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Module for connecting to Pokémon Showdown servers.

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ps-client

NPM version NPM downloads

Warning

Battlebots on Pokémon Showdown MUST be registered! If you plan on using a bot on the ladder, please refer to the announcement on Smogon.

PS-Client is a module that handles connection to Pokémon Showdown servers. Apart from a very minimalistic configuration requirement, it also boasts multiple utility features, like promise-based messages, synchronized room and user data, alt tracking, and a lot of other stuff - go through the documentation for a complete summary.

PS-Client is fully-typed with accompanying *.d.ts files, so you can freely integrate it with your TypeScript projects. For reference, you may look at PartBot's second iteration.

Table of Contents

Example Setup

NodeJS

const { Client } = require('ps-client');
const Bot = new Client({ username: 'PS-Client', password: 'password', debug: true, avatar: 'supernerd', rooms: ['botdevelopment'] });
Bot.connect();

Bot.on('message', message => {
	if (message.isIntro) return;
	if (message.content === 'Ping!') return message.reply('Pong!');
});

TypeScript

import { Client, Message } from 'ps-client';

const Bot = new Client({ username: 'PS-Client', password: 'password', debug: true, avatar: 'supernerd', rooms: ['botdevelopment'] });
Bot.connect();

Bot.on('message', (message: Message) => {
	if (message.isIntro) return;
	if (message.content === 'Ping!') return message.reply('Pong!');
});

Installation

To install ps-client using npm, open the terminal and type the following:

npm install ps-client

If you have it in your package.json, simply run npm install. If you have installed it and wish to update your version, run npm update ps-client.

PS-Client requires Node.js v18.0.0 or higher.

Configuration

Creating a Bot is fairly simple - all you have to do is create a new instance of the Client and pass the configuration options.

const { Client } = require('ps-client');
const Bot = new Client({ username: name, password: password });

Bot.connect();

There are multiple configuration options that can be specified - here's a complete list.

type options = {
	username: string; // The username you wish to connect to. Required parameter.
	password?: string; // The password for the username you're connecting to. Leave this blank if the account is unregistered.
	server?: string; // The server to which you wish to connect to - defaults to 'sim3.psim.us'.
	port?: number; // The port on which you're connecting to. Can also be specified in server as `url:port`, in which case leave this field blank.
	serverProtocol?: string; // The protocol used for the websocket connection. Defaults to wss, but can be changed to ws (insecure).
	connectionTimeout?: number; // The time, in milliseconds, after which your connection times out. Defaults to 20s.
	loginServer?: string; // The login server. Defaults to 'https://play.pokemonshowdown.com/~~showdown/action.php'.
	avatar?: string | number; // The avatar your Bot will have on connection. If not specified, PS will set one randomly.
	status?: string; // The status your Bot will have on connection.
	retryLogin?: number; // The time, in milliseconds, that your Bot will wait before attempting to login again after a failing. If this is 0, it will not attempt to login again. Defaults to 10 seconds.
	autoReconnect?: number; // The time, in milliseconds, that your Bot will wait before attempting to reconnect after a disconnect. If this is 0, it will not attempt to reconnect. Defaults to 30 seconds.
	rooms: string[]; // An array with the strings of the rooms you want the Bot to join.
	debug?: boolean | ((details: string) => void); // The function you would like to run on debugs. If this is a falsey value, debug messages will not be displayed. If a true value is given which is not a function, the Bot simply logs messages to the console.
	handle?: boolean | ((error: string | Error) => void); // Handling for internal errors. If a function is provided, this will run it with an error / string. The default function logs them to the console. To opt out of error handling (not recommended), set this to false.
	noFailMessages?: boolean; // Dictates whether messages throw errors by default. Set to 'false' to enable messages throwing errors. Defaults to true.
	scrollback?: boolean; // Enables scrollback messages (from chat history).
	throttle?: number; // The throttle (in milliseconds) for every 'batch' of three messages. PS has a per-message throttle of 25ms for public roombots, 100ms for trusted users, and 600ms for regular users.
	transformHTML?: (input: any, opts: HTMLopts) => string; // A custom HTML processor, applied on all HTML methods. Defaults to no-transform. See HTML options for more info on opts.
};

Note: There are four main reasons to ignore an incoming message:

  1. !message.author.userid: Messages from the ~Staff and ~ accounts (formerly &Staff and & (formerly ~Staff and ~)) in DMs usually can't be replied to.
  2. !message.target: 'Ghost' messages (used as communication from the server to set up info) should be ignored.
  3. message.author.userid === message.parent.status.userid: It is highly recommended to avoid parsing your own messages as commands, since that's an easy recipe for Botception.
  4. message.isIntro: Messages in the history of the chat are usually not parsed as commands on logging in. This only needs to be checked if you have scrollback enabled.

Tools

For common purposes and frequently useful methods, a variety of tools have been made available. Tools can be accessed from require('ps-client').Tools. It has the following functions:

  • HSL (name: string, opts?: { original?: boolean, customColors?: Record<string, string> }): { source: string, hsl: number[], base?: { source: string, hsl: number[] } }: Calculates the HSL values of the namecolours of the given username as PS does (S and L are in percentages). Pass customColors (e.g. from Tools.fetch('colors')) to resolve PS custom colours; set original: true to hash the userid instead of the custom colour name.
  • toID (name: string): string: Converts a username into their userid.
  • fetch (...data?: string[]): Promise<object>: Fetches datacenters from play.pokemonshowdown.com. If no parameters are passed, fetches all datacenters. Valid inputs are: abilities, aliases, colors, formatsdata, formats, items, learnsets, moves, pokedex, and typechart. Resolves with an object containing the requested data (keys use camelCase, e.g. formatsData).
  • uploadToPastie (text: string, callback?: (url: string)): Promise<string>: Uploads the given text to Pastie.io. Resolves with the raw link to the uploaded text. A callback may also be used.
  • uploadToPokepaste (sets: string, output?: (url: string) => {} | 'raw' | 'html'): Promise<string>: Uploads a string containing sets to pokepast.es. Resolves with the URL to the uploaded paste. If output is a callback, the callback is instead run. output may also be set to 'html' to resolve with the received HTML, or 'raw' to resolve with the link to the raw paste.
  • escapeHTML (input: string): string: Escapes special characters with their HTML sequences.
  • unescapeHTML (input: string): string: Unescapes HTML sequences into their corresponding characters.
  • formatText (input: string): string: Formats a string the way PS does for chat messages (this WILL escape HTML).

Note: This module uses fetch for network requests.
Note: You can add a custom HTML processor (like juice to hydrate style tags into inline styles, or ReactDOM.renderToStaticMarkup to support JSX methods) for all HTML methods under transformHTML in client options.

Datacenters

Showdown dex data is not bundled with this package. Fetch it at runtime with Tools.fetch and keep the returned object in your app; call fetch again when you need fresher data.

Example:

const { Tools } = require('ps-client');
const data = await Tools.fetch('moves', 'pokedex');
// data.moves, data.pokedex

fetch accepts: abilities, aliases, colors, formatsdata, formats, items, learnsets, moves, pokedex, and typechart. TypeScript types for the payloads live in data.d.ts (Datacenters).

More information on the data itself can be found here.

What's New

The changelog can be found at CHANGELOG.md.

Credits

Written by PartMan7. Many thanks to Ecuacion for the base connection logic.

Planned Task

Planned features, ongoing projects, and reported bugs may be found / reported at the issues tracker.

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Module for connecting to Pokémon Showdown servers.

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