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ogame-bot-api

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"use strict"; var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; var __generator = (this && this.__generator) || function (thisArg, body) { var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g; return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; function verb(n) { return function (v) { return step([n, v]); }; } function step(op) { if (f) throw new TypeError("Generator is already executing."); while (_) try { if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t; if (y = 0, t) op = [op[0] & 2, t.value]; switch (op[0]) { case 0: case 1: t = op; break; case 4: _.label++; return { value: op[1], done: false }; case 5: _.label++; y = op[1]; op = [0]; continue; case 7: op = _.ops.pop(); _.trys.pop(); continue; default: if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } if (t[2]) _.ops.pop(); _.trys.pop(); continue; } op = body.call(thisArg, _); } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true }; } }; Object.defineProperty(exports, "__esModule", { value: true }); exports.GameApi = void 0; var axios_1 = require("axios"); var puppeteer = require("puppeteer"); var resources_1 = require("./parsing/resources"); var facilities_1 = require("./parsing/facilities"); var research_1 = require("./parsing/research"); var ship_1 = require("./parsing/ship"); var defenses_1 = require("./parsing/defenses"); var navigation_1 = require("./navigation"); /** * The GameApi is used to interact with the game itself, create and list ressources/ship/research... * You should use LobbyApi to load it, don't create it yourself */ var GameApi = /** @class */ (function () { /** * @hidden */ function GameApi(cookie, account, loginUrl) { this.cookie = cookie; this.loginUrl = loginUrl; this.account = account; this.axios = axios_1.default.create({ withCredentials: true, baseURL: this.__getServerUrl(), }); this.axios.interceptors.request.use(function (config) { if (!config.headers.cookie) { config.headers.cookie = ''; } config.headers.cookie += cookie; return config; }); this.navigation = new navigation_1.Navigation(this.__getServerUrl()); } /** * Start the game api */ GameApi.prototype.start = function () { return __awaiter(this, void 0, void 0, function () { var _a, _b, _c, name, other, value; return __generator(this, function (_d) { switch (_d.label) { case 0: _a = this; return [4 /*yield*/, puppeteer.launch()]; case 1: _a.browser = _d.sent(); _b = this; return [4 /*yield*/, this.browser.newPage()]; case 2: _b.page = _d.sent(); _c = this.cookie.split('='), name = _c[0], other = _c[1]; value = other.split(';')[0]; return [4 /*yield*/, this.page.setCookie({ name: name, value: value, url: this.__getServerUrl(), })]; case 3: _d.sent(); return [4 /*yield*/, this.page.setViewport({ width: 1280, height: 960, })]; case 4: _d.sent(); return [4 /*yield*/, this.page.goto(this.loginUrl)]; case 5: _d.sent(); return [2 /*return*/]; } }); }); }; GameApi.prototype.__getServerUrl = function () { return "https://s" + this.account.server.number + "-" + this.account.server.language + ".ogame.gameforge.com"; }; /** * Stop the game api. You should called this before exiting your program. */ GameApi.prototype.stop = function () { return __awaiter(this, void 0, void 0, function () { return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.browser.close()]; case 1: _a.sent(); return [2 /*return*/]; } }); }); }; /** * List your ressources */ GameApi.prototype.resourcesList = function () { return __awaiter(this, void 0, void 0, function () { return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.navigation.goToHomePage(this.page)]; case 1: _a.sent(); return [2 /*return*/, resources_1.loadResources(this.page)]; } }); }); }; /** * List your mines and storage */ GameApi.prototype.resourceFactoryList = function () { return __awaiter(this, void 0, void 0, function () { var res; return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.navigation.goToResourcePage(this.page)]; case 1: _a.sent(); return [4 /*yield*/, resources_1.loadMinesAndStorage(this.page)]; case 2: res = _a.sent(); return [2 /*return*/, res]; } }); }); }; /** * List your facilities */ GameApi.prototype.facilitiesList = function () { return __awaiter(this, void 0, void 0, function () { return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.navigation.goToFacilitiesPage(this.page)]; case 1: _a.sent(); return [2 /*return*/, facilities_1.loadFacilities(this.page)]; } }); }); }; /** * List you research */ GameApi.prototype.researchList = function () { return __awaiter(this, void 0, void 0, function () { return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.navigation.goToResearchPage(this.page)]; case 1: _a.sent(); return [2 /*return*/, research_1.loadResearch(this.page)]; } }); }); }; /** * List your ships */ GameApi.prototype.shipList = function () { return __awaiter(this, void 0, void 0, function () { return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.navigation.goToShipPage(this.page)]; case 1: _a.sent(); return [2 /*return*/, ship_1.loadShips(this.page)]; } }); }); }; /** * List your defenses */ GameApi.prototype.defenseList = function () { return __awaiter(this, void 0, void 0, function () { return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.navigation.goToDefensePage(this.page)]; case 1: _a.sent(); return [2 /*return*/, defenses_1.loadDefenses(this.page)]; } }); }); }; /** * Upgrade or create a building. Don't use it for ships/defenses * @param building The building to upgrade */ GameApi.prototype.makeUpgrade = function (building) { return __awaiter(this, void 0, void 0, function () { var resources; return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.resourcesList()]; case 1: resources = _a.sent(); if (!this.canUpgrade(building, resources)) { throw new Error("Can't upgrade"); } return [4 /*yield*/, this.page.goto(building.upgrade.url)]; case 2: _a.sent(); return [2 /*return*/]; } }); }); }; GameApi.prototype.haveEnoughResource = function (upgrade, resources, count) { if (count === void 0) { count = 1; } return !Object.keys(upgrade.costs).some(function (resource) { if (resource === 'energy') return false; if (resources[resource] < upgrade.costs[resource] * count) { return true; } else { return false; } }); }; /** * Check if you can upgrade a building * @param building the building to upgrade * @param resources Optional parameter, if provided it will speed up the fonction */ GameApi.prototype.canUpgrade = function (building, resources) { return __awaiter(this, void 0, void 0, function () { var upgrade; return __generator(this, function (_a) { switch (_a.label) { case 0: if (!!resources) return [3 /*break*/, 2]; return [4 /*yield*/, this.resourcesList()]; case 1: resources = _a.sent(); _a.label = 2; case 2: upgrade = building.upgrade; return [2 /*return*/, upgrade.url && this.haveEnoughResource(upgrade, resources)]; } }); }); }; /** * Check if you can create a certain amount of ship/defense * @param item Ship or Defense * @param count The number of items you wants to create * @param resources Optional parameter, if provided it will speed up the fonction */ GameApi.prototype.canCreate = function (item, count, resources) { if (count === void 0) { count = 1; } return __awaiter(this, void 0, void 0, function () { return __generator(this, function (_a) { switch (_a.label) { case 0: if (!!resources) return [3 /*break*/, 2]; return [4 /*yield*/, this.resourcesList()]; case 1: resources = _a.sent(); _a.label = 2; case 2: return [2 /*return*/, this.haveEnoughResource(item.upgrade, resources, count) && (item.status === 'on' || item.status === 'active')]; } }); }); }; /** * Create a ship * @param ship ship to create * @param count number of ship to create */ GameApi.prototype.createShip = function (ship, count) { if (count === void 0) { count = 1; } return __awaiter(this, void 0, void 0, function () { return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.canCreate(ship, count)]; case 1: if (!(_a.sent())) { throw new Error("Not enough resources"); } return [4 /*yield*/, this.navigation.goToShipPage(this.page)]; case 2: _a.sent(); return [4 /*yield*/, ship_1.createShipFromPannel(this.page, ship, count)]; case 3: _a.sent(); return [2 /*return*/]; } }); }); }; /** * Create a defense * @param defense defense to create * @param count number of defense to create */ GameApi.prototype.createDefense = function (defense, count) { if (count === void 0) { count = 1; } return __awaiter(this, void 0, void 0, function () { return __generator(this, function (_a) { switch (_a.label) { case 0: return [4 /*yield*/, this.canCreate(defense, count)]; case 1: if (!(_a.sent())) { throw new Error("Not enough resources"); } return [4 /*yield*/, this.navigation.goToDefensePage(this.page)]; case 2: _a.sent(); return [4 /*yield*/, defenses_1.createDefenseFromPannel(this.page, defense, count)]; case 3: _a.sent(); return [2 /*return*/]; } }); }); }; return GameApi; }()); exports.GameApi = GameApi; //# sourceMappingURL=GameApi.js.map