Automatically pulls the current Player that represents the bot. Returns something with invalid properties (aside from id and team) if the player hasn't initialized yet. You can use Game.isReady to check if the player is ready or not.
Creates a base gamemode.
The bot
The game's socket
The game's basic map information
The map index
The ID of the player
The ID of the team the player is on
The input game data (region, code, subdomain, etc)
Whether the bot is the game owner or not
Whether the game is private or not
OptionalrawMap: MapJSONThe raw map data
Checks whether the bot can see a specific player. Basic and not super accurate, but it should work for most cases.
The player to check line of sight to
Whether the bot can see the target player or not
Cleans up a game after the bot leaves
Gets the best target for the bot to attack based on distance and if they're in the line of sight (among other factors)
OptionalcheckCanSee: booleanWhether to check if the bot can see the target using Game.canSee (defaults to false)
OptionalcustomPredicate: (player: Player) => booleanAn optional function to filter potential targets; it should return true for valid targets and false for invalid ones
The best target for the bot to attack, or null if there are no valid targets
Checks whether pathfinding has "warmed up" (been used at all)
Checks whether bot.me is ready to use
Leaves a game
Processes an incoming packet from the server
The raw packet bytes in a Uint8Array
Manually updates the game state; only call this yourself if JoinOptions.manualUpdate is enabled.
The bot attached to the game
The game code
The collectibles spawned in on the map
Whether the bot is the game owner
Whether the game is a "noob" game
Whether the bot is observing the game (as an eggforcer)
Whether the game is private
The game's map information
The game mode (spatula)
Represents the bot's current player ID; available before the botJoin hook.
The game's options in that lil old panel
The bot's game "ping"
The ID of the Player holding the spatula
All of the players in the game
The game region
OptionalsimulatorThe simulator. Only exists if pathfinding has warmed up by calling the getter on Game.pathing
The websocket instance associated with the game
The spatula coordinates
Holds basic information about the player's current state. This is often changed during breaking changes, so keep an eye on the object form. You should NEVER need to manipulate ANYTHING in here, as it often has adverse side effects
The bot's "state" buffer
A ticker for the bot's current chat cooldown.
A ticker used for climbing ladders
A ticker used for climbing ladders
A ticker used for climbing ladders
The bot's current raw packet control keys
The bot's X direction, used for movement. If you need the bot's current position, use the "position" prop on Bot.me
The bot's Y direction, used for movement. If you need the bot's current position, use the "position" prop on Bot.me
The bot's Z direction, used for movement. If you need the bot's current position, use the "position" prop on Bot.me
A ticker for the bot's jumping state, from 0 (on ground) to 4 (fully off ground)
The bot's current pitch pre-packet send. If you need the bot's current yaw as synced with the server, use the "view" prop on Bot.me
Whether the bot is reloading
The bot's current state IDX, according to the server
The number of shots fired in that frame. If you need to fire shots, please use the FireDispatch
The bot's current state IDX, according to the client
Whether the bot is swapping its gun
Whether the bot is using its melee
The bot's current yaw pre-packet send. If you need the bot's current yaw as synced with the server, use the "view" prop on Bot.me
The game's cluster subdomain
The team of the Player holding the spatula
The team "score" (the blue/red eggs at the top center of the game), with each index representing the Team enum value
A CTS (capture the spatula) game