omegga 1.8.0 → 1.9.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +21 -0
- package/README.md +3 -1
- package/dist/omegga/commands.js +53 -7
- package/dist/omegga/commands.js.map +1 -1
- package/dist/omegga/matchers/index.js +3 -1
- package/dist/omegga/matchers/index.js.map +1 -1
- package/dist/omegga/matchers/wire.js +27 -0
- package/dist/omegga/matchers/wire.js.map +1 -0
- package/dist/omegga/plugin/plugin_jsonrpc_stdio.js +38 -0
- package/dist/omegga/plugin/plugin_jsonrpc_stdio.js.map +1 -1
- package/dist/omegga/plugin/plugin_node_safe/proxyOmegga.js +26 -1
- package/dist/omegga/plugin/plugin_node_safe/proxyOmegga.js.map +1 -1
- package/dist/omegga/server.js +247 -42
- package/dist/omegga/server.js.map +1 -1
- package/dist/plugin.js.map +1 -1
- package/dist/util/brdb.js +38 -585
- package/dist/util/brdb.js.map +1 -1
- package/dist/util/index.js +50 -3
- package/dist/util/index.js.map +1 -1
- package/dist/util/uuid.js +2 -4
- package/dist/util/uuid.js.map +1 -1
- package/dist/webserver/backend/router/role.js +1 -1
- package/dist/webserver/backend/router/role.js.map +1 -1
- package/package.json +3 -3
- package/templates/safe-ts/omegga.d.ts +2572 -42
- package/.claude/settings.local.json +0 -53
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{"version":3,"file":"server.js","sources":["../../src/omegga/server.ts"],"sourcesContent":["import Logger from '@/logger';\nimport { OmeggaLike, OmeggaPlayer, PluginInterop } from '@/plugin';\nimport {\n BRICKADIA_AUTH_FILES,\n CONFIG_AUTH_DIR,\n CONFIG_HOME,\n CONFIG_SAVED_DIR,\n DATA_PATH,\n} from '@/softconfig';\nimport { VERSION } from '@/version';\nimport { EnvironmentPreset } from '@brickadia/presets';\nimport {\n BRBanList,\n BRPlayerNameCache,\n BRRoleAssignments,\n BRRoleSetup,\n} from '@brickadia/types';\nimport { IConfig } from '@config/types';\nimport { map as mapUtils, pattern, uuid } from '@util';\nimport { copyFiles, mkdir, readWatchedJSON } from '@util/file';\nimport Webserver from '@webserver/backend';\nimport brs, { type ReadSaveObject, type WriteSaveObject } from 'brs-js';\nimport 'colors';\nimport glob from 'glob';\nimport { existsSync, readFileSync, unlinkSync, writeFileSync } from 'node:fs';\nimport { basename, join } from 'path';\nimport { AutoRestartConfig } from '..';\nimport commandInjector from './commandInjector';\nimport { ConsoleCommands, resolveConsoleCommands } from './commands';\nimport MATCHERS from './matchers';\nimport Player from './player';\nimport { PluginLoader } from './plugin';\nimport {\n IGamemode,\n ILogMinigame,\n IMinigameList,\n IOmeggaOptions,\n IPlayerPositions,\n IServerStatus,\n} from './types';\nimport OmeggaWrapper from './wrapper';\n\nconst MISSING_CMD =\n '\"Command not found. Type <color=\\\\\"ffff00\\\\\">/help</> for a list of commands or <color=\\\\\"ffff00\\\\\">/plugins</> for plugin information.\"';\n\n// TODO: safe broadcast parsing\n\nexport default class Omegga extends OmeggaWrapper implements OmeggaLike {\n /** The save counter prevents omegga from saving over the same file */\n _tempCounter = { save: 0, environment: 0 };\n /** The save prefix is prepended to all temporary saves */\n _tempSavePrefix = 'omegga_temp_';\n\n // pluginloader is not private so plugins can potentially add more formats\n pluginLoader: PluginLoader = undefined;\n webserver: Webserver;\n\n verbose: boolean;\n savePath: string;\n worldPath: string;\n presetPath: string;\n configPath: string;\n options: IOmeggaOptions;\n\n version: number;\n\n /** memoized version-resolved console commands ({@link Console}) */\n #console: { version: number; commands: ConsoleCommands };\n\n /**\n * version-resolved Brickadia console command names, nested by namespace.\n * e.g. `omegga.Console.Bricks.Clear` -> \"Bricks.Clear\" or \"br.Bricks.Clear\"\n * depending on the running game version.\n */\n get Console(): ConsoleCommands {\n if (this.#console?.version !== this.version)\n this.#console = {\n version: this.version,\n commands: resolveConsoleCommands(this.version),\n };\n return this.#console.commands;\n }\n\n host?: { id: string; name: string };\n players: OmeggaPlayer[];\n\n started = false;\n starting = false;\n stopping = false;\n crashDetected = false;\n currentMap: string;\n\n getServerStatus: () => Promise<IServerStatus>;\n listMinigames: () => Promise<IMinigameList>;\n getAllPlayerPositions: () => Promise<IPlayerPositions>;\n getMinigames: () => Promise<ILogMinigame[]>;\n getGamemode: () => Promise<IGamemode | null>;\n\n /**\n * Omegga instance\n */\n constructor(serverPath: string, cfg: IConfig, options: IOmeggaOptions = {}) {\n super(serverPath, cfg);\n this.verbose = Logger.VERBOSE;\n\n Logger.verbose('Running omegga', `v${VERSION}`.green);\n Logger.verbose('Versions', process.versions);\n Logger.verbose('Config', {\n ...cfg,\n credentials: cfg.credentials\n ? Object.fromEntries(\n Object.entries(cfg.credentials).map(([k, v]) => [k, v ? '***' : v]),\n )\n : cfg.credentials,\n server: {\n ...cfg.server,\n ...(cfg.server.password && { password: '***' }),\n ...(cfg.server.steambetaPassword && { steambetaPassword: '***' }),\n ...(cfg.server.launchArgs && {\n launchArgs: cfg.server.launchArgs\n .replace(/-Cookie=\".*?\"/g, '-Cookie=\"<hidden>\"')\n .replace(/-Cookie=\\S+/g, '-Cookie=<hidden>'),\n }),\n },\n });\n\n // inject commands\n Logger.verbose('Setting up command injector');\n commandInjector(this, this.logWrangler);\n\n // launch options (disabling webserver)\n this.options = options;\n const savedDir = cfg.server.savedDir ?? CONFIG_SAVED_DIR;\n\n // path to save files\n this.savePath = join(this.path, DATA_PATH, savedDir, 'Builds');\n this.worldPath = join(this.path, DATA_PATH, savedDir, 'Worlds');\n\n this.presetPath = join(this.path, DATA_PATH, savedDir, 'Presets');\n\n // path to config files\n this.configPath = join(this.path, DATA_PATH, savedDir, 'Server');\n\n // create dir folders\n Logger.verbose('Creating directories');\n mkdir(this.savePath);\n mkdir(this.configPath);\n\n // ignore auth file copy\n if (!options.noauth) {\n Logger.verbose('Copying auth files');\n this.copyAuthFiles();\n }\n\n // create the webserver if it's enabled\n // the web interface provides access to server information while the server is running\n // and lets you view chat logs, disable plugins, etc\n if (!options.noweb) {\n Logger.verbose('Creating webserver');\n this.webserver = new Webserver(cfg.omegga, this);\n }\n\n if (!options.noplugin) {\n Logger.verbose('Creating plugin loader');\n this.pluginLoader = new PluginLoader(this.path, this);\n }\n\n /** @type {Array<Player>}list of online players */\n this.players = [];\n\n /** host player info `{id: uuid, name: player name}` */\n this.host = undefined;\n\n /** @type {String} current game version - may later be turned into CL#### versions */\n this.version = -1;\n\n /** @type {Boolean} whether server has started */\n this.started = false;\n /** @type {Boolean} whether server is starting up */\n this.starting = false;\n\n /** @type {String} current map */\n this.currentMap = '';\n\n // add all the matchers to the server\n Logger.verbose('Adding matchers');\n for (const matcher of MATCHERS) {\n const { pattern, callback } = matcher(this);\n this.addMatcher(pattern, callback);\n }\n\n process.on('uncaughtException', async err => {\n Logger.verbose('Uncaught exception', err);\n this.emit('error', err);\n\n // publish stop to database\n this.webserver?.database?.addChatLog('server', {}, 'Server error');\n\n try {\n await this.stop();\n } catch (e) {\n Logger.error(e);\n }\n process.exit();\n });\n\n // when brickadia starts, mark the server as started\n this.on('start', ({ map }) => {\n this.started = true;\n this.starting = false;\n this.currentMap = map;\n this.writeln(`${this.Console.Chat.MessageForUnknownCommands} 0`);\n\n this.restoreServer();\n });\n\n // detect engine crash from stderr or stdout\n const crashHandler = (line: string) => {\n if (\n !this.crashDetected &&\n (/Engine crash handling finished; re-raising signal \\d+ for the default handler\\. Good bye\\./.test(\n line,\n ) ||\n /LogCore: === Critical error: ===/.test(line))\n ) {\n Logger.error('Engine crash detected!');\n this.crashDetected = true;\n }\n };\n this.on('err', crashHandler);\n this.on('line', crashHandler);\n\n // when brickadia exits, stop omegga\n this.on('exit', () => {\n this.stop();\n });\n\n // when the process closes, emit the exit signal and stop\n this.on('closed', () => {\n // capture crash state before 'exit' handler triggers stop()\n const wasCrash = this.crashDetected;\n this.crashDetected = false;\n if (this.started) this.emit('exit');\n const doRestart = async () => {\n if (!wasCrash) return;\n try {\n const config = await this.webserver?.database?.getAutoRestartConfig();\n if (config?.crashRestartEnabled) {\n Logger.logp('Restarting server after crash...');\n this.webserver?.database?.addChatLog(\n 'server',\n {},\n 'Server crashed, restarting...',\n );\n await this.start();\n }\n } catch (err) {\n Logger.error('Error restarting after crash', err);\n }\n };\n if (!this.stopping) {\n this.stop().then(doRestart);\n } else {\n // stop() already in progress from 'exit' handler - wait for it to finish\n this.once('server:stopped', () => doRestart());\n }\n });\n\n // detect when the game reports a command does not exist\n this.on('unknownCommand', (name: string, cmd: string) => {\n // if it's not registered to a plugin, send the missing command message\n if (!this.pluginLoader || !this.pluginLoader.isCommand(cmd)) {\n this.whisper(name, MISSING_CMD);\n }\n });\n }\n\n /** attempt to save server state */\n async saveServer(config: AutoRestartConfig) {\n if (config.players && this.players.length > 0) {\n Logger.logp('Getting player positions...');\n const players = await this.getAllPlayerPositions();\n Logger.logp(`Saving ${players.length} player positions...`);\n const data = players\n .filter(p => !p.isDead && p.pos)\n .map(p => ({ position: p.pos, id: p.player.id }));\n if (players.length > 0)\n writeFileSync(\n join(this.path, DATA_PATH, 'omegga_temp_players.json'),\n JSON.stringify(data),\n );\n }\n\n if (config.saveWorld) {\n Logger.logp('Saving world...');\n await this.saveWorld();\n }\n }\n\n async restartServer() {\n if (this.starting || this.stopping) return;\n if (!this.started) return await this.start();\n\n const nextWorld = this.getNextWorld();\n if (nextWorld) {\n Logger.logp('Loading world', nextWorld.file.yellow);\n Logger.verbose('Next world configured from', nextWorld.source.yellow);\n this.loadWorld(nextWorld.file);\n } else {\n this.changeMap(this.currentMap);\n }\n\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('Restart result:', res);\n }\n\n /** attempt to restore the server's state */\n async restoreServer() {\n const tempPlayersFile = join(\n this.path,\n DATA_PATH,\n 'omegga_temp_players.json',\n );\n if (!existsSync(tempPlayersFile)) return;\n\n try {\n Logger.logp('Loading previous player positions...');\n\n // player positions are an array to address multi-clienting\n const players: { position: number[]; id: string }[] = JSON.parse(\n readFileSync(tempPlayersFile).toString(),\n );\n\n // restore player position on join\n const callback = (player: OmeggaPlayer) => {\n const index = players.findIndex(p => p.id === player.id);\n if (index > -1) {\n const { position } = players[index];\n this.writeln(\n `${this.Console.Chat.Command} /TP \"${player.name}\" ${position.join(' ')} 0`,\n );\n\n // remove the entry\n players[index] = players[players.length - 1];\n players.pop();\n }\n };\n this.on('join', callback);\n\n let timeout = setTimeout(() => {\n try {\n this.off('join', callback);\n if (existsSync(tempPlayersFile)) unlinkSync(tempPlayersFile);\n } catch (err) {\n Logger.error('Error removing omegga_temp_players.json', err);\n }\n }, 10000);\n this.once('changemap', () => {\n clearTimeout(timeout);\n this.off('join', callback);\n });\n } catch (err) {\n Logger.error('Error restoring previous server state', err);\n }\n }\n\n /**\n * start webserver, load plugins, start the brickadia server\n * this should not be called by a plugin\n */\n //\n async start(): Promise<any> {\n this.starting = true;\n if (this.webserver) await this.webserver.start();\n if (this.pluginLoader) {\n // scan for plugins\n Logger.verbose('Scanning for plugins');\n await this.pluginLoader.scan();\n\n // load the plugins\n Logger.verbose('Loading plugins');\n await this.pluginLoader.reload();\n }\n\n Logger.verbose('Starting Brickadia');\n super.start();\n this.emit('server:starting');\n }\n\n /**\n * unload plugins and stop the server\n * this should not be called by a plugin\n */\n async stop() {\n if (!this.started && !this.starting) {\n Logger.verbose(\"Stop called while server wasn't started or was starting\");\n return;\n }\n\n if (this.stopping) {\n Logger.verbose('Stop called while server was starting');\n return;\n }\n\n this.stopping = true;\n this.emit('server:stopping');\n if (this.pluginLoader) {\n Logger.verbose('Unloading plugins');\n await this.pluginLoader.unload();\n }\n Logger.verbose('Stopping server');\n super.stop();\n\n const res = await Promise.race([\n new Promise(resolve => this.once('exit', () => resolve('exit'))),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n\n Logger.verbose('Stop result:', res);\n if (this.stopping) this.emit('server:stopped');\n this.stopping = false;\n this.started = false;\n this.starting = false;\n this.players = [];\n }\n\n /**\n * Copies auth files from home config dir\n * this should never be called by a plugin\n */\n copyAuthFiles() {\n const authDir = this.config.server.authDir ?? CONFIG_AUTH_DIR;\n const savedDir = this.config.server.savedDir ?? CONFIG_SAVED_DIR;\n const authPath = join(this.path, DATA_PATH, savedDir, authDir);\n const homeAuthPath = join(\n CONFIG_HOME,\n (savedDir !== CONFIG_SAVED_DIR ? savedDir : '') + authDir,\n );\n\n copyFiles(homeAuthPath, authPath, BRICKADIA_AUTH_FILES);\n }\n\n // TODO: split messages that longer than 512 characters\n // TODO: delete characters that are known to crash the game\n broadcast(...messages: string[]) {\n messages\n .flatMap(m => m.toString().split('\\n'))\n .filter(m => m.length < 512)\n .forEach(m => this.writeln(`${this.Console.Chat.Broadcast} ${m}`));\n }\n\n whisper(target: string | OmeggaPlayer, ...messages: string[]) {\n // find the target player\n if (typeof target !== 'object') target = this.getPlayer(target);\n\n // whisper the messages to that player\n messages\n .flatMap(m => m.toString().split('\\n'))\n .filter(m => m.length < 512)\n .forEach(m =>\n this.writeln(\n `${this.Console.Chat.Whisper} \"${(target as { name: string }).name}\" ${m}`,\n ),\n );\n }\n\n middlePrint(target: string | OmeggaPlayer, message: string) {\n // find the target player\n if (typeof target !== 'object') target = this.getPlayer(target);\n\n // whisper the messages to that player\n if (message.length > 512) return;\n this.writeln(\n `${this.Console.Chat.StatusMessage} \"${(target as { name: string }).name}\" ${message}`,\n );\n }\n\n getPlayers(): {\n id: string;\n name: string;\n displayName: string;\n controller: string;\n state: string;\n }[] {\n return this.players.map(p => ({ ...p }));\n }\n\n getRoleSetup(): BRRoleSetup {\n // Read RoleSetup2, fallback to old RoleSetup if it doesn't exist\n return (readWatchedJSON(join(this.configPath, 'RoleSetup2.json')) ??\n readWatchedJSON(join(this.configPath, 'RoleSetup.json'))) as BRRoleSetup;\n }\n\n getRoleAssignments(): BRRoleAssignments {\n return readWatchedJSON(\n join(this.configPath, 'RoleAssignments.json'),\n ) as BRRoleAssignments;\n }\n\n getBanList(): BRBanList {\n return readWatchedJSON(join(this.configPath, 'BanList.json')) as BRBanList;\n }\n\n getNameCache(): BRPlayerNameCache {\n return readWatchedJSON(\n join(this.configPath, 'PlayerNameCache.json'),\n ) as BRPlayerNameCache;\n }\n\n getPlayer(target: string): OmeggaPlayer {\n return this.players.find(\n p =>\n p.name === target ||\n p.id === target ||\n p.controller === target ||\n p.state === target,\n );\n }\n\n findPlayerByName(name: string): OmeggaPlayer {\n name = name.toLowerCase();\n const exploded = pattern.explode(name);\n return (\n this.players.find(p => p.name === name || p.displayName === name) || // find by exact match\n this.players.find(\n p => p.name.indexOf(name) > -1 || p.displayName.indexOf(name) > -1,\n ) || // find by rough match\n this.players.find(\n p => p.name.match(exploded) || p.displayName.match(exploded),\n ) // find by exploded regex match (ck finds cake, tbp finds TheBlackParrot)\n );\n }\n\n getHostId(): string {\n return this.host?.id ?? '';\n }\n\n saveMinigame(index: number, name: string) {\n this.writeln(\n `${this.Console.Server.Minigames.SavePreset} ${index} \"${name}\"`,\n );\n }\n\n deleteMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.Delete} ${index}`);\n }\n\n resetMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.Reset} ${index}`);\n }\n\n nextRoundMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.NextRound} ${index}`);\n }\n\n loadMinigame(presetName: string, owner = '') {\n this.writeln(\n `${this.Console.Server.Minigames.LoadPreset} \"${presetName}\" ${owner ? `\"${owner}\"` : ''}`,\n );\n }\n\n getMinigamePresets(): string[] {\n const presetPath = join(this.presetPath, 'Minigame');\n return existsSync(presetPath)\n ? glob\n .sync(presetPath + '/**/*.bp')\n .map(f => basename(f).replace(/\\.bp$/, ''))\n : [];\n }\n\n resetEnvironment() {\n this.writeln(`${this.Console.Server.Environment.Reset}`);\n }\n\n async saveEnvironment(presetName: string): Promise<void> {\n await this.addWatcher(/Environment preset saved.$/, {\n // request the pawn for this player's controller (should only be one)\n exec: () =>\n this.writeln(\n `${this.Console.Server.Environment.SavePreset} \"${presetName}\"`,\n ),\n timeoutDelay: 100,\n });\n }\n\n async getEnvironmentData(): Promise<EnvironmentPreset> {\n const saveName =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.environment++;\n\n await this.saveEnvironment(saveName);\n const data = this.readEnvironmentData(saveName);\n const file = join(this.presetPath, 'Environment', saveName + '.bp');\n if (existsSync(file)) unlinkSync(file);\n\n return data;\n }\n\n readEnvironmentData(saveName: string): EnvironmentPreset {\n if (typeof saveName !== 'string')\n throw 'expected name argument for readEnvironmentData';\n\n const file = join(this.presetPath, 'Environment', saveName + '.bp');\n try {\n if (existsSync(file)) return JSON.parse(readFileSync(file).toString());\n } catch (err) {\n Logger.verbose('Error parsing save data in readEnvironmentData', err);\n }\n return null;\n }\n\n loadEnvironment(presetName: string) {\n this.writeln(`${this.Console.Server.Environment.LoadPreset} ${presetName}`);\n }\n\n loadEnvironmentData(\n preset: EnvironmentPreset | EnvironmentPreset['data']['groups'],\n ) {\n if ('data' in preset) preset = preset.data.groups;\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.environment++;\n\n const path = join(this.presetPath, 'Environment', saveFile + '.bp');\n\n writeFileSync(\n path,\n JSON.stringify({\n formatVersion: '1',\n presetVersion: '1',\n type: 'Environment',\n data: {\n groups: {\n ...preset,\n },\n },\n }),\n );\n\n this.loadEnvironment(saveFile);\n\n // this is lazy, but environments should load much faster than builds\n // do, so it's not really worth keeping track of logs for this\n setTimeout(() => unlinkSync(path), 5000);\n }\n\n getEnvironmentPresets(): string[] {\n const presetPath = join(this.presetPath, 'Environment');\n return existsSync(presetPath)\n ? glob\n .sync(presetPath + '/**/*.bp')\n .map(f => basename(f).replace(/\\.bp$/, ''))\n : [];\n }\n\n clearBricks(target: string | { id: string }, quiet = false) {\n // target is a player object, just use that id\n if (typeof target === 'object' && target.id) target = target.id;\n // if the target isn't a uuid already, find the player by name or controller and use that uuid\n else if (typeof target === 'string' && !uuid.match(target)) {\n // only set the target if the player exists\n const player = this.getPlayer(target);\n target = player && player.id;\n }\n\n if (!target) return;\n\n this.writeln(`${this.Console.Bricks.Clear} ${target} ${quiet ? 1 : ''}`);\n }\n\n clearRegion(\n region: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n options?: { target: string | OmeggaPlayer },\n ) {\n let target = '';\n\n // target is a player object, just use that id\n if (options && typeof options.target === 'object')\n target = ' ' + options.target.id;\n // if the target isn't a uuid already, find the player by name or controller and use that uuid\n\n if (typeof target === 'string' && !uuid.match(target)) {\n // only set the target if the player exists\n const player = this.getPlayer(target);\n if (player) target = ' ' + player.id;\n }\n\n this.writeln(\n `${this.Console.Bricks.ClearRegion} ${region.center.join(' ')} ${region.extent.join(\n ' ',\n )}${target}`,\n );\n }\n\n clearAllBricks(quiet = false) {\n this.writeln(`${this.Console.Bricks.ClearAll} ${quiet ? 1 : ''}`);\n }\n\n saveBricks(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ) {\n if (!saveName) return;\n\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n if (region?.center && region?.extent)\n this.writeln(\n `${this.Console.Bricks.SaveRegion} ${saveName} ${region.center.join(\n ' ',\n )} ${region.extent.join(' ')}`,\n );\n else this.writeln(`${this.Console.Bricks.Save} ${saveName}`);\n }\n\n async saveBricksAsync(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ): Promise<void> {\n if (!saveName) return;\n\n let saveNameClean = saveName;\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveNameClean = `\"${saveName}\"`;\n\n const command =\n region?.center && region?.extent\n ? `${this.Console.Bricks.SaveRegion} ${saveNameClean} ${region.center.join(\n ' ',\n )} ${region.extent.join(' ')}`\n : `${this.Console.Bricks.Save} ${saveNameClean}`;\n\n // wait for the server to save the file\n await this.watchLogChunk(command, /^(LogBrickSerializer|LogTemp): (.+)$/, {\n first: match => match[0].endsWith(saveName + '.brs...'),\n last: match =>\n Boolean(\n match[2].match(\n /Saved .+ bricks and .+ components from .+ owners|Error: No bricks in grid!|Error: No bricks selected to save!/,\n ),\n ),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n });\n }\n\n loadBricks(\n saveName: string,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n quiet = false,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n this.writeln(\n `${this.Console.Bricks.Load} ${saveName} ${offX} ${offY} ${offZ} ${\n quiet ? 1 : 0\n } ${correctPalette ? 1 : 0} ${correctCustom ? 1 : 0}`,\n );\n }\n\n loadBricksOnPlayer(\n saveName: string,\n player: string | OmeggaPlayer,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n player = typeof player === 'string' ? this.getPlayer(player) : player;\n if (!player) return;\n\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n this.writeln(\n `${this.Console.Bricks.LoadTemplate} ${saveName} ${offX} ${offY} ${offZ} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0} \"${player.name}\"`,\n );\n }\n\n getSaves(): string[] {\n return existsSync(this.savePath)\n ? glob.sync(this.savePath + '/**/*.brs')\n : [];\n }\n\n getWorlds(): string[] {\n return existsSync(this.worldPath)\n ? glob.sync(this.worldPath + '/**/*.brdb')\n : [];\n }\n\n getSavePath(saveName: string) {\n const file = join(\n this.savePath,\n saveName.endsWith('.brs') ? 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+
{"version":3,"file":"server.js","sources":["../../src/omegga/server.ts"],"sourcesContent":["import Logger from '@/logger';\nimport { OmeggaLike, OmeggaPlayer, PluginInterop } from '@/plugin';\nimport {\n BRICKADIA_AUTH_FILES,\n CONFIG_AUTH_DIR,\n CONFIG_HOME,\n CONFIG_SAVED_DIR,\n DATA_PATH,\n} from '@/softconfig';\nimport { VERSION } from '@/version';\nimport { EnvironmentPreset } from '@brickadia/presets';\nimport {\n BRBanList,\n BRPlayerNameCache,\n BRRoleAssignments,\n BRRoleSetup,\n} from '@brickadia/types';\nimport { IConfig } from '@config/types';\nimport { map as mapUtils, pattern, uuid } from '@util';\nimport { readBrdbRevisions } from '@util/brdb';\nimport { copyFiles, mkdir, readWatchedJSON } from '@util/file';\nimport Webserver from '@webserver/backend';\nimport brs, {\n WorldReader,\n writeBrzLegacy,\n type ReadSaveObject,\n type WriteSaveObject,\n} from 'brs-js';\nimport 'colors';\nimport glob from 'glob';\nimport { existsSync, readFileSync, unlinkSync, writeFileSync } from 'node:fs';\nimport { basename, join } from 'path';\nimport { AutoRestartConfig } from '..';\nimport commandInjector from './commandInjector';\nimport {\n ConsoleCommands,\n EA2_VERSION,\n PREFAB_VERSION,\n resolveConsoleCommands,\n} from './commands';\nimport MATCHERS from './matchers';\nimport Player from './player';\nimport { PluginLoader } from './plugin';\nimport {\n IGamemode,\n ILogMinigame,\n IMinigameList,\n IOmeggaOptions,\n IPlayerPositions,\n IServerStatus,\n} from './types';\nimport OmeggaWrapper from './wrapper';\n\nconst MISSING_CMD =\n '\"Command not found. Type <color=\\\\\"ffff00\\\\\">/help</> for a list of commands or <color=\\\\\"ffff00\\\\\">/plugins</> for plugin information.\"';\n\n// Prefab.SaveRegion requires a region; when saving the whole world we pass a\n// maximal extent centered on the origin to capture everything.\nconst WHOLE_WORLD_EXTENT = 1_000_000_000;\n\n// These helpers are module-level (not class methods) on purpose: safe plugins\n// call these methods through a ProxyOmegga whose prototype steals Omegga's\n// implementations (see injectOmeggaPrototypes). A `#private` method would fail\n// the brand check when `this` is a ProxyOmegga (\"Receiver must be an instance\n// of class Omegga\"), so anything a stolen method depends on must not be\n// `#private`. Module functions keep working regardless of the receiver.\n\n/**\n * Whether the running game version has removed the legacy .brs bricks console\n * commands (Bricks.Save/Load/ClearAll/ClearRegion, World.LoadAdditive) in\n * favor of the prefab (`br.Prefab.*`) and world (`br.World.Clear*`) commands.\n * Removed at Brickadia CL{@link PREFAB_VERSION}.\n */\nfunction brsRemoved(version: number): boolean {\n return version > 0 && version >= PREFAB_VERSION;\n}\n\n/**\n * Warn that a method backed by a removed console command is a no-op on the\n * running game version, and return whether the caller should bail.\n * @param version the running game version\n * @param method the omegga method being called (for the message)\n * @param since CL version the underlying command was removed at\n * @param release human release name for that version (e.g. `EA2`, `EA3`)\n * @param replacement suggested replacement method/API\n */\nfunction warnRemoved(\n version: number,\n method: string,\n since: number,\n release: string,\n replacement: string,\n): boolean {\n if (!(version > 0 && version >= since)) return false;\n Logger.warnp(\n `omegga.${method}() uses a console command removed in Brickadia ` +\n `${release}. This call has no effect - use ${replacement} instead.`,\n );\n return true;\n}\n\n/**\n * Write a save to a temporary `.brz` prefab in the prefab directory (EA3).\n * @returns the bare path ref for `br.Prefab.*` commands (no `Prefabs/` prefix\n * or `.brz` extension) and the absolute file path for cleanup.\n */\nfunction writeTempPrefab(\n omegga: {\n prefabPath: string;\n _tempSavePrefix: string;\n _tempCounter: { save: number };\n },\n saveData: WriteSaveObject,\n): { ref: string; file: string } {\n const ref =\n omegga._tempSavePrefix + Date.now() + '_' + omegga._tempCounter.save++;\n const file = join(omegga.prefabPath, ref + '.brz');\n if (!file.startsWith(omegga.prefabPath))\n throw 'prefab file not in Saved/Prefabs directory';\n mkdir(omegga.prefabPath);\n writeFileSync(file, new Uint8Array(writeBrzLegacy(saveData)));\n return { ref, file };\n}\n\n// TODO: safe broadcast parsing\n\nexport default class Omegga extends OmeggaWrapper implements OmeggaLike {\n /** The save counter prevents omegga from saving over the same file */\n _tempCounter = { save: 0, environment: 0 };\n /** The save prefix is prepended to all temporary saves */\n _tempSavePrefix = 'omegga_temp_';\n\n // pluginloader is not private so plugins can potentially add more formats\n pluginLoader: PluginLoader = undefined;\n webserver: Webserver;\n\n verbose: boolean;\n savePath: string;\n worldPath: string;\n prefabPath: string;\n presetPath: string;\n configPath: string;\n options: IOmeggaOptions;\n\n version: number;\n\n /** memoized version-resolved console commands ({@link Console}) */\n #console: { version: number; commands: ConsoleCommands };\n\n /**\n * version-resolved Brickadia console command names, nested by namespace.\n * e.g. `omegga.Console.Bricks.Clear` -> \"Bricks.Clear\" or \"br.Bricks.Clear\"\n * depending on the running game version.\n */\n get Console(): ConsoleCommands {\n if (this.#console?.version !== this.version)\n this.#console = {\n version: this.version,\n commands: resolveConsoleCommands(this.version),\n };\n return this.#console.commands;\n }\n\n host?: { id: string; name: string };\n players: OmeggaPlayer[];\n\n started = false;\n starting = false;\n stopping = false;\n crashDetected = false;\n currentMap: string;\n\n getServerStatus: () => Promise<IServerStatus>;\n listMinigames: () => Promise<IMinigameList>;\n getAllPlayerPositions: () => Promise<IPlayerPositions>;\n getMinigames: () => Promise<ILogMinigame[]>;\n getGamemode: () => Promise<IGamemode | null>;\n\n /**\n * Omegga instance\n */\n constructor(serverPath: string, cfg: IConfig, options: IOmeggaOptions = {}) {\n super(serverPath, cfg);\n this.verbose = Logger.VERBOSE;\n\n Logger.verbose('Running omegga', `v${VERSION}`.green);\n Logger.verbose('Versions', process.versions);\n Logger.verbose('Config', {\n ...cfg,\n credentials: cfg.credentials\n ? Object.fromEntries(\n Object.entries(cfg.credentials).map(([k, v]) => [k, v ? '***' : v]),\n )\n : cfg.credentials,\n server: {\n ...cfg.server,\n ...(cfg.server.password && { password: '***' }),\n ...(cfg.server.steambetaPassword && { steambetaPassword: '***' }),\n ...(cfg.server.launchArgs && {\n launchArgs: cfg.server.launchArgs\n .replace(/-Cookie=\".*?\"/g, '-Cookie=\"<hidden>\"')\n .replace(/-Cookie=\\S+/g, '-Cookie=<hidden>'),\n }),\n },\n });\n\n // inject commands\n Logger.verbose('Setting up command injector');\n commandInjector(this, this.logWrangler);\n\n // launch options (disabling webserver)\n this.options = options;\n const savedDir = cfg.server.savedDir ?? CONFIG_SAVED_DIR;\n\n // path to save files\n this.savePath = join(this.path, DATA_PATH, savedDir, 'Builds');\n this.worldPath = join(this.path, DATA_PATH, savedDir, 'Worlds');\n this.prefabPath = join(this.path, DATA_PATH, savedDir, 'Prefabs');\n\n this.presetPath = join(this.path, DATA_PATH, savedDir, 'Presets');\n\n // path to config files\n this.configPath = join(this.path, DATA_PATH, savedDir, 'Server');\n\n // create dir folders\n Logger.verbose('Creating directories');\n mkdir(this.savePath);\n mkdir(this.configPath);\n\n // ignore auth file copy\n if (!options.noauth) {\n Logger.verbose('Copying auth files');\n this.copyAuthFiles();\n }\n\n // create the webserver if it's enabled\n // the web interface provides access to server information while the server is running\n // and lets you view chat logs, disable plugins, etc\n if (!options.noweb) {\n Logger.verbose('Creating webserver');\n this.webserver = new Webserver(cfg.omegga, this);\n }\n\n if (!options.noplugin) {\n Logger.verbose('Creating plugin loader');\n this.pluginLoader = new PluginLoader(this.path, this);\n }\n\n /** @type {Array<Player>}list of online players */\n this.players = [];\n\n /** host player info `{id: uuid, name: player name}` */\n this.host = undefined;\n\n /** @type {String} current game version - may later be turned into CL#### versions */\n this.version = -1;\n\n /** @type {Boolean} whether server has started */\n this.started = false;\n /** @type {Boolean} whether server is starting up */\n this.starting = false;\n\n /** @type {String} current map */\n this.currentMap = '';\n\n // add all the matchers to the server\n Logger.verbose('Adding matchers');\n for (const matcher of MATCHERS) {\n const { pattern, callback } = matcher(this);\n this.addMatcher(pattern, callback);\n }\n\n process.on('uncaughtException', async err => {\n Logger.verbose('Uncaught exception', err);\n this.emit('error', err);\n\n // publish stop to database\n this.webserver?.database?.addChatLog('server', {}, 'Server error');\n\n try {\n await this.stop();\n } catch (e) {\n Logger.error(e);\n }\n process.exit();\n });\n\n // when brickadia starts, mark the server as started\n this.on('start', ({ map }) => {\n this.started = true;\n this.starting = false;\n this.currentMap = map;\n this.writeln(`${this.Console.Chat.MessageForUnknownCommands} 0`);\n\n this.restoreServer();\n });\n\n // detect engine crash from stderr or stdout\n const crashHandler = (line: string) => {\n if (\n !this.crashDetected &&\n (/Engine crash handling finished; re-raising signal \\d+ for the default handler\\. Good bye\\./.test(\n line,\n ) ||\n /LogCore: === Critical error: ===/.test(line))\n ) {\n Logger.error('Engine crash detected!');\n this.crashDetected = true;\n }\n };\n this.on('err', crashHandler);\n this.on('line', crashHandler);\n\n // when brickadia exits, stop omegga\n this.on('exit', () => {\n this.stop();\n });\n\n // when the process closes, emit the exit signal and stop\n this.on('closed', () => {\n // capture crash state before 'exit' handler triggers stop()\n const wasCrash = this.crashDetected;\n this.crashDetected = false;\n if (this.started) this.emit('exit');\n const doRestart = async () => {\n if (!wasCrash) return;\n try {\n const config = await this.webserver?.database?.getAutoRestartConfig();\n if (config?.crashRestartEnabled) {\n Logger.logp('Restarting server after crash...');\n this.webserver?.database?.addChatLog(\n 'server',\n {},\n 'Server crashed, restarting...',\n );\n await this.start();\n }\n } catch (err) {\n Logger.error('Error restarting after crash', err);\n }\n };\n if (!this.stopping) {\n this.stop().then(doRestart);\n } else {\n // stop() already in progress from 'exit' handler - wait for it to finish\n this.once('server:stopped', () => doRestart());\n }\n });\n\n // detect when the game reports a command does not exist\n this.on('unknownCommand', (name: string, cmd: string) => {\n // if it's not registered to a plugin, send the missing command message\n if (!this.pluginLoader || !this.pluginLoader.isCommand(cmd)) {\n this.whisper(name, MISSING_CMD);\n }\n });\n }\n\n /** attempt to save server state */\n async saveServer(config: AutoRestartConfig) {\n if (config.players && this.players.length > 0) {\n Logger.logp('Getting player positions...');\n const players = await this.getAllPlayerPositions();\n Logger.logp(`Saving ${players.length} player positions...`);\n const data = players\n .filter(p => !p.isDead && p.pos)\n .map(p => ({ position: p.pos, id: p.player.id }));\n if (players.length > 0)\n writeFileSync(\n join(this.path, DATA_PATH, 'omegga_temp_players.json'),\n JSON.stringify(data),\n );\n }\n\n if (config.saveWorld) {\n Logger.logp('Saving world...');\n await this.saveWorld();\n }\n }\n\n async restartServer() {\n if (this.starting || this.stopping) return;\n if (!this.started) return await this.start();\n\n const nextWorld = this.getNextWorld();\n if (nextWorld) {\n Logger.logp('Loading world', nextWorld.file.yellow);\n Logger.verbose('Next world configured from', nextWorld.source.yellow);\n this.loadWorld(nextWorld.file);\n } else {\n this.changeMap(this.currentMap);\n }\n\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('Restart result:', res);\n }\n\n /** attempt to restore the server's state */\n async restoreServer() {\n const tempPlayersFile = join(\n this.path,\n DATA_PATH,\n 'omegga_temp_players.json',\n );\n if (!existsSync(tempPlayersFile)) return;\n\n try {\n Logger.logp('Loading previous player positions...');\n\n // player positions are an array to address multi-clienting\n const players: { position: number[]; id: string }[] = JSON.parse(\n readFileSync(tempPlayersFile).toString(),\n );\n\n // restore player position on join\n const callback = (player: OmeggaPlayer) => {\n const index = players.findIndex(p => p.id === player.id);\n if (index > -1) {\n const { position } = players[index];\n this.writeln(\n `${this.Console.Chat.Command} /TP \"${player.name}\" ${position.join(' ')} 0`,\n );\n\n // remove the entry\n players[index] = players[players.length - 1];\n players.pop();\n }\n };\n this.on('join', callback);\n\n let timeout = setTimeout(() => {\n try {\n this.off('join', callback);\n if (existsSync(tempPlayersFile)) unlinkSync(tempPlayersFile);\n } catch (err) {\n Logger.error('Error removing omegga_temp_players.json', err);\n }\n }, 10000);\n this.once('changemap', () => {\n clearTimeout(timeout);\n this.off('join', callback);\n });\n } catch (err) {\n Logger.error('Error restoring previous server state', err);\n }\n }\n\n /**\n * start webserver, load plugins, start the brickadia server\n * this should not be called by a plugin\n */\n //\n async start(): Promise<any> {\n this.starting = true;\n if (this.webserver) await this.webserver.start();\n if (this.pluginLoader) {\n // scan for plugins\n Logger.verbose('Scanning for plugins');\n await this.pluginLoader.scan();\n\n // load the plugins\n Logger.verbose('Loading plugins');\n await this.pluginLoader.reload();\n }\n\n Logger.verbose('Starting Brickadia');\n super.start();\n this.emit('server:starting');\n }\n\n /**\n * unload plugins and stop the server\n * this should not be called by a plugin\n */\n async stop() {\n if (!this.started && !this.starting) {\n Logger.verbose(\"Stop called while server wasn't started or was starting\");\n return;\n }\n\n if (this.stopping) {\n Logger.verbose('Stop called while server was starting');\n return;\n }\n\n this.stopping = true;\n this.emit('server:stopping');\n if (this.pluginLoader) {\n Logger.verbose('Unloading plugins');\n await this.pluginLoader.unload();\n }\n Logger.verbose('Stopping server');\n super.stop();\n\n const res = await Promise.race([\n new Promise(resolve => this.once('exit', () => resolve('exit'))),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n\n Logger.verbose('Stop result:', res);\n if (this.stopping) this.emit('server:stopped');\n this.stopping = false;\n this.started = false;\n this.starting = false;\n this.players = [];\n }\n\n /**\n * Copies auth files from home config dir\n * this should never be called by a plugin\n */\n copyAuthFiles() {\n const authDir = this.config.server.authDir ?? CONFIG_AUTH_DIR;\n const savedDir = this.config.server.savedDir ?? CONFIG_SAVED_DIR;\n const authPath = join(this.path, DATA_PATH, savedDir, authDir);\n const homeAuthPath = join(\n CONFIG_HOME,\n (savedDir !== CONFIG_SAVED_DIR ? savedDir : '') + authDir,\n );\n\n copyFiles(homeAuthPath, authPath, BRICKADIA_AUTH_FILES);\n }\n\n // TODO: split messages that longer than 512 characters\n // TODO: delete characters that are known to crash the game\n broadcast(...messages: string[]) {\n messages\n .flatMap(m => m.toString().split('\\n'))\n .filter(m => m.length < 512)\n .forEach(m => this.writeln(`${this.Console.Chat.Broadcast} ${m}`));\n }\n\n whisper(target: string | OmeggaPlayer, ...messages: string[]) {\n // find the target player\n if (typeof target !== 'object') target = this.getPlayer(target);\n\n // whisper the messages to that player\n messages\n .flatMap(m => m.toString().split('\\n'))\n .filter(m => m.length < 512)\n .forEach(m =>\n this.writeln(\n `${this.Console.Chat.Whisper} \"${(target as { name: string }).name}\" ${m}`,\n ),\n );\n }\n\n middlePrint(target: string | OmeggaPlayer, message: string) {\n // find the target player\n if (typeof target !== 'object') target = this.getPlayer(target);\n\n // whisper the messages to that player\n if (message.length > 512) return;\n this.writeln(\n `${this.Console.Chat.StatusMessage} \"${(target as { name: string }).name}\" ${message}`,\n );\n }\n\n getPlayers(): {\n id: string;\n name: string;\n displayName: string;\n controller: string;\n state: string;\n }[] {\n return this.players.map(p => ({ ...p }));\n }\n\n getRoleSetup(): BRRoleSetup {\n // Read RoleSetup2, fallback to old RoleSetup if it doesn't exist\n return (readWatchedJSON(join(this.configPath, 'RoleSetup2.json')) ??\n readWatchedJSON(join(this.configPath, 'RoleSetup.json'))) as BRRoleSetup;\n }\n\n getRoleAssignments(): BRRoleAssignments {\n return readWatchedJSON(\n join(this.configPath, 'RoleAssignments.json'),\n ) as BRRoleAssignments;\n }\n\n getBanList(): BRBanList {\n return readWatchedJSON(join(this.configPath, 'BanList.json')) as BRBanList;\n }\n\n getNameCache(): BRPlayerNameCache {\n return readWatchedJSON(\n join(this.configPath, 'PlayerNameCache.json'),\n ) as BRPlayerNameCache;\n }\n\n getPlayer(target: string): OmeggaPlayer {\n return this.players.find(\n p =>\n p.name === target ||\n p.id === target ||\n p.controller === target ||\n p.state === target,\n );\n }\n\n findPlayerByName(name: string): OmeggaPlayer {\n name = name.toLowerCase();\n const exploded = pattern.explode(name);\n return (\n this.players.find(p => p.name === name || p.displayName === name) || // find by exact match\n this.players.find(\n p => p.name.indexOf(name) > -1 || p.displayName.indexOf(name) > -1,\n ) || // find by rough match\n this.players.find(\n p => p.name.match(exploded) || p.displayName.match(exploded),\n ) // find by exploded regex match (ck finds cake, tbp finds TheBlackParrot)\n );\n }\n\n getHostId(): string {\n return this.host?.id ?? '';\n }\n\n saveMinigame(index: number, name: string) {\n this.writeln(\n `${this.Console.Server.Minigames.SavePreset} ${index} \"${name}\"`,\n );\n }\n\n deleteMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.Delete} ${index}`);\n }\n\n resetMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.Reset} ${index}`);\n }\n\n nextRoundMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.NextRound} ${index}`);\n }\n\n loadMinigame(presetName: string, owner = '') {\n this.writeln(\n `${this.Console.Server.Minigames.LoadPreset} \"${presetName}\" ${owner ? `\"${owner}\"` : ''}`,\n );\n }\n\n getMinigamePresets(): string[] {\n const presetPath = join(this.presetPath, 'Minigame');\n return existsSync(presetPath)\n ? glob\n .sync(presetPath + '/**/*.bp')\n .map(f => basename(f).replace(/\\.bp$/, ''))\n : [];\n }\n\n resetEnvironment() {\n this.writeln(`${this.Console.Server.Environment.Reset}`);\n }\n\n async saveEnvironment(presetName: string): Promise<void> {\n await this.addWatcher(/Environment preset saved.$/, {\n // request the pawn for this player's controller (should only be one)\n exec: () =>\n this.writeln(\n `${this.Console.Server.Environment.SavePreset} \"${presetName}\"`,\n ),\n timeoutDelay: 100,\n });\n }\n\n async getEnvironmentData(): Promise<EnvironmentPreset> {\n const saveName =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.environment++;\n\n await this.saveEnvironment(saveName);\n const data = this.readEnvironmentData(saveName);\n const file = join(this.presetPath, 'Environment', saveName + '.bp');\n if (existsSync(file)) unlinkSync(file);\n\n return data;\n }\n\n readEnvironmentData(saveName: string): EnvironmentPreset {\n if (typeof saveName !== 'string')\n throw 'expected name argument for readEnvironmentData';\n\n const file = join(this.presetPath, 'Environment', saveName + '.bp');\n try {\n if (existsSync(file)) return JSON.parse(readFileSync(file).toString());\n } catch (err) {\n Logger.verbose('Error parsing save data in readEnvironmentData', err);\n }\n return null;\n }\n\n loadEnvironment(presetName: string) {\n this.writeln(`${this.Console.Server.Environment.LoadPreset} ${presetName}`);\n }\n\n loadEnvironmentData(\n preset: EnvironmentPreset | EnvironmentPreset['data']['groups'],\n ) {\n if ('data' in preset) preset = preset.data.groups;\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.environment++;\n\n const path = join(this.presetPath, 'Environment', saveFile + '.bp');\n\n writeFileSync(\n path,\n JSON.stringify({\n formatVersion: '1',\n presetVersion: '1',\n type: 'Environment',\n data: {\n groups: {\n ...preset,\n },\n },\n }),\n );\n\n this.loadEnvironment(saveFile);\n\n // this is lazy, but environments should load much faster than builds\n // do, so it's not really worth keeping track of logs for this\n setTimeout(() => unlinkSync(path), 5000);\n }\n\n getEnvironmentPresets(): string[] {\n const presetPath = join(this.presetPath, 'Environment');\n return existsSync(presetPath)\n ? glob\n .sync(presetPath + '/**/*.bp')\n .map(f => basename(f).replace(/\\.bp$/, ''))\n : [];\n }\n\n clearBricks(target: string | { id: string }, quiet = false) {\n // target is a player object, just use that id\n if (typeof target === 'object' && target.id) target = target.id;\n // if the target isn't a uuid already, find the player by name or controller and use that uuid\n else if (typeof target === 'string' && !uuid.match(target)) {\n // only set the target if the player exists\n const player = this.getPlayer(target);\n target = player && player.id;\n }\n\n if (!target) return;\n\n this.writeln(`${this.Console.Bricks.Clear} ${target} ${quiet ? 1 : ''}`);\n }\n\n clearRegion(\n region: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n options?: {\n target?: string | OmeggaPlayer;\n /** clear bricks in the region (default true) */\n bricks?: boolean;\n /** also clear entities in the region (default false, EA3 only) */\n entities?: boolean;\n },\n ) {\n // resolve the optional owner filter (player object, uuid, or name) to a uuid\n let target = '';\n const rawTarget = options?.target;\n if (rawTarget) {\n if (typeof rawTarget === 'object') target = rawTarget.id;\n else if (uuid.match(rawTarget)) target = rawTarget;\n else target = this.getPlayer(rawTarget)?.id ?? '';\n }\n\n const center = region.center.join(' ');\n const extent = region.extent.join(' ');\n\n if (brsRemoved(this.version)) {\n // br.World.ClearRegion <Center> <Extent> [ClearBricks] [ClearEntities] [FilterUserId]\n const bricks = (options?.bricks ?? true) ? 1 : 0;\n const entities = (options?.entities ?? false) ? 1 : 0;\n this.writeln(\n `${this.Console.World.ClearRegion} ${center} ${extent} ${bricks} ${entities}${\n target ? ' ' + target : ''\n }`,\n );\n return;\n }\n\n // legacy .brs region clear (bricks only)\n this.writeln(\n `${this.Console.Bricks.ClearRegion} ${center} ${extent}${\n target ? ' ' + target : ''\n }`,\n );\n }\n\n clearAllBricks(\n options:\n | boolean\n | { quiet?: boolean; bricks?: boolean; entities?: boolean } = {},\n ) {\n // backwards compat: a bare boolean is the legacy `quiet` argument\n const {\n quiet = false,\n bricks = true,\n entities = false,\n } = typeof options === 'boolean' ? { quiet: options } : options;\n\n if (brsRemoved(this.version)) {\n // br.World.ClearAll [ClearBricks] [ClearEntities] [Silent]\n this.writeln(\n `${this.Console.World.ClearAll} ${bricks ? 1 : 0} ${\n entities ? 1 : 0\n } ${quiet ? 1 : 0}`,\n );\n return;\n }\n // legacy Bricks.ClearAll only ever cleared bricks\n this.writeln(`${this.Console.Bricks.ClearAll} ${quiet ? 1 : ''}`);\n }\n\n saveBricks(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ) {\n if (\n warnRemoved(\n this.version,\n 'saveBricks',\n PREFAB_VERSION,\n 'EA3',\n 'savePrefab',\n )\n )\n return;\n if (!saveName) return;\n\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n if (region?.center && region?.extent)\n this.writeln(\n `${this.Console.Bricks.SaveRegion} ${saveName} ${region.center.join(\n ' ',\n )} ${region.extent.join(' ')}`,\n );\n else this.writeln(`${this.Console.Bricks.Save} ${saveName}`);\n }\n\n async saveBricksAsync(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ): Promise<void> {\n if (\n warnRemoved(\n this.version,\n 'saveBricksAsync',\n PREFAB_VERSION,\n 'EA3',\n 'savePrefabAsync',\n )\n )\n return;\n if (!saveName) return;\n\n let saveNameClean = saveName;\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveNameClean = `\"${saveName}\"`;\n\n const command =\n region?.center && region?.extent\n ? `${this.Console.Bricks.SaveRegion} ${saveNameClean} ${region.center.join(\n ' ',\n )} ${region.extent.join(' ')}`\n : `${this.Console.Bricks.Save} ${saveNameClean}`;\n\n // wait for the server to save the file\n await this.watchLogChunk(command, /^(LogBrickSerializer|LogTemp): (.+)$/, {\n first: match => match[0].endsWith(saveName + '.brs...'),\n last: match =>\n Boolean(\n match[2].match(\n /Saved .+ bricks and .+ components from .+ owners|Error: No bricks in grid!|Error: No bricks selected to save!/,\n ),\n ),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n });\n }\n\n loadBricks(\n saveName: string,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n quiet = false,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n if (\n warnRemoved(\n this.version,\n 'loadBricks',\n PREFAB_VERSION,\n 'EA3',\n 'loadPrefab',\n )\n )\n return;\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n this.writeln(\n `${this.Console.Bricks.Load} ${saveName} ${offX} ${offY} ${offZ} ${\n quiet ? 1 : 0\n } ${correctPalette ? 1 : 0} ${correctCustom ? 1 : 0}`,\n );\n }\n\n loadBricksOnPlayer(\n saveName: string,\n player: string | OmeggaPlayer,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n if (\n warnRemoved(\n this.version,\n 'loadBricksOnPlayer',\n EA2_VERSION,\n 'EA2',\n 'loadPrefabOnPlayer',\n )\n )\n return;\n player = typeof player === 'string' ? this.getPlayer(player) : player;\n if (!player) return;\n\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n this.writeln(\n `${this.Console.Bricks.LoadTemplate} ${saveName} ${offX} ${offY} ${offZ} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0} \"${player.name}\"`,\n );\n }\n\n getSaves(): string[] {\n return existsSync(this.savePath)\n ? glob.sync(this.savePath + '/**/*.brs')\n : [];\n }\n\n getWorlds(): string[] {\n return existsSync(this.worldPath)\n ? glob.sync(this.worldPath + '/**/*.brdb')\n : [];\n }\n\n getPrefabs(): string[] {\n return existsSync(this.prefabPath)\n ? glob.sync(this.prefabPath + '/**/*.brz')\n : [];\n }\n\n getSavePath(saveName: string) {\n const file = join(\n this.savePath,\n saveName.endsWith('.brs') ? saveName : saveName + '.brs',\n );\n return existsSync(file) ? file : undefined;\n }\n\n getWorldPath(worldName: string) {\n const file = join(\n this.worldPath,\n worldName.endsWith('.brdb') ? worldName : worldName + '.brdb',\n );\n return existsSync(file) ? file : undefined;\n }\n\n async getWorldRevisions(worldName: string) {\n worldName = worldName.replace(/\\.brdb$/i, '');\n\n const path = this.getWorldPath(worldName);\n if (!worldName || !path) {\n throw new Error(`World \"${worldName}\" does not exist`);\n }\n\n // Revisions are read directly from the .brdb bundle (SQLite), so this no\n // longer requires the server to be running or a console round-trip. The\n // brdb revision indices/notes match the game's World.ListRevisions output.\n return readBrdbRevisions(path) ?? [];\n }\n\n async loadWorld(worldName: string): Promise<boolean> {\n worldName = worldName.replace(/\\.brdb$/i, '');\n if (!worldName || !this.getWorldPath(worldName)) return false;\n this.writeln(`${this.Console.World.Load} \"${worldName}\"`);\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('LoadWorld', worldName, 'result:', res);\n return res === 'mapchange';\n }\n\n async loadWorldRevision(\n worldName: string,\n revision: number,\n ): Promise<boolean> {\n worldName = worldName.replace(/\\.brdb$/i, '');\n if (!worldName || !this.getWorldPath(worldName)) return false;\n if (typeof revision !== 'number' || revision < 1) {\n throw new Error(`Invalid revision number: ${revision}`);\n }\n this.writeln(\n `${this.Console.World.LoadRevision} \"${worldName}\" ${revision}`,\n );\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('LoadWorld', worldName, 'result:', res);\n return res === 'mapchange';\n }\n\n async saveWorldAs(worldName: string) {\n if (!worldName) return false;\n if (this.stopping || this.starting || !this.started) return false;\n\n if (this.getWorldPath(worldName)) {\n return false;\n }\n worldName = worldName.replace(/\\.brdb$/i, '');\n\n try {\n const match = await this.addWatcher<{ res: boolean }>(\n (_line, match) => {\n if (match?.groups?.generator !== 'LogBRWorldManager') return;\n\n const ok = match.groups.data.match(/^World files saved after /);\n const err =\n !match.groups.data.startsWith(\n 'Error: Failed to capture minigame settings',\n ) &&\n match.groups.data.match(\n /^Error: (World already exists|Failed to create new world)?/,\n );\n return ok ? { res: true } : err ? { res: false } : undefined;\n },\n {\n exec: () => {\n this.writeln(`${this.Console.World.SaveAs} \"${worldName}\"`);\n },\n timeoutDelay: 2000,\n },\n );\n return match?.[0]?.['res'] ?? false;\n } catch (err) {\n return false;\n }\n }\n\n async saveWorld(): Promise<boolean> {\n // Don't allow saving while the server is starting or stopping\n if (this.stopping || this.starting || !this.started) return false;\n\n try {\n const match = await this.addWatcher<{ res: boolean }>(\n (_line, match) => {\n if (match?.groups?.generator !== 'LogBRWorldManager') return;\n\n const ok = match.groups.data.match(/^World files saved after /);\n const err =\n !match.groups.data.startsWith(\n 'Error: Failed to capture minigame settings',\n ) &&\n match.groups.data.match(/^Error: (World has not been saved\\.)?/);\n return ok ? { res: true } : err ? { res: false } : undefined;\n },\n {\n exec: () => {\n this.writeln(`${this.Console.World.Save} 0`);\n },\n timeoutDelay: 2000,\n },\n );\n return match?.[0]?.['res'] ?? false;\n } catch (err) {\n return false;\n }\n }\n\n async createEmptyWorld(\n worldName: string,\n map: 'Plate' | 'Space' | 'Studio' | 'Peaks' = 'Plate',\n ): Promise<boolean> {\n if (!worldName) return;\n worldName = worldName.replace(/\\.brdb$/i, '');\n\n try {\n const match = await this.addWatcher<{ res: boolean }>(\n (_line, match) => {\n if (match?.groups?.generator !== 'LogBRWorldManager') return;\n\n const ok = match.groups.data.match(/^World files saved after /);\n const err = match.groups.data.match(\n /^Error: (Invalid preset|World already exists|Failed to create new world)?/,\n );\n return ok ? { res: true } : err ? { res: false } : undefined;\n },\n {\n exec: () => {\n this.writeln(\n `${this.Console.World.CreateEmpty} \"${worldName}\" ${map}`,\n );\n },\n timeoutDelay: 2000,\n },\n );\n return match?.[0]?.['res'] ?? false;\n } catch (err) {\n return false;\n }\n }\n\n writeSaveData(saveName: string, saveData: WriteSaveObject) {\n if (typeof saveName !== 'string')\n throw 'expected name argument for writeSaveData';\n\n const file = join(this.savePath, saveName + '.brs');\n if (!file.startsWith(this.savePath))\n throw 'save file not in Saved/Builds directory';\n writeFileSync(file, new Uint8Array(brs.write(saveData)));\n }\n\n readSaveData(saveName: string, nobricks = false): ReadSaveObject {\n if (typeof saveName !== 'string')\n throw 'expected name argument for readSaveData';\n\n const file = this.getSavePath(saveName);\n if (!file || !file.startsWith(this.savePath))\n throw 'save file not in Saved/Builds directory';\n if (file)\n return brs.read(readFileSync(file), {\n preview: false,\n bricks: !nobricks,\n });\n }\n\n async loadSaveData(\n saveData: WriteSaveObject,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n quiet = false,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n // EA3: the legacy Bricks.Load command was removed. Convert the save to a\n // .brz prefab and load it into the world via br.Prefab.Load. The palette\n // correction flags have no prefab equivalent and are ignored.\n if (brsRemoved(this.version)) {\n const { ref, file } = writeTempPrefab(this, saveData);\n this.loadPrefab(ref, { offX, offY, offZ });\n // the server reads the prefab synchronously and auto-closes the bundle a\n // couple seconds later; clean up the temp file lazily (cf. loadEnvironment)\n setTimeout(() => {\n if (existsSync(file)) unlinkSync(file);\n }, 5000);\n return;\n }\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.save++;\n // write savedata to file\n this.writeSaveData(saveFile, saveData);\n\n // wait for the server to finish reading the save\n await this.watchLogChunk(\n `${this.Console.Bricks.Load} \"${saveFile}\" ${offX} ${offY} ${offZ} ${quiet ? 1 : 0} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0}`,\n /^LogBrickSerializer: (.+)$/,\n {\n first: match => match[0].endsWith(saveFile + '.brs...'),\n last: match => Boolean(match[1].match(/Read .+ bricks/)),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n },\n );\n\n // delete the save file after we're done\n const savePath = this.getSavePath(saveFile);\n if (savePath) {\n unlinkSync(savePath);\n }\n }\n\n async loadSaveDataOnPlayer(\n saveData: WriteSaveObject,\n player: string | OmeggaPlayer,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n player = typeof player === 'string' ? this.getPlayer(player) : player;\n if (!player) return;\n\n // EA3: give the save to the player as a prefab (their inventory) via\n // br.Prefab.GiveToPlayer. Offsets have no equivalent and are ignored,\n // matching loadPrefabOnPlayer.\n if (brsRemoved(this.version)) {\n const { ref, file } = writeTempPrefab(this, saveData);\n this.givePrefabToPlayer(ref, player);\n setTimeout(() => {\n if (existsSync(file)) unlinkSync(file);\n }, 5000);\n return;\n }\n\n // The Bricks.LoadTemplate command was removed at EA2, before the prefab\n // commands existed; there is no working path on that intermediate version.\n if (\n warnRemoved(\n this.version,\n 'loadSaveDataOnPlayer',\n EA2_VERSION,\n 'EA2',\n 'loadPrefabOnPlayer',\n )\n )\n return;\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.save++;\n // write savedata to file\n this.writeSaveData(saveFile, saveData);\n\n // wait for the server to finish reading the save\n await this.watchLogChunk(\n `${this.Console.Bricks.LoadTemplate} \"${saveFile}\" ${offX} ${offY} ${offZ} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0} \"${player.name}\"`,\n /^LogBrickSerializer: (.+)$/,\n {\n first: match => match[0].endsWith(saveFile + '.brs...'),\n last: match => Boolean(match[1].match(/Read .+ bricks/)),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n },\n );\n\n // delete the save file after we're done\n const savePath = this.getSavePath(saveFile);\n if (savePath) {\n unlinkSync(savePath);\n }\n }\n\n async getSaveData(region?: {\n center: [number, number, number];\n extent: [number, number, number];\n }) {\n // EA3: the legacy Bricks.Save command was removed. Save the world (or the\n // requested region) as a .brz prefab, then read it back into a legacy save\n // object. Brick geometry, ownership, assets, materials, colors, and\n // components are reconstructed; wires are not (the save-level `wires`\n // array is left empty). Component names/data are EA3-native (e.g.\n // `Component_Internal_Seat`), not the legacy `BCD_*` names.\n if (brsRemoved(this.version)) {\n const ref =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.save++;\n const file = await this.savePrefabAsync(ref, { region });\n if (!file) return undefined;\n\n try {\n // gridId 1 is the world's main brick grid (MAIN_GRID); entity\n // sub-grids (>=2) are not captured, matching reader.bricks()'s default.\n const MAIN_GRID = 1;\n const reader = WorldReader.from(new Uint8Array(readFileSync(file)));\n const bricks = [...reader.bricks(MAIN_GRID)].map(b => ({\n ...b,\n physical_index: 0,\n components: {} as Record<string, unknown>,\n }));\n\n // Attach components to their bricks. Components are stored per chunk\n // with a chunk-local brick index; reader.bricks() yields bricks in the\n // same chunk order as brickChunkIndex(), so a running offset maps the\n // chunk-local index onto the flat bricks array.\n let brickOffset = 0;\n for (const chunk of reader.brickChunkIndex(MAIN_GRID)) {\n if (chunk.numComponents > 0) {\n const { components } = reader.componentChunk(\n MAIN_GRID,\n chunk.index,\n );\n for (const c of components) {\n const brick = bricks[brickOffset + c.brickIndex];\n if (brick) brick.components[c.typeName] = c.data ?? {};\n }\n }\n brickOffset += chunk.numBricks;\n }\n\n return {\n version: 10,\n map: this.currentMap ?? 'Unknown',\n author: { id: this.host?.id ?? '', name: this.host?.name ?? '' },\n host: { id: this.host?.id ?? '', name: this.host?.name ?? '' },\n description: '',\n brick_count: bricks.length,\n mods: [],\n brick_assets: reader.brickAssets(),\n colors: [],\n materials: reader.materials(),\n physical_materials: [],\n brick_owners: reader.brickOwners(),\n game_version: this.version,\n save_time: new Uint8Array(),\n bricks,\n components: {},\n } as ReadSaveObject;\n } finally {\n if (existsSync(file)) unlinkSync(file);\n }\n }\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.save++;\n\n await this.saveBricksAsync(saveFile, region);\n\n // read the save file\n const savePath = this.getSavePath(saveFile);\n if (savePath) {\n // read and parse the save file\n const saveData = brs.read(readFileSync(savePath));\n\n // delete the save file after we're done reading it\n unlinkSync(savePath);\n\n // return the parsed save\n return saveData;\n }\n\n return undefined;\n }\n\n /**\n * Load a prefab into the world (EA3). `path` is a bundle\n * path ref such as `Prefabs/Uploads/<hash>.brz`.\n * br.Prefab.Load <Path> [Offset X Y Z] [At Original Position] [Orientation]\n * [Root Entity Persistent Index] [Mirror Axes] [Override User Id]\n */\n loadPrefab(\n path: string,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n atOriginalPosition = false,\n orientation = 0,\n rootEntityPersistentIndex = -1,\n mirrorAxes = 0,\n overrideUserId = '',\n }: {\n offX?: number;\n offY?: number;\n offZ?: number;\n atOriginalPosition?: boolean;\n orientation?: number;\n rootEntityPersistentIndex?: number;\n /** bitmask: X=1 Y=2 Z=4 (e.g. 3 mirrors X and Y) */\n mirrorAxes?: number;\n overrideUserId?: string;\n } = {},\n ) {\n if (!path) return;\n // The root entity persistent index is looked up as a literal brick-grid\n // entity, so passing the -1 sentinel errors (\"No brick grid entity with\n // persistent index 4294967295\"). Omit it (and the positional args after\n // it) to load into the world grid; only include it when a real index is\n // given.\n const rootPart =\n rootEntityPersistentIndex >= 0\n ? ` ${rootEntityPersistentIndex} ${mirrorAxes}${\n overrideUserId ? ` \"${overrideUserId}\"` : ''\n }`\n : '';\n this.writeln(\n `${this.Console.Prefab.Load} \"${path}\" ${offX} ${offY} ${offZ} ${\n atOriginalPosition ? 1 : 0\n } ${orientation}${rootPart}`,\n );\n }\n\n /**\n * Load a prefab onto a player (EA3). Replaces the\n * removed {@link loadBricksOnPlayer}; backed by `br.Prefab.GiveToPlayer`.\n * @param path prefab bundle path ref\n * @param player player name/id or player object\n * @param options give options (preserve ownership)\n */\n loadPrefabOnPlayer(\n path: string,\n player: string | OmeggaPlayer,\n { preserveOwnership = false }: { preserveOwnership?: boolean } = {},\n ) {\n this.givePrefabToPlayer(path, player, { preserveOwnership });\n }\n\n /**\n * Save the world (or a region of it) as a prefab (EA3).\n * `path` is the destination bundle path ref (e.g. `Prefabs/MyPrefab.brz`).\n * br.Prefab.SaveRegion <Path> <Center X Y Z> <Extent X Y Z> [Include Entities]\n * [Root Entity Persistent Index] [Filter User Id]\n * @param path destination prefab bundle path ref\n * @param options save options; omit `region` to capture the whole world\n */\n savePrefab(\n path: string,\n {\n region,\n entities = true,\n rootEntityPersistentIndex = -1,\n userId = '',\n }: {\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n };\n entities?: boolean;\n rootEntityPersistentIndex?: number;\n userId?: string;\n } = {},\n ) {\n if (!path) return;\n // the command always takes a region; with none given, capture the whole\n // world from the origin with a maximal extent\n const center = (region?.center ?? [0, 0, 0]).join(' ');\n const extent = (\n region?.extent ?? [\n WHOLE_WORLD_EXTENT,\n WHOLE_WORLD_EXTENT,\n WHOLE_WORLD_EXTENT,\n ]\n ).join(' ');\n this.writeln(\n `${this.Console.Prefab.SaveRegion} \"${path}\" ${center} ${extent} ${\n entities ? 1 : 0\n } ${rootEntityPersistentIndex}${userId ? ` \"${userId}\"` : ''}`,\n );\n }\n\n /**\n * Save a prefab and resolve once the prefab file has been written to disk.\n * @param path destination prefab bundle path ref\n * @param options same options as {@link savePrefab}\n * @returns the absolute path to the written prefab, or null on timeout\n */\n async savePrefabAsync(\n path: string,\n options?: {\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n };\n entities?: boolean;\n rootEntityPersistentIndex?: number;\n userId?: string;\n },\n ): Promise<string | null> {\n if (!path) return null;\n this.savePrefab(path, options);\n\n // TODO: confirm the write via the prefab-saved log line once its exact\n // format is nailed down; for now poll for the written file on disk.\n const name = path.replace(/^Prefabs[\\\\/]/i, '').replace(/\\.brz$/i, '');\n const file = join(this.prefabPath, name + '.brz');\n const deadline = Date.now() + 30000;\n while (Date.now() < deadline) {\n if (existsSync(file)) return file;\n await new Promise(resolve => setTimeout(resolve, 100));\n }\n return null;\n }\n\n /**\n * Give a prefab to a player's inventory (EA3).\n * br.Prefab.GiveToPlayer <Path> <Player Name or User Id> [Preserve Ownership]\n */\n givePrefabToPlayer(\n path: string,\n player: string | OmeggaPlayer,\n { preserveOwnership = false }: { preserveOwnership?: boolean } = {},\n ) {\n if (!path) return;\n // the command accepts a player name or user id; prefer the resolved id\n const target = typeof player === 'object' ? player.id : player;\n if (!target) return;\n this.writeln(\n `${this.Console.Prefab.GiveToPlayer} \"${path}\" \"${target}\" ${\n preserveOwnership ? 1 : 0\n }`,\n );\n }\n\n // TODO: switch this to use worlds...\n async changeMap(map: string) {\n if (!map) return;\n\n // ServerTravel requires /Game/Maps/Plate/Plate instead of Plate\n const brName = mapUtils.n2brn(map);\n\n // wait for the server to change maps\n const match = await this.addWatcher(\n /^.*(LogLoad: Took .+ seconds to LoadMap\\((?<map>.+)\\))|(ERROR: The map .+)$/,\n {\n timeoutDelay: 30000,\n exec: () => this.writeln(`ServerTravel ${brName}`),\n },\n );\n const success = !!(\n match &&\n match[0] &&\n match[0].groups &&\n match[0].groups.map\n );\n return success;\n }\n\n async getPlugin(name: string): Promise<PluginInterop> {\n const plugin = this.pluginLoader.plugins.find(p => p.getName() === name);\n\n if (plugin) {\n return {\n name,\n documentation: plugin.getDocumentation(),\n loaded: plugin.isLoaded(),\n emitPlugin: (event: string, ...args: any[]) => {\n return plugin.emitPlugin(event, 'unsafe', args);\n },\n };\n } else {\n return null;\n }\n 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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 { ConsoleCommands } from '@omegga/commands';\nimport {\n IGamemode,\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 type { ConsoleCommands } from '@omegga/commands';\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 /**\n * Get a list of minigames and their indices\n * @deprecated minigames were replaced by a single gamemode (~CL14000); on\n * modern servers this returns at most one entry with an empty `owner`.\n * Prefer {@link InjectedCommands.getGamemode}.\n */\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 (one entry per gamemode on modern servers) */\n getMinigames(this: OmeggaLike): Promise<ILogMinigame[]>;\n /**\n * Get the single gamemode and its teams/players (modern servers, >=CL14000).\n * Returns null on older servers (use {@link InjectedCommands.getMinigames}).\n */\n getGamemode(this: OmeggaLike): Promise<IGamemode | null>;\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 /**\n * version-resolved Brickadia console command names, nested by namespace.\n * e.g. `Omegga.Console.Bricks.Clear` resolves to the command string for the\n * running game version (\"Bricks.Clear\" or \"br.Bricks.Clear\")\n */\n Console: ConsoleCommands;\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":";;;AAkBO,MAAM,uBAAuBA,MAAAA;AAw5BpC,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 { ConsoleCommands } from '@omegga/commands';\nimport {\n IGamemode,\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 type { ConsoleCommands } from '@omegga/commands';\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 /**\n * Get a list of minigames and their indices\n * @deprecated minigames were replaced by a single gamemode (~CL14000); on\n * modern servers this returns at most one entry with an empty `owner`.\n * Prefer {@link InjectedCommands.getGamemode}.\n */\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 (one entry per gamemode on modern servers) */\n getMinigames(this: OmeggaLike): Promise<ILogMinigame[]>;\n /**\n * Get the single gamemode and its teams/players (modern servers, >=CL14000).\n * Returns null on older servers (use {@link InjectedCommands.getMinigames}).\n */\n getGamemode(this: OmeggaLike): Promise<IGamemode | null>;\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 on(event: 'wirelog', listener: (raw: string) => void): this;\n on(event: `wirecmd:${string}`, listener: (...args: string[]) => void): this;\n on(\n event: 'wirecmd',\n listener: (cmd: string, ...args: string[]) => 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 /**\n * version-resolved Brickadia console command names, nested by namespace.\n * e.g. `Omegga.Console.Bricks.Clear` resolves to the command string for the\n * running game version (\"Bricks.Clear\" or \"br.Bricks.Clear\")\n */\n Console: ConsoleCommands;\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 prefabs */\n prefabPath: 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. On EA3 this routes to `br.World.ClearRegion`\n * and can optionally clear entities too.\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 /** clear bricks in the region (default true) */\n bricks?: boolean;\n /** also clear entities in the region (default false, EA3 only) */\n entities?: boolean;\n },\n ): void;\n\n /**\n * Clear all bricks on the server. On EA3 this routes to\n * `br.World.ClearAll` and can optionally clear entities too. A bare boolean\n * is accepted as the legacy `quiet` argument.\n * @param options quiet (or `{ quiet, bricks, entities }`)\n */\n clearAllBricks(\n options?:\n | boolean\n | { quiet?: boolean; bricks?: boolean; entities?: boolean },\n ): void;\n\n /**\n * Save bricks under a filename\n * @param saveName save file name\n * @param region region of bricks to save\n * @deprecated removed in Brickadia EA3 (no-op on newer servers) - save a\n * prefab with {@link savePrefabRegion} instead\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 * @deprecated removed in Brickadia EA3 (no-op on newer servers) - save a\n * prefab with {@link savePrefabRegion} instead\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 * @deprecated removed in Brickadia EA3 (no-op on newer servers) - load a\n * prefab with {@link loadPrefab} instead\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 * @deprecated removed in Brickadia ~EA2 (no-op on newer servers) - use\n * {@link loadPrefabOnPlayer} instead\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 * @deprecated removed in Brickadia EA3 (no-op on newer servers) - use the\n * prefab API ({@link loadPrefab}) instead\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 * @deprecated removed in Brickadia ~EA2 (no-op on newer servers) - use the\n * prefab API ({@link loadPrefabOnPlayer}) instead\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 * @deprecated removed in Brickadia EA3 (returns undefined on newer\n * servers) - use the prefab API instead\n */\n getSaveData(region?: {\n center: [number, number, number];\n extent: [number, number, number];\n }): Promise<ReadSaveObject>;\n\n /**\n * Get all prefabs in the prefabs folder and child folders (EA3)\n */\n getPrefabs(): string[];\n\n /**\n * Load a prefab into the world (EA3). `path` is a bundle path ref such\n * as `Prefabs/Uploads/<hash>.brz`.\n * @param path prefab bundle path ref\n * @param options placement options (offset, orientation, mirror axes, etc)\n */\n loadPrefab(\n path: string,\n options?: {\n offX?: number;\n offY?: number;\n offZ?: number;\n atOriginalPosition?: boolean;\n orientation?: number;\n rootEntityPersistentIndex?: number;\n /** bitmask: X=1 Y=2 Z=4 (e.g. 3 mirrors X and Y) */\n mirrorAxes?: number;\n overrideUserId?: string;\n },\n ): void;\n\n /**\n * Save the world (or a region of it) as a prefab (EA3).\n * @param path destination prefab bundle path ref (e.g. `Prefabs/MyPrefab.brz`)\n * @param options save options; omit `region` to capture the whole world\n */\n savePrefab(\n path: string,\n options?: {\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n };\n entities?: boolean;\n rootEntityPersistentIndex?: number;\n userId?: string;\n },\n ): void;\n\n /**\n * Save a prefab and resolve once the prefab file has been written to disk\n * (EA3).\n * @param path destination prefab bundle path ref\n * @param options same options as {@link savePrefab}\n * @returns absolute path to the written prefab, or null on timeout\n */\n savePrefabAsync(\n path: string,\n options?: {\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n };\n entities?: boolean;\n rootEntityPersistentIndex?: number;\n userId?: string;\n },\n ): Promise<string | null>;\n\n /**\n * Give a prefab to a player's inventory (EA3).\n * @param path prefab bundle path ref\n * @param player player name/id or player object\n * @param options give options (preserve ownership)\n */\n givePrefabToPlayer(\n path: string,\n player: string | OmeggaPlayer,\n options?: { preserveOwnership?: boolean },\n ): void;\n\n /**\n * Load a prefab onto a player (EA3, replaces {@link loadBricksOnPlayer}).\n * @param path prefab bundle path ref\n * @param player player name/id or player object\n * @param options give options (preserve ownership)\n */\n loadPrefabOnPlayer(\n path: string,\n player: string | OmeggaPlayer,\n options?: { preserveOwnership?: boolean },\n ): void;\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":";;;AAkBO,MAAM,uBAAuBA,MAAAA;AAihCpC,MAA8B,aAG5B;AAAA,EAKA,YACE,QACA,QACA,OACA;AACA,SAAK,SAAS;AACd,SAAK,SAAS;AACd,SAAK,QAAQ;AAAA,EACf;AAkBF;;;"}
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