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node-dota2

A node-steam plugin for Dota 2, consider it in alpha state.

Check out my blog post (my only blog post), Extending node-dota2, for a rough overview of adding new functionality to the library.

Initializing

Parameters:

  • steamClient - Pass a SteamClient instance to use to send & receive GC messages.
  • debug - A boolean noting whether to print information about operations to console.
var Steam = require('steam'),
    steamClient = new Steam.SteamClient(),
    dota2 = require('dota2'),
    Dota2 = new dota2.Dota2Client(steamClient, true);

##Properties ###AccountID The current steam ID of the SteamClient converted to Dota 2 Account ID format. Not available until launch is called.

Methods

All methods require the SteamClient instance to be logged on.

Steam

launch()

Reports to Steam that you're playing Dota 2, and then initiates communication with the Game Coordinator.

exit()

Tells Steam you were feeding.

###Utilities

ToAccountID(steamID)

  • Takes an input steam ID in any format and converts it into an int Account ID.

ToSteamID(accountID)

  • Takes an input Dota 2 acount ID in any format and converts it into a string steam ID.

Inventory

setItemPositions(itemPositions)

  • itemPositions - An array of tuples (itemid, position).

Attempts to move items within your inventory to the positions you set. Requires the GC to be ready (listen for the ready event before calling).

deleteItem(itemid)

Attempts to delete an item. Requires the GC to be ready (listen for the ready event before calling).

Chat

joinChat(channel, [type])

  • channel - A string for the channel name.
  • [type] - The type of the channel being joined. Defaults to dota2.DOTAChatChannelType_t.DOTAChannelType_Custom.

Joins a chat channel. Listen for the chatMessage event for other people's chat messages.

leaveChat(channel)

  • channel - A string for the channel name.

Leaves a chat channel.

sendMessage(channel, message)

  • channel - A string for the channel name.
  • message - The message you want to send.

Sends a message to the specified chat channel, won't send if you're not in the channel you try to send to.

Guild

requestGuildData()

Sends a request to the GC for new guild data, which returns openPartyData events - telling the client the status of current open parties for each guild, as well as exposing guildIds to the client.

inviteToGuild(guildId, targetAccountId, [callback])

  • guildId - ID of a guild.
  • targetAccountId - Account ID (lower 32-bits of a 64-bit steam id) of user to invite to guild.
  • [callback] - optional callback, returns args: err, response.

Attempts to invite a user to guild. Requires the GC to be ready (listen for the ready event before calling).

cancelInviteToGuild(guildId, targetAccountId, [callback])

  • guildId - ID of a guild.
  • targetAccountId - Account ID (lower 32-bits of a 64-bit steam id) of user whoms guild invite you wish to cancel.
  • [callback] - optional callback, returns args: err, response.

Attempts to cancel a user's guild invitation; use this on your own account ID to reject guild invitations. Requires the GC to be ready (listen for the ready event before calling).

setGuildAccountRole(guildId, targetAccountId, targetRole, [callback])

  • guildId - ID of a guild.
  • targetAccountId - Account ID (lower 32-bits of a 64-bit steam id) of user whoms guild invite you wish to cancel.
  • targetRole - Role in guild to have.
    • 0 - Kick member from guild.
    • 1 - Leader.
    • 2 - Officer.
    • 3 - Member.
  • [callback] - optional callback, returns args: err, response.

Attempts to set a user's role within a guild; use this with your own account ID and the 'Member' role to accept guild invitations. Requires the GC to be ready (listen for the ready event before calling).

Community

profileRequest(accountId, requestName, [callback])

  • accountId - Account ID (lower 32-bits of a 64-bit Steam ID) of the user whose passport data you wish to view.
  • requestName - Boolean, whether you want the GC to return the accounts current display name.
  • [callback] - optional callback, returns args: err, response.

Sends a message to the Game Coordinator requesting accountId's profile data. Provide a callback or listen for profileData event for Game Coordinator's response. Requires the GC to be ready (listen for the ready event before calling).

passportDataRequest(accountId, [callback])

  • accountId - Account ID (lower 32-bits of a 64-bit Steam ID) of the user whose passport data you wish to view.
  • [callback] - optional callback, returns args: err, response.

Sends a message to the Game Coordinator requesting accountId's passport data. Provide a callback or listen for passportData event for Game Coordinator's response. Requires the GC to be ready (listen for the ready event before calling).

hallOfFameRequest([week], [callback])

  • [week] - The week of which you wish to know the Hall of Fame members; will return latest week if omitted. Weeks also randomly start at 2233 for some reason, valf please.
  • [callback] - optional callback, returns args: err, response.

Sends a message to the Game Coordinator requesting the Hall of Fame data for week. Provide a callback or listen for the hallOfFameData event for the Game Coordinator's response. Requires the GC to be ready (listen for the ready event before calling).

Matches

matchDetailsRequest(matchId, [callback])

  • matchId - The matches ID
  • [callback] - optional callback, returns args: err, response.

Sends a message to the Game Coordinator requesting matchId's match details. Provide a callback or listen for matchData event for Game Coordinator's response. Requires the GC to be ready (listen for the ready event before calling).

Note: There is a server-side rate-limit of 100 requests per 24 hours on this method.

matchmakingStatsRequest()

Sends a message to the Game Coordinator requesting some matchmaking stats. Listen for the matchmakingStatsData event for the Game Coordinator's response (cannot take a callback because of Steam's backend, or RJackson's incompetence; not sure which). Rqeuired the GC to be ready (listen for the ready event before calling).

Lobbies

joinPracticeLobby(id, [password], [callback])

  • [id] Practice lobby ID
  • [password] Practice lobby password

Sends a message to the Game Coordinator requesting to join a lobby. Provide a callback or listen for practiceLobbyJoinResponse for the Game Coordinator's response. Requires the GC to be ready (listen for the ready event before calling).

createPracticeLobby([gameName], [password], [serverRegion], [gameMode], [callback])

  • [gameName] Display name for the lobby (optional).
  • [password] Password to restrict access to the lobby (optional).
  • [serverRegion] Server region for the lobby` see ServerRegion Enum (optional).
  • [gameMode] Gamemode for the lobby` see GameMode Enum(optional).
  • [callback] - optional callbackreturns args:err response.

Sends a message to the Game Coordinator requesting to create a lobby. Provide a callback or listen for practiceLobbyCreateResponse for the interpreted response. Requires the GC to be ready (listen for the ready event before calling).

balancedShuffleLobby()

Shuffles the lobby teams.

flipLobbyTeams()

Flips the teams in a lobby.

configPracticeLobby(id, options, [callback])

  • id Lobby ID
  • options A set of options to set. All are optional, but send at least one.
    • game_name: String, lobby title.
    • server_region: Use the server region enum.
    • game_mode: Use the game mode enum.
    • allow_cheats: True/false, allow cheats.
    • fill_with_bots: Fill available slots with bots?
    • allow_spectating: Allow spectating?
    • pass_key: Password.
    • series_type: Use the series type enum.
    • radiant_series_wins: Best of 3 for example, # of games won so far.
    • dire_series_wins: Best of 3 for example, # of games won so far.
    • allchat: Enable all chat?

Sends a message to the Game Coordinator requesting to configure some options of the active lobby. Requires the GC to be ready (listen for the ready event before calling).

launchPracticeLobby()

Sends a message to the GC requesting the currrent lobby be started (server found and game begins). You will receive updates in the practiceLobbyUpdate response.

practiceLobbyKick(accountid, [callback])

  • accountid The ID of the player you want to kick.

Asks to kick someone from your current practice lobby.

leavePracticeLobby()

Sends a message to the Game Coordinator requesting to leave the current lobby. Requires the GC to be ready (listen for the ready event before calling).

Leagues

leaguesInMonthRequest([month], [year], [callback])

  • [month] - Int for the month (MM) you want to query data for. Defaults to current month. IMPORTANT NOTE: Month is zero-aligned, not one-aligned; so Jan = 00, Feb = 01, etc.
  • [year] - Int for the year (YYYY) you want to query data for . Defaults to current year.
  • [callback] - optional callbackreturns args:err response.

Sends a message to the Game Coordinator requesting data on leagues being played in the given month. Provide a callback or listen for leaguesInMonthResponse for the Game Coordinator's response. Requires the GC to be ready (listen for the ready event before calling).

SourceTV

findSourceTVGames([filterOption], [callback])

  • [filterOption] - Object to override the default filters
  • [callback] - callback to be executed, return args: response

Returns a list of current ongoing matches (from live games tab).

Default filterOptions:

{
    searchKey: '',
    start: 0,           // offset
    numGames: 6,
    leagueid: 0,
    heroid: 0,
    teamGame: false,    // only show team games (team matchmaking)
    customGameId: 0,
}

Important: The only working parameters are start, leagueid and teamGame. Changing the other parameters will result in no response at all (e.g. numGames > 6)

Events

ready

Emitted when the GC is ready to receive messages. Be careful not to declare anonymous functions as event handlers here, as you'll need to be able to invalidate event handlers on an unready event.

unready

Emitted when the connection status to the GC changes, and renders the library unavailable to interact. You should clear any event handlers set in the ready event here, otherwise you'll have multiple handlers for each message every time a new ready event is sent.

chatMessage (channel, senderName, message, chatObject)

  • channel - Channel name.
  • senderName - Persona name of user who sent message.
  • message - Wot u think?
  • chatObject - The raw chat object to do with as you wish.

Emitted for chat messages received from Dota 2 chat channels

guildOpenPartyData (guildId, openParties)

  • guildId - ID of the guild.
  • openParties - Array containing information about open guild parties. Each object has the following properties:
    • partyId - Unique ID of the party.
    • member_account_ids - Array of account ids.
    • time_created - Something about Back to the Future.
    • description - A user-inputted string. Do not trust.

Emitted for each guild the bot's account is a member of, containing information on open parties for each guild. Also exposes guildId's, which is handy.

guildInvite (guildId, guildName, inviter, guildInviteDataObject)

  • guildId - ID of the guild.
  • guildName - Name of the guild.
  • inviter - Account ID of user whom invited you.
  • guildInviteDataObject - The raw guildInviteData object to do with as you wish.

You can respond with cancelInviteToGuild or setGuildAccountRole.

profileData (accountId, profileData)

  • accountId - Account ID whom the data is associated with.
  • profileData - The raw profile data object.

Emitted when GC responds to the profileRequest method.

See the protobuf schema for profileData's object structure.

passportData (accountId, passportData)

  • accountId - Account ID whom the passport belongs to.
  • passportData - The raw passport data object.

Emitted when GC responds to the passportDataRequest method.

See the protobuf schema for passportData's object structure.

matchData (matchId, matchData)

  • matchId - Match ID whom the data is associatd with.
  • matchData - The raw match details data object.

Emitted when GC responds to the matchDetailsRequest method.

See the protobuf schema for matchData's object structure.

hallOfFameData (week, featuredPlayers, featuredFarmer, hallOfFameResponse)

  • week - Week the data is associated with.
  • featuredPlayers - Array of featured players for that week. [{ accountId, heroId, averageScaledMetric, numGames }]
  • featuredFarmer - Featured farmer for that week. { accountId, heroId, goldPerMin, matchId }
  • hallOfFameResponse - Raw response object.

Emitted when the GC responds to the hallOfFameRequest method.

matchmakingStatsData (waitTimesByGroup, searchingPlayersByGroup, disabledGroups, matchmakingStatsResponse)

  • waitTimesByGroup - Current average matchmaking waiting times, in seconds, per group.
  • searchingPlayersByGroup - Current players searching for matches per group.
  • disabledGroups - I don't know how the data is formatted here, I've only observed it to be zero.
  • matchmakingStatsResponse - Raw response object.

Emitted when te GC response to the matchmakingStatsRequest method. The array order dictates which matchmaking groups the figure belongs to, the groups are discoverable through regions.txt in Dota 2's game files. Here are the groups at the time of this sentence being written (with unecessary data trimmed out):

    "USWest":               {"matchgroup": "0"},
    "USEast":               {"matchgroup": "1"},
    "Europe":               {"matchgroup": "2"},
    "Singapore":            {"matchgroup": "3"},
    "Shanghai":             {"matchgroup": "4"},
    "Brazil":               {"matchgroup": "5"},
    "Korea":                {"matchgroup": "6"},
    "Austria":              {"matchgroup": "8"},
    "Stockholm":            {"matchgroup": "7"},
    "Australia":            {"matchgroup": "9"},
    "SouthAfrica":          {"matchgroup": "10"},
    "PerfectWorldTelecom":  {"matchgroup": "11"},
    "PerfectWorldUnicom":   {"matchgroup": "12"}

practiceLobbyResponse(result, practiceLobbyJoinResponse)

  • result - The result object.
  • practiceLobbyJoinResponse - The response.

The GC emits a PracticeLobbyResponse after you either leave/join/fail to leave/fail to join a lobby, however, the result in the message is usually completely wrong. Generally when creating a lobby it will respond (after a successful creation) with DOTA_JOIN_RESULT_ALREADY_IN_GAME. Instead, we now parse a couple other responses to get the lobby ID when creating a lobby, and we correctly parse this response for an actual join. In some cases it might still be useful to subscribe to this response.

practiceLobbyCreateResponse(practiceLobbyCreateResponse, lobbyID)

  • practiceLobbyCreateResponse - The result object from practiceLobbyCreateResponse.
  • lobbyID - The ID of the created lobby.

Emitted when the GC responds to createPracticeLobby method. Note that this is a somewhat hacky and interpreted method. The other method previously used to detect this always returned an error when creating the lobby (even when successful) and was therefore completely useless.

practiceLobbyUpdate (response practiceLobbyInfo)

  • response - The full CMsgSOMultipleObjects object.
  • practiceLobbyInfo - The information about the lobby.

Emitted when the GC sends a lobby update event.

practiceLobbyJoinResponse(result practiceLobbyJoinResponse)

  • result - The result object from practiceLobbyJoinResponse.
  • practiceLobbyJoinResponse - The raw response object.

Emitted when the GC responds to joinPracticeLobby method.

liveLeagueGamesUpdate (null, liveLeaguesResponse)

  • null - nothing
  • liveLeaguesResponse - Integer representing number of live league games.

leaguesInMonthResponse (result, leaguesInMonthResponse)

  • result - The result object from leaguesInMonthResponse.
  • leaguesInMonthResponse - The raw response object.

Emitted when the GC responds to leaguesInMonthRequest method.

Notes:

  • The month property is used to filter the data to the leagues which have matches scheduled in the given month, however the schedule object contains schedules for a league's entire duration - i.e. before or after month.
  • month is also zero-aligned, so January = 0, Febuary = 1, March = 2, etc.
  • Not every participating team seems to be hooked up to Dota 2's team system, so there will be a few { teamId: 0 } objects for some schedule blocks.

The response object is visualized as follows:

{
    eresult,            // EResult enum
    month,              // Int representing which month this data represents.
    leagues: [{         // An array of CMsgLeague objects
        leagueId,       // ID of the league associated
        schedule: [{    // An array of CMsgLeagueScheduleBlock objects
            blockId,    // ID represending this block
            startTime,  // Unix timestamp of a scheduled match (or group of matches)
            finals,     // Boolean represending if this match is a final.
            comment,    // Comment about this scheduled block - often the team names & position in bracket
            teams: [{   // An array of CMsgLeagueScheduleBlockTeamInfo objects
                teamId, // ID of the associated team
                name,   // The teams name
                tag,    // The teams tag
                logo    // The teams logo
            }]
        }]
    }]
}

Enums

ServerRegion

  • UNSPECIFIED: 0
  • USWEST: 1
  • USEAST: 2
  • EUROPE: 3
  • KOREA: 4
  • SINGAPORE: 5
  • AUSTRALIA: 7
  • STOCKHOLM: 8
  • AUSTRIA: 9
  • BRAZIL: 10
  • SOUTHAFRICA: 11
  • PERFECTWORLDTELECOM: 12
  • PERFECTWORLDUNICOM: 13

Use this to pass valid server region data to createPracticeLobby.

GameMode

  • DOTA_GAMEMODE_NONE: 0 - None
  • DOTA_GAMEMODE_AP: 1 - All Pick
  • DOTA_GAMEMODE_CM: 2 - Captain's Mode
  • DOTA_GAMEMODE_RD: 3 - Random Draft
  • DOTA_GAMEMODE_SD: 4 - Single Draft
  • DOTA_GAMEMODE_AR: 5 - All Random
  • DOTA_GAMEMODE_INTRO: 6 - Unknown
  • DOTA_GAMEMODE_HW: 7 - Diretide
  • DOTA_GAMEMODE_REVERSE_CM: 8 - Reverse Captain's Mode
  • DOTA_GAMEMODE_XMAS: 9 - The Greeviling
  • DOTA_GAMEMODE_TUTORIAL: 10 - Tutorial
  • DOTA_GAMEMODE_MO: 11 - Mid Only
  • DOTA_GAMEMODE_LP: 12 - Least Played
  • DOTA_GAMEMODE_POOL1: 13 - Limited Heroes
  • DOTA_GAMEMODE_FH: 14 - Compendium
  • DOTA_GAMEMODE_CUSTOM: 15 - Unknown

Use this to pass valid game mode data to createPracticeLobby.

Testing

There is no automated test suite for node-dota2 (I've no idea how I'd make one for the stuff this does :o), however there the test directory does contain a Steam bot with commented-out dota2 methods; you can use this bot to test the library.

Setting up

  • npm install in the repository root.
  • npm install in the test directory.
  • Copy config_SAMPLE.js to config.js and edit appropriately.
  • Create a blank file named 'sentry' in the tests directory.
  • Attempt to log-in, you'll receive Error 63 - which means you need to provide a Steam Guard code.
  • Set the Steam Guard code in config.js and launch again.