omegga 1.9.2 → 1.9.3

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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;;;"}
1
+ {"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 * Checks if a prefab exists and returns an absolute path (EA3)\n * @param prefabName Prefab filename\n * @return Path to string\n */\n getPrefabPath(prefabName: string): 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;AAwhCpC,MAA8B,aAG5B;AAAA,EAKA,YACE,QACA,QACA,OACA;AACA,SAAK,SAAS;AACd,SAAK,SAAS;AACd,SAAK,QAAQ;AAAA,EACf;AAkBF;;;"}
@@ -35,6 +35,7 @@ class Webserver {
35
35
  this.port = Number(
36
36
  options.port || process.env.OMEGGA_PORT || softconfig.default.DEFAULT_PORT
37
37
  );
38
+ this.host = process.env.OMEGGA_UI_HOST || "127.0.0.1";
38
39
  this.options = options;
39
40
  this.omegga = omegga;
40
41
  this.dataPath = path.join(omegga.path, softconfig.default.DATA_PATH);
@@ -304,7 +305,7 @@ class Webserver {
304
305
  this.server.listen(this.port, () => {
305
306
  log(
306
307
  `${">>".green} Web UI available at`,
307
- `http${this.https ? "s" : ""}://127.0.0.1:${this.port}`.green
308
+ `http${this.https ? "s" : ""}://${this.host}:${this.port}`.green
308
309
  );
309
310
  this.started = true;
310
311
  this.database.addChatLog("server", {}, "Server started");
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sources":["../../../src/webserver/backend/index.ts"],"sourcesContent":["import Logger from '@/logger';\nimport soft from '@/softconfig';\nimport { openDb } from '@/db/connection';\nimport { runMigrations } from '@/db/migrate';\nimport { importNedbIfNeeded } from '@/db/nedbImport';\nimport { IServerConfig } from '@config/types';\nimport type Omegga from '@omegga/server';\nimport { IServerStatus } from '@omegga/types';\nimport { createExpressMiddleware } from '@trpc/server/adapters/express';\nimport bodyParser from 'body-parser';\nimport { drizzle } from 'drizzle-orm/better-sqlite3';\nimport express from 'express';\nimport expressSession from 'express-session';\nimport hasbin from 'hasbin';\nimport http from 'http';\nimport https from 'https';\nimport BetterSqlite3SessionStore from 'better-sqlite3-session-store';\nimport path from 'path';\nimport bcrypt from 'bcryptjs';\nimport {\n generateAuthenticationOptions,\n verifyAuthenticationResponse,\n} from '@simplewebauthn/server';\nimport Database from './database';\nimport { verifyToken as verifyTOTP } from './totp';\nimport setupMetrics from './metrics';\nimport { appRouter } from './router';\nimport { setWebserver } from './router/server';\nimport { createContext, setContextDeps } from './trpc';\nimport * as util from './util';\n\n// path to vite-built data\nconst PUBLIC_PATH = path.join(__dirname, '../../../public');\nconst ASSETS_PATH = path.join(__dirname, '../../../public/assets');\n\nconst log = (...args: any[]) => Logger.log(...args);\nconst error = (...args: any[]) => Logger.error(...args);\n\n// the webserver serves an authenticated web UI\nexport default class Webserver {\n database: Database;\n port: number;\n omegga: Omegga;\n\n app: express.Express;\n server: http.Server | https.Server;\n\n options: IServerConfig;\n https: boolean;\n started: boolean;\n created: Promise<boolean>;\n\n serverStatusInterval: ReturnType<typeof setInterval>;\n lastReportedStatus: IServerStatus | null = null;\n\n dataPath: string;\n\n // create a webserver\n constructor(options: IServerConfig, omegga: Omegga) {\n this.port = Number(\n options.port || process.env.OMEGGA_PORT || soft.DEFAULT_PORT,\n );\n this.options = options;\n this.omegga = omegga;\n this.dataPath = path.join(omegga.path, soft.DATA_PATH);\n\n const mainSqlite = openDb(path.join(this.dataPath, soft.MAIN_DB));\n const mainDb = drizzle(mainSqlite);\n\n runMigrations(mainDb);\n\n // the database provides omegga with metrics, chat logs, and more\n // to help administrators keep track of their users and server\n this.database = new Database(options, omegga, mainSqlite, mainDb);\n\n // https status of the server\n this.https = false;\n // started status of the server\n this.started = false;\n this.created = this.createServer();\n }\n\n // create the webserver\n async createServer() {\n const hasOpenSSL = hasbin.sync('openssl');\n\n await importNedbIfNeeded(\n this.dataPath,\n this.database.sqlite,\n this.database.db,\n );\n\n // create express app\n this.app = express();\n\n // create a server with https if applicable\n const pickProtocol = async () => {\n if (this.options.https) {\n if (hasOpenSSL) {\n const certFile = await util.getSSLKeys(this.dataPath);\n if (certFile) {\n // handy notification of generated ssl certs\n if (certFile.new) log('>>'.green, 'Generated new SSL certificate');\n\n this.https = true;\n return https.createServer(\n {\n key: certFile.keys.serviceKey,\n cert: certFile.keys.certificate,\n },\n this.app,\n );\n } else {\n error(\n '!>'.red,\n 'Error generating SSL certificate - falling back to http',\n );\n }\n }\n\n // warn the user\n log(\n ':>'.yellow,\n 'Running web server with http - install',\n 'openssl'.yellow.underline,\n 'for https (more secure)',\n );\n }\n\n // fallback to http\n return new http.Server(this.app);\n };\n\n // create http(s) server based on openssl availability\n this.server = await pickProtocol();\n\n this.app.set('trust proxy', 1);\n const SqliteStore = (\n BetterSqlite3SessionStore['default'] ?? BetterSqlite3SessionStore\n )(expressSession);\n const sessionSqlite = openDb(path.join(this.dataPath, soft.SESSIONS_DB));\n const session = expressSession({\n secret: util.getSessionSecret(this.dataPath),\n resave: false,\n saveUninitialized: false,\n cookie: {\n path: '/',\n secure: this.https,\n maxAge: 365 * 24 * 60 * 60 * 1000, // 1 year\n },\n store: new SqliteStore({\n client: sessionSqlite,\n expired: { clear: true, intervalMs: 900000 },\n }),\n });\n this.app.use(session);\n\n // setup routes and webserver\n await this.initWebUI();\n return true;\n }\n\n // setup the web ui routes\n async initWebUI() {\n await this.database.getInstanceId();\n\n // Initialize tRPC context deps\n setContextDeps({\n database: this.database,\n omegga: this.omegga,\n });\n setWebserver(this);\n\n // provide assets in the /public path\n this.app.use('/assets', express.static(ASSETS_PATH));\n this.app.use(bodyParser.json());\n\n // --- Auth routes (outside tRPC) ---\n const openApi = express.Router();\n const api = express.Router();\n\n // check if this is the first user in the database\n openApi.get('/first', async (req, res) =>\n res.json(await this.database.isFirstUser()),\n );\n\n // login / create admin user route\n openApi.post('/auth', async (req, res) => {\n if (\n typeof req.body !== 'object' ||\n typeof req.body.username !== 'string' ||\n typeof req.body.password !== 'string'\n ) {\n return res.status(422).json({ message: 'invalid body' });\n }\n const { username, password } = req.body;\n\n if (!username.match(/^\\w{0,32}$/)) {\n return res.status(422).json({ message: 'invalid body' });\n }\n\n const isFirst = await this.database.isFirstUser();\n let user;\n if (isFirst) {\n user = await this.database.createAdminUser(\n username,\n username === '' ? '' : password,\n );\n } else {\n user = await this.database.authUser(username, password);\n }\n\n if (user) {\n req.session.userId = user._id;\n if (user.totpEnabled) {\n req.session.mfaPending = true;\n req.session.save();\n res.status(200).json({ mfaRequired: true });\n } else {\n req.session.save();\n res.status(200).json({});\n }\n } else {\n res.status(404).json({ message: 'no user found' });\n }\n });\n\n // rate limiting for MFA verification (per session)\n const mfaAttempts = new Map<\n string,\n { count: number; lockedUntil: number }\n >();\n\n // TOTP verification during MFA challenge\n openApi.post('/auth/mfa/totp', async (req, res) => {\n if (!req.session.mfaPending || !req.session.userId) {\n return res.status(400).json({ message: 'no pending MFA challenge' });\n }\n\n // rate limit: 5 attempts, then 60s lockout\n const sid = req.sessionID;\n const attempt = mfaAttempts.get(sid) ?? { count: 0, lockedUntil: 0 };\n if (Date.now() < attempt.lockedUntil) {\n return res\n .status(429)\n .json({ message: 'too many attempts, try again later' });\n }\n\n const { code } = req.body ?? {};\n if (typeof code !== 'string') {\n return res.status(422).json({ message: 'code required' });\n }\n const user = await this.database.findUserById(req.session.userId);\n if (!user || !user.totpSecret) {\n return res.status(400).json({ message: 'MFA not configured' });\n }\n\n let verified = false;\n\n if (verifyTOTP(code, user.totpSecret)) {\n verified = true;\n }\n\n // try recovery codes\n if (!verified && user.recoveryCodes?.length) {\n for (const hashedCode of user.recoveryCodes) {\n if (await bcrypt.compare(code, hashedCode)) {\n await this.database.removeRecoveryCode(user.username, hashedCode);\n verified = true;\n break;\n }\n }\n }\n\n if (verified) {\n mfaAttempts.delete(sid);\n delete req.session.mfaPending;\n req.session.save();\n return res.status(200).json({});\n }\n\n attempt.count++;\n if (attempt.count >= 5) {\n attempt.lockedUntil = Date.now() + 60_000;\n attempt.count = 0;\n }\n mfaAttempts.set(sid, attempt);\n res.status(401).json({ message: 'invalid code' });\n });\n\n const getRpID = (req: express.Request) => {\n const origin = req.headers.origin;\n if (origin) {\n try {\n return new URL(origin as string).hostname;\n } catch {}\n }\n return req.hostname;\n };\n\n // WebAuthn authentication options (passwordless login)\n openApi.get('/auth/webauthn/options', async (req, res) => {\n const rpID = getRpID(req);\n const options = await generateAuthenticationOptions({ rpID });\n req.session.mfaChallenge = options.challenge;\n req.session.save();\n res.json(options);\n });\n\n // WebAuthn authentication verification\n openApi.post('/auth/webauthn/verify', async (req, res) => {\n const challenge = req.session.mfaChallenge;\n if (!challenge) {\n return res.status(400).json({ message: 'no pending challenge' });\n }\n // clear challenge immediately to prevent replay\n delete req.session.mfaChallenge;\n req.session.save();\n try {\n const { credential } = req.body;\n const user = await this.database.findUserByPasskeyId(credential?.id);\n if (!user || user.isBanned) {\n return res.status(401).json({ message: 'unknown credential' });\n }\n const passkey = user.passkeys!.find(p => p.id === credential.id)!;\n const verification = await verifyAuthenticationResponse({\n response: credential,\n expectedChallenge: challenge,\n expectedOrigin:\n req.headers.origin ?? `${req.protocol}://${req.get('host')}`,\n expectedRPID: getRpID(req),\n credential: {\n id: passkey.id,\n publicKey: Buffer.from(passkey.publicKey, 'base64url'),\n counter: passkey.counter,\n transports: passkey.transports as any,\n },\n });\n if (!verification.verified) {\n return res.status(401).json({ message: 'verification failed' });\n }\n await this.database.updatePasskeyCounter(\n user.username,\n passkey.id,\n verification.authenticationInfo.newCounter,\n );\n req.session.userId = (user as any)._id;\n delete req.session.mfaPending;\n req.session.save();\n res.status(200).json({});\n } catch (e) {\n res.status(400).json({ message: 'verification error' });\n }\n });\n\n // authentication middleware for protected api routes\n api.all('*', (req, _res, next) => {\n (async () => {\n if (req.session.mfaPending) return next(new Error('unauthorized'));\n const user = await this.database.findUserById(req.session.userId);\n if (!user || user.isBanned) return next(new Error('unauthorized'));\n next();\n })();\n });\n\n // kill a session\n api.get('/logout', (req, res) => {\n req.session.destroy(e => {\n res.status(e ? 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BetterSqlite3SessionStore\n )(expressSession);\n const sessionSqlite = openDb(path.join(this.dataPath, soft.SESSIONS_DB));\n const session = expressSession({\n secret: util.getSessionSecret(this.dataPath),\n resave: false,\n saveUninitialized: false,\n cookie: {\n path: '/',\n secure: this.https,\n maxAge: 365 * 24 * 60 * 60 * 1000, // 1 year\n },\n store: new SqliteStore({\n client: sessionSqlite,\n expired: { clear: true, intervalMs: 900000 },\n }),\n });\n this.app.use(session);\n\n // setup routes and webserver\n await this.initWebUI();\n return true;\n }\n\n // setup the web ui routes\n async initWebUI() {\n await this.database.getInstanceId();\n\n // Initialize tRPC context deps\n setContextDeps({\n database: this.database,\n omegga: this.omegga,\n });\n setWebserver(this);\n\n // provide assets in the /public path\n this.app.use('/assets', express.static(ASSETS_PATH));\n this.app.use(bodyParser.json());\n\n // --- Auth routes (outside tRPC) ---\n const openApi = express.Router();\n const api = express.Router();\n\n // check if this is the first user in the database\n openApi.get('/first', async (req, res) =>\n res.json(await this.database.isFirstUser()),\n );\n\n // login / create admin user route\n openApi.post('/auth', async (req, res) => {\n if (\n typeof req.body !== 'object' ||\n typeof req.body.username !== 'string' ||\n typeof req.body.password !== 'string'\n ) {\n return res.status(422).json({ message: 'invalid body' });\n }\n const { username, password } = req.body;\n\n if (!username.match(/^\\w{0,32}$/)) {\n return res.status(422).json({ message: 'invalid body' });\n }\n\n const isFirst = await this.database.isFirstUser();\n let user;\n if (isFirst) {\n user = await this.database.createAdminUser(\n username,\n username === '' ? 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "omegga",
3
- "version": "1.9.2",
3
+ "version": "1.9.3",
4
4
  "description": "Brickadia server installer, updater, manager, wrapper, configurator, and automator",
5
5
  "engines": {
6
6
  "node": ">=23.0.0"
@@ -4964,6 +4964,12 @@ export interface OmeggaCore {
4964
4964
  * Get all prefabs in the prefabs folder and child folders (EA3)
4965
4965
  */
4966
4966
  getPrefabs(): string[];
4967
+ /**
4968
+ * Checks if a prefab exists and returns an absolute path (EA3)
4969
+ * @param prefabName Prefab filename
4970
+ * @return Path to string
4971
+ */
4972
+ getPrefabPath(prefabName: string): string;
4967
4973
  /**
4968
4974
  * Load a prefab into the world (EA3). `path` is a bundle path ref such
4969
4975
  * as `Prefabs/Uploads/<hash>.brz`.