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IPVGO: correctly initialize board from save when there are no prior moves (#1995)
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@@ -111,7 +111,8 @@ function loadCurrentGame(currentGame: unknown): BoardState | string {
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? Math.max(0, currentGame.cheatCountForWhite || 0)
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? Math.max(0, currentGame.cheatCountForWhite || 0)
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: 0;
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: 0;
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if (!isInteger(currentGame.passCount) || currentGame.passCount < 0) return "invalid number for currentGame.passCount";
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if (!isInteger(currentGame.passCount) || currentGame.passCount < 0) return "invalid number for currentGame.passCount";
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const previousBoards = typeof currentGame.previousBoard === "string" ? [currentGame.previousBoard] : [];
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const previousBoards =
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currentGame.previousBoard && typeof currentGame.previousBoard === "string" ? [currentGame.previousBoard] : [];
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const boardState = boardStateFromSimpleBoard(board, ai);
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const boardState = boardStateFromSimpleBoard(board, ai);
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boardState.previousPlayer = previousPlayer;
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boardState.previousPlayer = previousPlayer;
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@@ -403,7 +403,9 @@ async function getIlluminatiPriorityMove(moves: MoveOptions, rng: number): Promi
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return moves.corner()?.point ?? null;
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return moves.corner()?.point ?? null;
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}
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}
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const hasMoves = [moves.eyeMove(), moves.eyeBlock(), moves.growth(), moves.defend, surround].filter((m) => m).length;
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const hasMoves = [moves.eyeMove(), moves.eyeBlock(), moves.growth(), moves.defend(), surround].filter(
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(m) => m,
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).length;
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const usePattern = rng > 0.25 || !hasMoves;
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const usePattern = rng > 0.25 || !hasMoves;
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if ((await moves.pattern()) && usePattern) {
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if ((await moves.pattern()) && usePattern) {
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