalette?: boolean;\n correctCustom?: boolean;\n },\n ): Promise<void>;\n\n /**\n * load bricks from save data and resolve when game finishes loading\n * @param saveData BRS JS Save data\n * @param player Player name/id or player object\n */\n loadSaveDataOnPlayer(\n saveData: WriteSaveObject,\n player: string | OmeggaPlayer,\n options?: {\n offX?: number;\n offY?: number;\n offZ?: number;\n correctPalette?: boolean;\n correctCustom?: boolean;\n },\n ): Promise<void>;\n\n /**\n * get current bricks as save data\n */\n getSaveData(region?: {\n center: [number, number, number];\n extent: [number, number, number];\n }): Promise<ReadSaveObject>;\n\n /**\n * Change server map\n * @param map Map name\n */\n changeMap(map: string): Promise<boolean>;\n\n /**\n * Get up-to-date role setup from RoleSetup.json\n */\n getRoleSetup(): BRRoleSetup;\n\n /**\n * Get up-to-date role assignments from RoleAssignment.json\n */\n getRoleAssignments(): BRRoleAssignments;\n\n /**\n * Get up-to-date ban list from BanList.json\n */\n getBanList(): BRBanList;\n\n /**\n * Get up-to-date name cache from PlayerNameCache.json\n */\n getNameCache(): BRPlayerNameCache;\n}\n\n/** A simple document store for plugins */\nexport interface PluginStore<\n Storage extends Record<string, unknown> = Record<string, unknown>,\n> {\n /** Get a value from plugin storage */\n get<T extends keyof Storage>(key: T): Promise<Storage[T]>;\n /** Set a value to plugin storage */\n set<T extends keyof Storage>(key: T, value: Storage[T]): Promise<void>;\n /** Delete a value from plugin storage */\n delete(key: string): Promise<void>;\n /** Wipe all values in plugin storage */\n wipe(): Promise<void>;\n /** Count entries in plugin storage */\n count(): Promise<number>;\n /** Get a list of keys in plugin storage */\n keys(): Promise<(keyof Storage)[]>;\n}\n\n/** A config representative of the config outlined in doc.json */\nexport type PluginConfig<\n T extends Record<string, unknown> = Record<string, unknown>,\n> = T;\n\n/** An omegga plugin */\nexport default abstract class OmeggaPlugin<\n Config extends Record<string, unknown> = Record<string, unknown>,\n Storage extends Record<string, unknown> = Record<string, unknown>,\n> {\n omegga: OmeggaLike;\n config: PluginConfig<Config>;\n store: PluginStore<Storage>;\n\n constructor(\n omegga: OmeggaLike,\n config: PluginConfig<Config>,\n store: PluginStore<Storage>,\n ) {\n this.omegga = omegga;\n this.config = config;\n this.store = store;\n }\n\n /** Run when plugin starts, returns /commands it uses */\n abstract init(): Promise<void | { registeredCommands?: string[] }>;\n\n /** Run when plugin is stopped */\n abstract stop(): Promise<void>;\n\n /** Run when another plugin tries to interact with this plugin\n * @param event Event name\n * @param from Name of origin plugin\n * @return value other plugin expects\n */\n abstract pluginEvent?(\n event: string,\n from: string,\n ...args: any[]\n ): Promise<unknown>;\n}\n\nexport interface LogWrangling {\n /** Add a passive pattern on console output that invokes callback on match */\n addMatcher<T>(\n pattern: IMatcher<T>['pattern'],\n callback: IMatcher<T>['callback'],\n ): void;\n\n /** Run an active pattern on console output that resolves a match */\n addWatcher<T = RegExpMatchArray>(\n pattern: IWatcher<T>['pattern'],\n options?: {\n timeoutDelay?: number;\n bundle?: boolean;\n debounce?: boolean;\n afterMatchDelay?: number;\n last?: IWatcher<T>['last'];\n exec?: () => void;\n },\n ): Promise<IWatcher<T>['matches']>;\n\n /** Run a command and capture bundled output */\n watchLogChunk<T = string>(\n cmd: string,\n pattern: IWatcher<T>['pattern'],\n options?: {\n first?: 'index' | ((match: T) => boolean);\n last?: IWatcher<T>['last'];\n afterMatchDelay?: number;\n timeoutDelay?: number;\n },\n ): Promise<IWatcher<T>['matches']>;\n\n /** Run a command and capture bundled output for array functions */\n watchLogArray<\n Item extends Record<string, string> = Record<string, string>,\n Member extends Record<string, string> = Record<string, string>,\n >(\n cmd: string,\n itemPattern: RegExp,\n memberPattern: RegExp,\n ): Promise<{ item: Item; members: Member[] }[]>;\n}\n\nexport type WatcherPattern<T> = (\n line: string,\n match: RegExpMatchArray,\n) => T | RegExpMatchArray | '[OMEGGA_WATCHER_DONE]';\n\nexport type IMatcher<T> =\n | {\n pattern: RegExp;\n callback: (match: RegExpMatchArray) => boolean;\n }\n | {\n pattern: (line: string, match: RegExpMatchArray) => T;\n callback: (match: RegExpMatchArray) => T;\n };\n\nexport type IWatcher<T> = {\n bundle: boolean;\n debounce: boolean;\n timeoutDelay: number;\n afterMatchDelay: number;\n last: (match: T) => boolean;\n callback: () => void;\n resolve: (...args: any[]) => void;\n remove: () => void;\n done: () => void;\n timeout: ReturnType<typeof setTimeout>;\n} & (\n | {\n pattern: WatcherPattern<T>;\n matches: T[];\n }\n | {\n pattern: RegExp;\n matches: RegExpMatchArray[];\n }\n);\n\nexport declare type IPluginConfigDefinition = {\n description: string;\n} & (\n | {\n type: 'string' | 'password' | 'role';\n default: string;\n }\n | {\n type: 'boolean';\n default: boolean;\n }\n | {\n type: 'number';\n default: number;\n }\n | {\n type: 'enum';\n options: (string | number)[];\n default: string | number;\n }\n | {\n type: 'players';\n default: {\n id: string;\n name: string;\n };\n }\n | ({\n type: 'list';\n } & (\n | {\n itemType: 'string';\n default: string[];\n }\n | {\n itemType: 'number';\n default: number[];\n }\n | {\n itemType: 'enum';\n options: (string | number)[];\n default: string | number;\n }\n ))\n);\nexport interface IPluginCommandArgument {\n name: string;\n description: string;\n required?: boolean;\n}\nexport interface IPluginCommand {\n name: string;\n description: string;\n example?: string;\n args: IPluginCommandArgument[];\n}\nexport interface IPluginDocumentation {\n name: string;\n description: string;\n author: string;\n config: Record<string, IPluginConfigDefinition>;\n commands: IPluginCommand[];\n}\n\nexport interface PluginInterop {\n name: string;\n documentation: IPluginDocumentation;\n loaded: boolean;\n emitPlugin?(event: string, args: any[]): Promise<any>;\n}\n\nexport type WeaponClass =\n | 'Weapon_APCarbine'\n | 'Weapon_AntiMaterielRifle'\n | 'Weapon_ArmingSword'\n | 'Weapon_AssaultRifle'\n | 'Weapon_AutoShotgun'\n | 'Weapon_Battleaxe'\n | 'Weapon_Bazooka'\n | 'Weapon_BoltActionRifle'\n | 'Weapon_Bow'\n | 'Weapon_BoxPistol'\n | 'Weapon_BullpupRifle'\n | 'Weapon_BullpupSMG'\n | 'Weapon_ChargedLongsword'\n | 'Weapon_CrystalKalis'\n | 'Weapon_Derringer'\n | 'Weapon_Dynamite'\n | 'Weapon_FlintlockPistol'\n | 'Weapon_GrenadeLauncher'\n | 'Weapon_GuardPistol'\n | 'Weapon_Handaxe'\n | 'Weapon_HealthPotion'\n | 'Weapon_HeavyAssaultRifle'\n | 'Weapon_HeavySMG'\n | 'Weapon_HeroSword'\n | 'Weapon_HighPowerPistol'\n | 'Weapon_HoloBlade'\n | 'Weapon_HuntingShotgun'\n | 'Weapon_Ikakalaka'\n | 'Weapon_ImpactGrenade'\n | 'Weapon_ImpactGrenadeLauncher'\n | 'Weapon_ImpulseGrenade'\n | 'Weapon_Khopesh'\n | 'Weapon_Knife'\n | 'Weapon_LeverActionRifle'\n | 'Weapon_LightMachineGun'\n | 'Weapon_LongSword'\n | 'Weapon_MagnumPistol'\n | 'Weapon_MicroSMG'\n | 'Weapon_Minigun'\n | 'Weapon_Minigun'\n | 'Weapon_MissileLauncher'\n | 'Weapon_PDW'\n | 'Weapon_Pickaxe'\n | 'Weapon_PipeBomb'\n | 'Weapon_Pistol'\n | 'Weapon_PlasmaPistol'\n | 'Weapon_PlasmaSMG'\n | 'Weapon_PulseCarbine'\n | 'Weapon_PulseRifle'\n | 'Weapon_QuadLauncher'\n | 'Weapon_Revolver'\n | 'Weapon_RocketJumper'\n | 'Weapon_RocketLauncher'\n | 'Weapon_Sabre'\n | 'Weapon_SemiAutoRifle'\n | 'Weapon_ServiceRifle'\n | 'Weapon_Shotgun'\n | 'Weapon_SlugShotgun'\n | 'Weapon_Sniper'\n | 'Weapon_SodaCan'\n | 'Weapon_Spatha'\n | 'Weapon_SportingShotgun'\n | 'Weapon_StampedSMG'\n | 'Weapon_StandardSubmachineGun'\n | 'Weapon_StickGrenade'\n | 'Weapon_SubmachineGun'\n | 'Weapon_SuperShotgun'\n | 'Weapon_SuppressedAssaultRifle'\n | 'Weapon_SuppressedBullpupSMG'\n | 'Weapon_SuppressedGuardPistol'\n | 'Weapon_SuppressedHeavySMG'\n | 'Weapon_SuppressedMicroSMG'\n | 'Weapon_SuppressedPistol'\n | 'Weapon_SuppressedServiceRifle'\n | 'Weapon_TacticalSMG'\n | 'Weapon_TacticalShotgun'\n | 'Weapon_Tomahawk'\n | 'Weapon_TwinCannon'\n | 'Weapon_TypewriterSMG'\n | 'Weapon_Zweihander';\n"],"names":["util"],"mappings":";;;AAgBO,MAAM,uBAAuBA,MAAAA;AAs4BpC,MAA8B,aAG5B;AAAA,EAKA,YACE,QACA,QACA,OACA;AACA,SAAK,SAAS;AACd,SAAK,SAAS;AACd,SAAK,QAAQ;AAAA,EACf;AAkBF;;;"}
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package/package.json
CHANGED
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@@ -1702,7 +1702,7 @@ export interface StaticPlayer {
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1702
1702
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}
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1703
1703
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export interface InjectedCommands {
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1704
1704
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/** Get server status */
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1705
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-
getServerStatus(this: OmeggaLike): Promise<IServerStatus>;
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1705
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+
getServerStatus(this: OmeggaLike): Promise<IServerStatus | null>;
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1706
1706
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/** Get a list of minigames and their indices */
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1707
1707
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listMinigames(this: OmeggaLike): Promise<IMinigameList>;
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1708
1708
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/** Get all player positions and pawns */
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