@callofduty/api
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1.3.5 • Public • Published

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Getting Started

Install the package:

# Using npm
npm i @callofduty/api
# Using yarn
yarn add @callofduty/api

After installation is complete, you will have access to the API library:

import API from '@callofduty/api'

Schemas

If you're using TypeScript, you'll notice that all API route responses are typed and that we offer interfaces for our standardized models, which can be found in the accompanying @callofduty/types. This separation is to allow API types as devDependencies on front-end clients without the need to accomodate the deprecated request package.

API Library

After creating the most comprehensive documentation for the official Call of Duty API, it was time to streamline this functionality into an NPM module that comes complete with TypeScript support right out of the box.

Authentication

Unless you are accessing the Public API Routes you must be authenticated for all transactions. To authenticate the API instance, you must pass the xsrf, sso, and atkn tokens to the constructor on instantiation or update an existing instance via API.UseTokens({ xsrf, sso, atkn }).

When authenticating a new user whose tokens are not yet saved, you must first instantiate the API instance without tokens as the the tokens are only returned after we login.

import API from '@callofduty/api'

// Step 1: Instantiate the API
const CallOfDutyAPI = new API()
// Step 2: Login with email + password (top-level await as shown below may not be available in your environment, wrap as necessary)
const { xsrf, sso, atkn } = await CallOfDutyAPI.Authorize('foo@bar.com', 'shhhhh!')
// Step 3: Update API instance and continue as an authenticated user
CallOfDutyAPI.UseTokens({ xsrf, sso, atkn })
// Step 4: Fetch the identity for this account to find username/platform for desired game
const { titleIdentities } = await CallOfDutyAPI.Identity()
// Step 5: Filter for game-specific profiles (we'll use MW and assume there is only one profile but multiple are supported)
const { username, platform } = titleIdentities.find(identity => identity.title === 'mw')

At this point you have authentication tokens (xsrf, sso, and atkn) in addition to a username and platform pair. These are the only inputs required in upcoming examples, so congratulations, you're good to go! For all proceeding examples we will assume we already have these variables defined.

Private Routes

Some functionality is only available for the user whose tokens are actively being used for authentication. In other words, you can only fetch private routes for yourself and cannot fetch this information for any players other than the currently authenticated user. It's worth mentioning that the above API.Identity() invocation relies on a private route as well, but you will most likely only need to use it for the purpose of identifying a newly authenticated user.

import API from '@callofduty/api'
// { xsrf, sso, atkn } are assumed to be defined already (see first example)
const CallOfDutyAPI = new API({ xsrf, sso, atkn })
// API.Accounts() - Get all platform profiles for this account
const { uno, xbl, psn, battle, steam } = await API.Accounts()
const { username } = uno // uno = activision, swap for other platforms as needed
// API.Friends() - Get all friend profiles for this account
const { uno, incomingInvitations, outgoingInvitations, blocked } = await API.Friends()
// uno is an array of friend profiles
for(const friend of uno) {
    const { username, platform, accountId, status: { online, curentTitleId } } = friend
    // ... do the things ...
}
// incomingInvitations and outgoingInvitations share the same schema as friends without currentTitleId
for(const stans of incomingInvitations) {
    const { username, platform, accountId, status: { online } } = friend
    // ... do the things ...
}

Protected Routes

Luckily, match and profile data can be fetched for any user given that we're already authenticated.

Profiles can be fetched for any user when provided with a username, platform, mode (wz or mp), and game (eg: mw) input.

import API from '@callofduty/api'
// { xsrf, sso, atkn } are assumed to be defined already (see first example)
const CallOfDutyAPI = new API({ xsrf, sso, atkn })
const profileData = await CallOfDutyAPI.Profile({ username: 'HusKerrs', platform: 'uno' }, 'wz', 'mw')

Fetching matches is also simple, it just requires the same username, platform, mode (wz or mp), and game (eg: mw) input to fetch the last 20 matches for any given player.

import API from '@callofduty/api'
// { xsrf, sso, atkn } are assumed to be defined already (see first example)
const CallOfDutyAPI = new API({ xsrf, sso, atkn })
const lastTwentyMatches = await CallOfDutyAPI.MatchHistory({ username: 'HusKerrs', platform: 'uno' }, 'wz', 'mw')

If you want to fetch more than the last 20 matches or want to fetch matches from a specific period of time, you can provide a millisecond timestamp to the next parameter at the end of the call signature.

import API from '@callofduty/api'
// { xsrf, sso, atkn } are assumed to be defined already (see first example)
const CallOfDutyAPI = new API({ xsrf, sso, atkn })
const millisecondTimestamp = new Date().getUTCMilliseconds()
const nextTwentyMatches = await CallOfDutyAPI.MatchHistory({ username: 'HusKerrs', platform: 'uno' }, 'wz', 'mw', millisecondTimestamp)

Match Events

Although this route only works for multiplayer (mp) games, it works without authentication and only requires a matchId and game (eg: mw) input. In exchange, it provides all data necessary to generate hotspot charts and retrive the universal account ID of any player in the game (which we can use to fetch their profile and matches and create an endless scraping scenario).

import API from '@callofduty/api'

const CallOfDutyAPI = new API()
const matchEvents = await CallOfDutyAPI.MatchEvents('16435623658620974427', 'mw')

Asset Library

Currently a work-in-progress, the goal of this library is to offer standardized models and comprehensive details for all in-game assets including maps, modes, weapons, killstreaks, and more.

import { Assets } from '@callofduty/assets'

Discovery + Findings

timePlayed - The amount of time you spend in the game after the pre-game lobby including the final cut-scene teamSurvivalTime - The amount of time your team was alive including gulag, down to the last player alive on the team

Assets & Resources

  1. Map, Mode, and Weapon names
  2. Heatmap data (MatchEvents)

Franchise Store:

https://my.callofduty.com/api/papi-client/loot/title/mw/platform/battle/list/loot_season_6/en https://my.callofduty.com/api/papi-client/loot/title/mw/platform/battle/gamer/Dan%2317890/status/en https://my.callofduty.com/api/papi-client/inventory/v1/title/mw/platform/battle/gamer/Dan%2317890/currency https://my.callofduty.com/api/papi-client/inventory/v1/title/mw/platform/battle/purchasable/gamer/Dan%2317890/en

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