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IPVGO: Add optional board state argument to the go analysis functions (#1716)
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@@ -1,9 +1,16 @@
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import { Play, SimpleBoard, SimpleOpponentStats } from "../Types";
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import { Board, BoardState, Play, SimpleBoard, SimpleOpponentStats } from "../Types";
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import { Player } from "@player";
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import { AugmentationName, GoColor, GoOpponent, GoPlayType, GoValidity } from "@enums";
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import { Go, GoEvents } from "../Go";
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import { getNewBoardState, makeMove, passTurn, updateCaptures, updateChains } from "../boardState/boardState";
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import {
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getNewBoardState,
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getNewBoardStateFromSimpleBoard,
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makeMove,
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passTurn,
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updateCaptures,
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updateChains,
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} from "../boardState/boardState";
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import { makeAIMove, resetAI } from "../boardAnalysis/goAI";
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import {
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evaluateIfMoveIsValid,
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@@ -150,8 +157,8 @@ export async function getOpponentNextMove(logOpponentMove = true, logger: (s: st
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/**
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* Returns a grid of booleans indicating if the coordinates at that location are a valid move for the player (black pieces)
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*/
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export function getValidMoves() {
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const boardState = Go.currentGame;
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export function getValidMoves(_boardState?: BoardState) {
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const boardState = _boardState || Go.currentGame;
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// Map the board matrix into true/false values
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return boardState.board.map((column, x) =>
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column.reduce((validityArray: boolean[], point, y) => {
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@@ -165,10 +172,11 @@ export function getValidMoves() {
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/**
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* Returns a grid with an ID for each contiguous chain of same-state nodes (excluding dead/offline nodes)
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*/
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export function getChains() {
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export function getChains(_board?: Board) {
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const board = _board || Go.currentGame.board;
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const chains: string[] = [];
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// Turn the internal chain IDs into nice consecutive numbers for display to the player
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return Go.currentGame.board.map((column) =>
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return board.map((column) =>
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column.reduce((chainIdArray: (number | null)[], point) => {
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if (!point) {
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chainIdArray.push(null);
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@@ -186,8 +194,9 @@ export function getChains() {
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/**
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* Returns a grid of numbers representing the number of open-node connections each player-owned chain has.
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*/
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export function getLiberties() {
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return Go.currentGame.board.map((column) =>
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export function getLiberties(_board?: Board) {
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const board = _board || Go.currentGame.board;
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return board.map((column) =>
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column.reduce((libertyArray: number[], point) => {
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libertyArray.push(point?.liberties?.length || -1);
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return libertyArray;
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@@ -198,8 +207,8 @@ export function getLiberties() {
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/**
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* Returns a grid indicating which player, if any, controls the empty nodes by fully encircling it with their routers
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*/
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export function getControlledEmptyNodes() {
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const board = Go.currentGame.board;
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export function getControlledEmptyNodes(_board?: Board) {
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const board = _board || Go.currentGame.board;
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const controlled = getControlledSpace(board);
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return controlled.map((column, x: number) =>
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column.reduce((ownedPoints: string, owner: GoColor, y: number) => {
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@@ -322,6 +331,66 @@ export function getStats() {
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return statDetails;
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}
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const boardValidity = {
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valid: "",
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badShape: "Invalid boardState: Board must be a square",
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badType: "Invalid boardState: Board must be an array of strings",
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badSize: "Invalid boardState: Board must be 5, 7, 9, 13, or 19 in size",
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badCharacters:
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'Invalid board state: unknown characters found. "X" represents black pieces, "O" white, "." empty points, and "#" offline nodes.',
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failedToCreateBoard: "Invalid board state: Failed to create board",
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} as const;
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/**
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* Validate the given SimpleBoard and prior board state (if present) and turn it into a full BoardState with updated analytics
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*/
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export function validateBoardState(
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error: (s: string) => void,
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_boardState?: unknown,
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_priorBoardState?: unknown,
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): BoardState | undefined {
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const simpleBoard = getSimpleBoardFromUnknown(error, _boardState);
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const priorSimpleBoard = getSimpleBoardFromUnknown(error, _priorBoardState);
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if (!_boardState || !simpleBoard) {
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return undefined;
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}
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try {
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return getNewBoardStateFromSimpleBoard(simpleBoard, priorSimpleBoard);
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} catch (e) {
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error(boardValidity.failedToCreateBoard);
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}
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}
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/**
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* Check that the given boardState is a valid SimpleBoard, and return it if it is.
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*/
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function getSimpleBoardFromUnknown(error: (arg0: string) => void, _boardState: unknown): SimpleBoard | undefined {
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if (!_boardState) {
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return undefined;
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}
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if (!Array.isArray(_boardState)) {
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error(boardValidity.badType);
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}
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if ((_boardState as unknown[]).find((row) => typeof row !== "string")) {
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error(boardValidity.badType);
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}
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const boardState = _boardState as string[];
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if (boardState.find((row) => row.length !== boardState.length)) {
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error(boardValidity.badShape);
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}
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if (![5, 7, 9, 13, 19].includes(boardState.length)) {
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error(boardValidity.badSize);
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}
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if (boardState.find((row) => row.match(/[^XO#.]/))) {
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error(boardValidity.badCharacters);
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}
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return boardState as SimpleBoard;
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}
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/** Validate singularity access by throwing an error if the player does not have access. */
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export function checkCheatApiAccess(error: (s: string) => void): void {
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const hasSourceFile = Player.activeSourceFileLvl(14) > 1;
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