DOCUMENTATION: Add GoAnalysis and GoCheat (#1548)

This commit is contained in:
catloversg
2024-08-06 03:42:19 +07:00
committed by GitHub
parent 9a77b47241
commit 180dae1d2c
17 changed files with 609 additions and 273 deletions

View File

@@ -4035,6 +4035,239 @@ type SimpleOpponentStats = {
bonusDescription: string;
};
/**
* Tools to analyze the IPvGO subnet.
*
* @public
*/
export interface GoAnalysis {
/**
* Shows if each point on the board is a valid move for the player.
*
* The true/false validity of each move can be retrieved via the X and Y coordinates of the move.
* `const validMoves = ns.go.analysis.getValidMoves();`
*
* `const moveIsValid = validMoves[x][y];`
*
* Note that the [0][0] point is shown on the bottom-left on the visual board (as is traditional), and each
* string represents a vertical column on the board. In other words, the printed example above can be understood to
* be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO subnet tab.
*
* @remarks
* RAM cost: 8 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*/
getValidMoves(): boolean[][];
/**
* Returns an ID for each point. All points that share an ID are part of the same network (or "chain"). Empty points
* are also given chain IDs to represent continuous empty space. Dead nodes are given the value `null.`
*
* The data from getChains() can be used with the data from getBoardState() to see which player (or empty) each chain is
*
* For example, a 5x5 board might look like this. There is a large chain #1 on the left side, smaller chains
* 2 and 3 on the right, and a large chain 0 taking up the center of the board.
* <pre lang="javascript">
* [
* [ 0,0,0,3,4],
* [ 1,0,0,3,3],
* [ 1,1,0,0,0],
* [null,1,0,2,2],
* [null,1,0,2,5],
* ]
* </pre>
* @remarks
* RAM cost: 16 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*
*/
getChains(): (number | null)[][];
/**
* Returns a number for each point, representing how many open nodes its network/chain is connected to.
* Empty nodes and dead nodes are shown as -1 liberties.
*
* For example, a 5x5 board might look like this. The chain in the top-left touches 5 total empty nodes, and the one
* in the center touches four. The group in the bottom-right only has one liberty; it is in danger of being captured!
*
* <pre lang="javascript">
* [
* [-1, 5,-1,-1, 2],
* [ 5, 5,-1,-1,-1],
* [-1,-1, 4,-1,-1],
* [ 3,-1,-1, 3, 1],
* [ 3,-1,-1, 3, 1],
* ]
* </pre>
*
* @remarks
* RAM cost: 16 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*/
getLiberties(): number[][];
/**
* Returns 'X', 'O', or '?' for each empty point to indicate which player controls that empty point.
* If no single player fully encircles the empty space, it is shown as contested with '?'.
* "#" are dead nodes that are not part of the subnet.
*
* Filled points of any color are indicated with '.'
*
* In this example, white encircles some space in the top-left, black encircles some in the top-right, and between their routers is contested space in the center:
*
* <pre lang="javascript">
* [
* "OO..?",
* "OO.?.",
* "O.?.X",
* ".?.XX",
* "?..X#",
* ]
* </pre>
*
* @remarks
* RAM cost: 16 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*/
getControlledEmptyNodes(): string[];
/**
* Displays the game history, captured nodes, and gained bonuses for each opponent you have played against.
*
* The details are keyed by opponent name, in this structure:
*
* <pre lang="javascript">
* {
* <OpponentName>: {
* wins: number,
* losses: number,
* winStreak: number,
* highestWinStreak: number,
* favor: number,
* bonusPercent: number,
* bonusDescription: string,
* }
* }
* </pre>
*
*/
getStats(): Partial<Record<GoOpponent, SimpleOpponentStats>>;
}
/**
* Illicit and dangerous IPvGO tools. Not for the faint of heart. Requires BitNode 14.2 to use.
*
* @public
*/
export interface GoCheat {
/**
* Returns your chance of successfully playing one of the special moves in the ns.go.cheat API.
* Scales with your crime success rate stat.
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 1 GB
* Requires BitNode 14.2 to use
*/
getCheatSuccessChance(): number;
/**
* Attempts to remove an existing router, leaving an empty node behind.
*
* Success chance can be seen via ns.go.getCheatSuccessChance()
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 8 GB
* Requires BitNode 14.2 to use
*
* @returns a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
*/
removeRouter(
x: number,
y: number,
): Promise<{
type: "move" | "pass" | "gameOver";
x: number | null;
y: number | null;
}>;
/**
* Attempts to place two routers at once on empty nodes. Note that this ignores other move restrictions, so you can
* suicide your own routers if they have no access to empty ports and do not capture any enemy routers.
*
* Success chance can be seen via ns.go.getCheatSuccessChance()
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 8 GB
* Requires BitNode 14.2 to use
*
* @returns a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
*/
playTwoMoves(
x1: number,
y1: number,
x2: number,
y2: number,
): Promise<{
type: "move" | "pass" | "gameOver";
x: number | null;
y: number | null;
}>;
/**
* Attempts to repair an offline node, leaving an empty playable node behind.
*
* Success chance can be seen via ns.go.getCheatSuccessChance()
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 8 GB
* Requires BitNode 14.2 to use
*
* @returns a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
*/
repairOfflineNode(
x: number,
y: number,
): Promise<{
type: "move" | "pass" | "gameOver";
x: number | null;
y: number | null;
}>;
/**
* Attempts to destroy an empty node, leaving an offline dead space that does not count as territory or
* provide open node access to adjacent routers.
*
* Success chance can be seen via ns.go.getCheatSuccessChance()
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 8 GB
* Requires BitNode 14.2 to use
*
* @returns a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
*/
destroyNode(
x: number,
y: number,
): Promise<{
type: "move" | "pass" | "gameOver";
x: number | null;
y: number | null;
}>;
}
/**
* IPvGO api
* @public
@@ -4180,231 +4413,12 @@ export interface Go {
/**
* Tools to analyze the IPvGO subnet.
*/
analysis: {
/**
* Shows if each point on the board is a valid move for the player.
*
* The true/false validity of each move can be retrieved via the X and Y coordinates of the move.
* `const validMoves = ns.go.analysis.getValidMoves();`
*
* `const moveIsValid = validMoves[x][y];`
*
* Note that the [0][0] point is shown on the bottom-left on the visual board (as is traditional), and each
* string represents a vertical column on the board. In other words, the printed example above can be understood to
* be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO subnet tab.
*
* @remarks
* RAM cost: 8 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*/
getValidMoves(): boolean[][];
/**
* Returns an ID for each point. All points that share an ID are part of the same network (or "chain"). Empty points
* are also given chain IDs to represent continuous empty space. Dead nodes are given the value `null.`
*
* The data from getChains() can be used with the data from getBoardState() to see which player (or empty) each chain is
*
* For example, a 5x5 board might look like this. There is a large chain #1 on the left side, smaller chains
* 2 and 3 on the right, and a large chain 0 taking up the center of the board.
* <pre lang="javascript">
* [
* [ 0,0,0,3,4],
* [ 1,0,0,3,3],
* [ 1,1,0,0,0],
* [null,1,0,2,2],
* [null,1,0,2,5],
* ]
* </pre>
* @remarks
* RAM cost: 16 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*
*/
getChains(): (number | null)[][];
/**
* Returns a number for each point, representing how many open nodes its network/chain is connected to.
* Empty nodes and dead nodes are shown as -1 liberties.
*
* For example, a 5x5 board might look like this. The chain in the top-left touches 5 total empty nodes, and the one
* in the center touches four. The group in the bottom-right only has one liberty; it is in danger of being captured!
*
* <pre lang="javascript">
* [
* [-1, 5,-1,-1, 2],
* [ 5, 5,-1,-1,-1],
* [-1,-1, 4,-1,-1],
* [ 3,-1,-1, 3, 1],
* [ 3,-1,-1, 3, 1],
* ]
* </pre>
*
* @remarks
* RAM cost: 16 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*/
getLiberties(): number[][];
/**
* Returns 'X', 'O', or '?' for each empty point to indicate which player controls that empty point.
* If no single player fully encircles the empty space, it is shown as contested with '?'.
* "#" are dead nodes that are not part of the subnet.
*
* Filled points of any color are indicated with '.'
*
* In this example, white encircles some space in the top-left, black encircles some in the top-right, and between their routers is contested space in the center:
*
* <pre lang="javascript">
* [
* "OO..?",
* "OO.?.",
* "O.?.X",
* ".?.XX",
* "?..X#",
* ]
* </pre>
*
* @remarks
* RAM cost: 16 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*/
getControlledEmptyNodes(): string[];
/**
* Displays the game history, captured nodes, and gained bonuses for each opponent you have played against.
*
* The details are keyed by opponent name, in this structure:
*
* <pre lang="javascript">
* {
* <OpponentName>: {
* wins: number,
* losses: number,
* winStreak: number,
* highestWinStreak: number,
* favor: number,
* bonusPercent: number,
* bonusDescription: string,
* }
* }
* </pre>
*
*/
getStats(): Partial<Record<GoOpponent, SimpleOpponentStats>>;
};
analysis: GoAnalysis;
/**
* Illicit and dangerous IPvGO tools. Not for the faint of heart. Requires BitNode 14.2 to use.
*/
cheat: {
/**
* Returns your chance of successfully playing one of the special moves in the ns.go.cheat API.
* Scales with your crime success rate stat.
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 1 GB
* Requires BitNode 14.2 to use
*/
getCheatSuccessChance(): number;
/**
* Attempts to remove an existing router, leaving an empty node behind.
*
* Success chance can be seen via ns.go.getCheatSuccessChance()
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 8 GB
* Requires BitNode 14.2 to use
*
* @returns a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
*/
removeRouter(
x: number,
y: number,
): Promise<{
type: "move" | "pass" | "gameOver";
x: number | null;
y: number | null;
}>;
/**
* Attempts to place two routers at once on empty nodes. Note that this ignores other move restrictions, so you can
* suicide your own routers if they have no access to empty ports and do not capture any enemy routers.
*
* Success chance can be seen via ns.go.getCheatSuccessChance()
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 8 GB
* Requires BitNode 14.2 to use
*
* @returns a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
*/
playTwoMoves(
x1: number,
y1: number,
x2: number,
y2: number,
): Promise<{
type: "move" | "pass" | "gameOver";
x: number | null;
y: number | null;
}>;
/**
* Attempts to repair an offline node, leaving an empty playable node behind.
*
* Success chance can be seen via ns.go.getCheatSuccessChance()
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 8 GB
* Requires BitNode 14.2 to use
*
* @returns a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
*/
repairOfflineNode(
x: number,
y: number,
): Promise<{
type: "move" | "pass" | "gameOver";
x: number | null;
y: number | null;
}>;
/**
* Attempts to destroy an empty node, leaving an offline dead space that does not count as territory or
* provide open node access to adjacent routers.
*
* Success chance can be seen via ns.go.getCheatSuccessChance()
*
* Warning: if you fail to play a cheat move, your turn will be skipped. After your first cheat attempt, if you fail, there is a
* small (~10%) chance you will instantly be ejected from the subnet.
*
* @remarks
* RAM cost: 8 GB
* Requires BitNode 14.2 to use
*
* @returns a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
*/
destroyNode(
x: number,
y: number,
): Promise<{
type: "move" | "pass" | "gameOver";
x: number | null;
y: number | null;
}>;
};
cheat: GoCheat;
}
/**