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    Interface BotEvents

    The events that can be listened to from Bot.on

    interface BotEvents {
        balanceUpdate: [oldBalance: number, newBalance: number];
        botJoin: [botPlayer: Player];
        challengeComplete: [player: Player, challenge: Challenge];
        chat: [player: Player, message: string, flags: ChatFlag];
        clientTick: [];
        close: [closeCode: number];
        gameForcePause: [];
        gameOptionsChange: [oldOptions: GameOptions, newOptions: GameOptions];
        gameReady: [];
        gameReset: [];
        gameStateChange: [
            changes: | ObjectDiff<TeamsChanges>
            | ObjectDiff<SpatulaChanges>
            | ObjectDiff<KOTCChanges>,
        ];
        grenadeExplode: [
            item: number,
            pos: Position,
            damage: number,
            radius: number,
        ];
        packet: [packet: Uint8Array<ArrayBuffer>, freshCommIn: CommIn];
        pathfindComplete: [];
        pathfindError: [error: PathfindError];
        pingUpdate: [oldPing: number, newPing: number];
        playerChangeCharacter: [
            player: Player,
            oldCharacter: PlayerCharacter,
            newCharacter: PlayerCharacter,
        ];
        playerChangeGun: [player: Player, oldGunId: GunIds, newGunId: GunIds];
        playerCollectAmmo: [player: Player, weapon: PlayerGun, itemId: number];
        playerCollectGrenade: [player: Player, itemId: number];
        playerDamage: [player: Player, oldHp: number, newHp: number];
        playerDeath: [
            killed: Player,
            killer: Player,
            killedSnapshot: PlayerSnapshot,
        ];
        playerFire: [player: Player, weapon: PlayerGun, bullet: FiredBullet];
        playerInfo: [player: Player, playerIP: string, playerDBId: string];
        playerJoin: [player: Player];
        playerLeave: [player: Player];
        playerMelee: [player: Player];
        playerMove: [player: Player, oldPosition: Position, newPosition: Position];
        playerPause: [player: Player];
        playerReloadEnd: [player: Player, weapon: PlayerGun];
        playerReloadStart: [player: Player, weapon: PlayerGun];
        playerRespawn: [player: Player];
        playerRotate: [player: Player, oldView: PlayerView, newView: PlayerView];
        playerStreakEnd: [player: Player, streakType: ShellStreak];
        playerStreakStart: [player: Player, streakType: ShellStreak];
        playerSwapWeapon: [player: Player, nowActive: number];
        playerSwitchTeam: [player: Player, oldTeam: Team, newTeam: Team];
        playerThrowGrenade: [
            player: Player,
            position: Position,
            dPosition: Position,
        ];
        playerZoneEnter: [player: Player];
        playerZoneLeave: [player: Player, leaveReason: ZoneLeaveReason];
        respawnDenied: [];
        rocketHit: [pos: Position, damage: number, blastRadius: number];
        selfShieldHit: [
            newShieldHealth: number,
            newPlayerHealth: number,
            dir: { dx: number; dz: number },
        ];
        selfShieldLost: [newPlayerHealth: number, dir: { dx: number; dz: number }];
        serverTick: [];
        spawnItem: [itemType: CollectType, itemPosition: Position, itemId: number];
    }
    Index

    Properties

    balanceUpdate: [oldBalance: number, newBalance: number]

    Called when the Bot's balance changes (getting a kill or KoTC win)

    botJoin: [botPlayer: Player]

    Called when the Bot joins the game and Bot.me can be used

    challengeComplete: [player: Player, challenge: Challenge]

    Called when a challenge the Bot has is completed while playing

    chat: [player: Player, message: string, flags: ChatFlag]

    Called when a player other than the bot sends a chat message

    clientTick: []

    Called every 33ms, when the client ticks and things like pathfinding, health, etc are updated

    close: [closeCode: number]

    Called when the connection to the game server closes

    gameForcePause: []

    Called when the game host forcibly pauses the game (i.e. through reset)

    gameOptionsChange: [oldOptions: GameOptions, newOptions: GameOptions]

    Called when a private game is joined, or when the options of a private game change

    gameReady: []

    Called when Bot.game has all of its data and is ready to use

    gameReset: []

    Called when the game host resets the game

    gameStateChange: [
        changes: | ObjectDiff<TeamsChanges>
        | ObjectDiff<SpatulaChanges>
        | ObjectDiff<KOTCChanges>,
    ]

    Called when the game's "state" changes. In Teams this is the "team score", in Spatula this is the spatula data (scores, spatula coords, etc), in KoTC this is anything involving the coop

    grenadeExplode: [item: number, pos: Position, damage: number, radius: number]

    Called when a grenade explodes

    packet: [packet: Uint8Array<ArrayBuffer>, freshCommIn: CommIn]

    Called when any packet is sent

    pathfindComplete: []

    Called when the current pathfinding task has been completed

    pathfindError: [error: PathfindError]

    Called if the current pathfinding task errored

    pingUpdate: [oldPing: number, newPing: number]

    Called when the bot's ping updates

    playerChangeCharacter: [
        player: Player,
        oldCharacter: PlayerCharacter,
        newCharacter: PlayerCharacter,
    ]

    Called when a player's "character/loadout" changes (hats, stamps, gun skins, etc)

    playerChangeGun: [player: Player, oldGunId: GunIds, newGunId: GunIds]

    Called when a player changes their selected gun

    playerCollectAmmo: [player: Player, weapon: PlayerGun, itemId: number]

    Called when a player collects an ammo pack that was dropped on the map

    playerCollectGrenade: [player: Player, itemId: number]

    Called when a player collects a grenade that was dropped on the map

    playerDamage: [player: Player, oldHp: number, newHp: number]

    Called when a player takes damage

    playerDeath: [killed: Player, killer: Player, killedSnapshot: PlayerSnapshot]

    Called when a player dies

    playerFire: [player: Player, weapon: PlayerGun, bullet: FiredBullet]

    Called when a player fires their weapon

    playerInfo: [player: Player, playerIP: string, playerDBId: string]

    (admin only) I forgot how to trigger this

    playerJoin: [player: Player]

    Called when the player joins the game; also called for every player in the game when the game is joined

    playerLeave: [player: Player]

    Called when a player leaves the game

    playerMelee: [player: Player]

    Called when a player melees

    playerMove: [player: Player, oldPosition: Position, newPosition: Position]

    Called when a player moves (X/Y/Z position only) every 100ms (aligns with BotEvents.playerRotate)

    playerPause: [player: Player]

    Called when a player pauses the game (like the esc key)

    playerReloadEnd: [player: Player, weapon: PlayerGun]

    Called when a player's gun finishes reloading

    playerReloadStart: [player: Player, weapon: PlayerGun]

    Called when a player starts reloading their gun

    playerRespawn: [player: Player]

    Called when a player respawns

    playerRotate: [player: Player, oldView: PlayerView, newView: PlayerView]

    Called when a player's view rotates (yaw/pitch only) every 100ms (aligns with BotEvents.playerMove)

    playerStreakEnd: [player: Player, streakType: ShellStreak]

    Called when a player ends a ShellStreak

    playerStreakStart: [player: Player, streakType: ShellStreak]

    Called when a player begins a ShellStreak

    playerSwapWeapon: [player: Player, nowActive: number]

    Called when a player swaps their primary/secondary weapon

    playerSwitchTeam: [player: Player, oldTeam: Team, newTeam: Team]

    Called when a player switches their Team

    playerThrowGrenade: [player: Player, position: Position, dPosition: Position]

    Called when a player throws a grenade

    playerZoneEnter: [player: Player]

    Called when a player enters the KoTC zone

    playerZoneLeave: [player: Player, leaveReason: ZoneLeaveReason]

    Called when a player leaves the KoTC zone

    respawnDenied: []

    Shouldn't ever be called, but indicates that respawn has been blocked (for some reason)

    rocketHit: [pos: Position, damage: number, blastRadius: number]

    Called when a rocket (from an RPEGG) explodes on the map

    selfShieldHit: [
        newShieldHealth: number,
        newPlayerHealth: number,
        dir: { dx: number; dz: number },
    ]

    Called when a the shield ShellStreak takes damage

    selfShieldLost: [newPlayerHealth: number, dir: { dx: number; dz: number }]

    Called when a the shield ShellStreak disappears (due to too much damage)

    serverTick: []

    Called when the server ticks (every 100ms), updates info about other players like position and syncs your movement

    spawnItem: [itemType: CollectType, itemPosition: Position, itemId: number]

    Called when an item collectible (ammo/grenade) spawns on the map