pyogame
OGame is a browser-based, money-management and space-war themed massively multiplayer online browser game with over two million accounts.
This lib is supposed to help write scripts and bots for your needs.
it supports ogame_version: 8.4.0
version 22
install
pip install ogame
update
pip install ogame==8.4.0.22
dont want to wait for new updates download direct from the develop branch
pip install git+https://github.com/alaingilbert/pyogame.git@develop
get started
Discord
You wanna try a finished bot
functions
login
from ogame import OGame from ogame.constants import destination, coordinates, ships, mission, speed, buildings, status empire = OGame(UNI, USER, PASSWORD) #optional empire = OGame(UNI, USER, PASSWORD, user_agent='NCSA_Mosaic/2.0 (Windows 3.1)', proxy='https://proxy.com:port', language='us' )
test
This is a command that will try to run all functions with parameters. empire.test() returns bool If this lib is running for long time it is recommended to test it during run time. If it fails you can set up a telegram message. A test creates alot of traffic if not empire.test(): raise RuntimeWarning("Pyogame test failed, there are functions that dont work anymore. Be Careful") # warn the User
get attacked
empire.attacked() returns bool
get neutral
empire.neutral() returns bool
get friendly
empire.friendly() returns bool
get server (universe)
server = empire.server() server.version returns str server.Speed.universe returns int server.Speed.fleet returns int server.Donut.galaxy returns bool server.Donut.system returns bool
get characterclass
Get the class of your Ogame Account['miner', 'explorer', 'warrior', 'none] empire.character_class() return string
get rank
empire.rank() return int
get planet id's
empire.planet_ids() returns list empire.id_by_planet_name('name') returns int empire.name_by_planet_id(id) return string empire.planet_names() returns list
get moon id's
empire.moon_ids() returns list empire.moon_names() returns list **keep in mind to prefer planets id's moon id dont works on every function**
abandon planet
empire.abandon_planet(id) returns bool ** keep in mind that this is truly final, that no more fleets are needed at the departure or destination of this planet and that there is no construction or research underway on it.
rename planet
empire.rename_planet(id,'new_name') returns bool ** keep in mind that the name must contain at least two characters **
coordinates
coordinates have the format [galaxy, system, position, destination] destination is referred to planet moon or debris on that coordinate planet=1 debris=2 moon=3 for example [1,200,16,3] = galaxy=1, system=200, position=16, destination=3 for moon with from ogame.constants import destination the process is much more readable. when you dont give it an destination it will default to planet returns list
from ogame.constants import coordinates, destination
pos = coordinates(
galaxy=1,
system=2,
position=12,
dest=destination.debris
)
coordinates(1, 2, 12, destination.moon)
coordinates(1, 2, 12, destination.debris)
coordinates(1, 2, 12, destination.planet) or coordinates(1, 2, 12)
get slot celestials
returns how many planet slots are free to colonize
slot = empire.slot_celestial() returns class slot.free returns int slot.total returns int
get celestial
works with planet's and moon's
celestial = empire.celestial(id) returns class celestial.temperature returns list celestial.diameter returns int celestial.coordinates returns list celestial.used return int celestial.total return int celestial.free return int
get celestial coordinates
works with planet's and moon's
empire.celestial_coordinates(id) returns list
get celestial queue
get research, building and shipyard construction time works with planet's and moon's
empire.celestial_queue(id) returns list queue = empire.celestial_queue(id) queue.list returns list queue.research returns datetime queue.buildings returns datetime queue.shipyard returns datetime
resources
resources have the format [metal, crystal, deuterium] darkmatter & energy are irrelevant, because you cant transport these. It is used for transport and market functions from ogame.constants import resources res = resources(metal=1, crystal=2, deuterium=3) [1, 2, 3]
get resources
empire.resources(id) returns class(object) res = empire.resources(id) res.resources returns resources res.day_production returns resources res.storage returns resources res.darkmatter returns int res.energy returns int res.metal returns int res.crystal returns int res.deuterium returns int
get/set resources settings
empire.resources_settings(id) returns class(object) empire.resources_settings(id, settings) returns class(object) settings = empire.resources_settings(id, settings) settings.list returns list settings.metal_mine returns int settings.crystal_mine returns int settings.deuterium_mine returns int settings.solar_plant returns int settings.fusion_plant returns int settings.solar_satellite returns int settings.crawler returns int
settings = empire.resources_settings(id)
print(
settings.list,
settings.metal_mine,
settings.crystal_mine,
settings.deuterium_mine,
settings.solar_plant,
settings.fusion_plant,
settings.solar_satellite,
settings.crawler
)
settings = empire.resources_settings(id,
settings={
buildings.metal_mine: speed.max,
buildings.crystal_mine: speed.min,
buildings.fusion_plant: 0,
buildings.solar_satellite: speed._50,
}
)
print(settings.list)
get prices
get prices of buildings or ships. Level is mandatory if you pass buildings that exist only once like mines.
from ogame.constants import price price(technology, level) return resources price(buildings.metal_mine, level=14)) price(ships.deathstar(100))
get supply
empire.supply(id) returns class(object) sup = empire.supply(id) sup.metal_mine.level returns int sup.metal_mine.is_possible returns bool (possible to build) sup.metal_mine.in_construction returns bool sup.crystal_mine sup.deuterium_mine sup.solar_plant sup.fusion_plant sup.metal_storage sup.crystal_storage sup.deuterium_storage returns class(object)
get facilities
empire.facilities(id) returns class(object) fac = empire.facilities(id) fac.robotics_factory.level returns int fac.robotics_factory.is_possible returns bool (possible to build) fac.robotics_factory.in_construction returns bool fac.shipyard fac.research_laboratory fac.alliance_depot fac.missile_silo fac.nanite_factory fac.terraformer fac.repair_dock
get moon facilities
empire.moon_facilities(id) returns class(object) fac = empire.moon_facilities(id) fac.robotics_factory.level returns int fac.robotics_factory.is_possible returns bool (possible to build) fac.robotics_factory.in_construction returns bool fac.shipyard fac.moon_base fac.sensor_phalanx fac.jump_gate
get traider
empire.traider(id) returns Exception("function not implemented yet PLS contribute")
get research
empire.research(id) returns class(object) res = empire.research(id) res.energy.level res.energy.is_possible res.energy.in_construction res.laser res.ion res.hyperspace res.plasma res.combustion_drive res.impulse_drive res.hyperspace_drive res.espionage res.computer res.astrophysics res.research_network res.graviton res.weapons res.shielding res.armor
get ships
empire.ships(id) returns class(object) shi = empire.ships(id) shi.light_fighter.amount shi.light_fighter.is_possible shi.light_fighter.in_construction shi.heavy_fighter shi.cruiser shi.battleship shi.interceptor shi.bomber shi.destroyer shi.deathstar shi.reaper shi.explorer shi.small_transporter shi.large_transporter shi.colonyShip shi.recycler shi.espionage_probe shi.solarSatellite shi.crawler
get defences
empire.defences(id) returns class(object) def = empire.defences(id) def.rocket_launcher.amount def.rocket_launcher.is_possible def.rocket_launcher.in_construction def.laser_cannon_light def.laser_cannon_heavy def.gauss_cannon def.ion_cannon def.plasma_cannon def.shield_dome_small def.shield_dome_large def.missile_interceptor def.missile_interplanetary
get galaxy
empire.galaxy(coordinates) returns list of class(object)
for planet in empire.galaxy(coordinates(randint(1,6), randint(1,499))):
print(planet.list)
print(planet.name, planet.position, planet.player, planet.player_id, planet.rank, planet.status, planet.moon)
if status.inactive in planet.status and status.vacation not in planet.status:
#Farm Inactive
get debris in galaxy
empire.galaxy_debris(coordinates) returns list of class(object) or use planet coordinates to get only the target debris empire.galaxy_debris(planet_coordinates) returns class(object) pos = empire.galaxy_debris(planet_coordinates) pos.list returns list pos.position returns list pos.has_debris returns bool pos.resources returns list pos.metal returns int pos.crystal returns int pos.deuterium returns int
for position in empire.galaxy_debris(coordinates(1, 20)):
print(position.list)
print(position.position, position.has_debris, position.resources, position.metal, position.crystal, position.deuterium)
if position.has_debris:
# Can send recyclers
position = empire.galaxy_debris(coordinates(1, 20, 12))
print(position.list)
print(position.position, position.has_debris, position.resources, position.metal, position.crystal, position.deuterium)
if position.has_debris:
# Can send recyclers
get ally
Returns your current Ally name None if you didnt join one yet empire.ally() returns list
get officers
officers = empire.officers() officers.commander returns bool officers.admiral returns bool officers.engineer returns bool officers.geologist returns bool officers.technocrat returns bool
get shop
empire.shop() returns Exception("function not implemented yet PLS contribute")
get slot
Get the actual free and total Fleet slots you have available
slot = empire.slot_fleet()
slot.fleet.total returns int
slot.fleet.free returns int
slot.expedition.total returns int
slot.expedition.free returns int
get fleet
empire.fleet() returns list of class(object)
for fleet in empire.fleet():
if fleet.mission == mission.expedition:
print(fleet.list)
print(
fleet.id,
fleet.mission,
fleet.diplomacy,
fleet.player,
fleet.player_id,
fleet.returns,
fleet.arrival,
fleet.origin,
fleet.destination
)
get hostile fleet
empire.hostile_fleet() returns list of class(object)
for fleet in empire.hostile_fleet():
print(fleet.list)
get friendly fleet
empire.hostile_fleet() returns list of class(object)
for fleet in empire.friendly_fleet():
print(fleet.list)
get phalanx
~~Dangereous!!! it gets you banned when not valid empire.phalanx(coordinates, id) returns list of class(object)~~
for fleet in empire.phalanx(moon_id, coordinates(2, 410, 7)):
if fleet.mission == mission.expedition:
print(fleet.list)
print(fleet.id, fleet.mission, fleet.returns, fleet.arrival, fleet.origin, fleet.destination)
get spyreports
empire.spyreports() returns list of class(object) empire.spyreports(firstpage=1, lastpage=30) returns list of class(object) reports = empire.spyreports() report = reports[0] report.name returns str report.position returns list report.moon returns bool report.datetime returns str report.metal returns int report.crystal returns int report.deuterium returns int report.fleet returns dict report.defenses returns dict report.buildings returns dict report.research returns dict report.api returns str report.list returns list
for report in empire.spyreports():
print(report.list)
send fleet (for both version 7.6 and 8.0.0)
from ogame.constants import coordinates, mission, speed, fleet
empire.send_fleet(mission=mission.expedition,
id=id,
where=coordinates(1, 12, 16),
ships=fleet(light_fighter=12, bomber=1, cruiser=100),
resources=[0, 0, 0], # optional default no resources
speed=speed.max, # optional default speed.max
holdingtime=2) # optional default 0 will be needed by expeditions
returns bool
return fleet
empire.return_fleet(fleet_id): returns bool You can't return hostile Fleets :p use the friendly fleet function to avoid confusion. True if the Fleet you want to return is possible to retreat
send message
empire.send_message(player_id, msg) returns bool
build
Buildings
from ogame.constants import buildings
empire.build(what=buildings.alliance_depot,
id=id)
buildings.metal_mine
buildings.crystal_mine
buildings.deuterium_mine
buildings.solar_plant
buildings.fusion_plant
buildings.solar_satellite(int)
buildings.crawler(int)
buildings.metal_storage
buildings.crystal_storage
buildings.deuterium_storage
buildings.robotics_factory
buildings.shipyard
buildings.research_laboratory
buildings.alliance_depot
buildings.missile_silo
buildings.nanite_factory
buildings.terraformer
buildings.repair_dock
empire.build(what=buildings.rocket_launcher(10),
id=id)
buildings.rocket_launcher(int)
buildings.laser_cannon_light(int)
buildings.laser_cannon_heavy(int)
buildings.gauss_cannon(int)
buildings.ion_cannon(int)
buildings.plasma_cannon(int)
buildings.shield_dome_small(int)
buildings.shield_dome_large(int)
buildings.missile_interceptor(int)
buildings.missile_interplanetary(int)
buildings.moon_base
buildings.sensor_phalanx
buildings.jump_gate
Ships
from ogame.constants import ships
empire.build(what=ships.bomber(10),
id=id)
ships.light_fighter(int)
ships.heavy_fighter(int)
ships.cruiser(int)
ships.battleship(int)
ships.interceptor(int)
ships.bomber(int)
ships.destroyer(int)
ships.deathstar(int)
ships.reaper(int)
ships.explorer(int)
ships.small_transporter(int)
ships.large_transporter(int)
ships.colonyShip(int)
ships.recycler(int)
ships.espionage_probe(int)
returns None
do research
from ogame.constants import research
empire.build(what=research.energy,
id=id)
research.energy
research.laser
research.ion
research.hyperspace
research.plasma
research.combustion_drive
research.impulse_drive
research.hyperspace_drive
research.espionage
research.computer
research.astrophysics
research.research_network
research.graviton
research.weapons
research.shielding
research.armor
returns None
deconstruct
from ogame.constants import buildings
empire.deconstruct(what=buildings.metal_mine,
id=id)
buildings.metal_mine
buildings.crystal_mine
buildings.deuterium_mine
buildings.solar_plant
buildings.fusion_plant
buildings.metal_storage
buildings.crystal_storage
buildings.deuterium_storage
buildings.robotics_factory
buildings.shipyard
buildings.research_laboratory
buildings.missile_silo
buildings.nanite_factory
buildings.sensor_phalanx
buildings.jump_gate
returns None
cancel building and research progress
Buildings
If you need to cancel the construction or deconstruction of a building empire.cancel_building(id) returns None
Research
If you need to cancel the current ongoing research empire.cancel_research(id) returns None
collect rubble field
this will collect your rubble field at the planet id. empire.collect_rubble_field(id) returns None
im i still loged In?
empire.is_logged_in() returns Bool
relogin
empire.relogin() returns Bool switch universes with the same login empire.relogin('UNI')
keep going
If you are running code for long time you can decorate it with the keep going Decorator. If the function gets logged out it will try to relogin and continuing execution.
@empire.keep_going
def run():
while True:
print(empire.attacked())
time.sleep(1)
logout
empire.logout() returns Bool