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IPVGO: Support scripts playing against each other as each color on "No AI" boards (#1917)
This is a big change with a *lot* of moving parts. The largest part of it is enabling scripts to `playAsWhite` as a parameter to many Go functions. In the implementation, this involved a significant rewrite of `opponentNextTurn` promise handling. A number of other changes and bugfixes are included: * Fixes the issue where handicap stones are added on game load. * Better typing for error callbacks. * Throw errors instead of deadlocking on bad cheat usage. * Return always-resolved gameOver promise after game end * Added a new `resetStats` api function. --------- Co-authored-by: David Walker <d0sboots@gmail.com>
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@@ -63,18 +63,22 @@ export const GoHistoryPage = (): React.ReactElement => {
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<Table sx={{ display: "table", mb: 1, width: "100%" }}>
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<TableBody>
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<TableRow>
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<TableCell className={classes.cellNone}>Wins:</TableCell>
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<TableCell className={classes.cellNone}>
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Wins:{faction === GoOpponent.none ? " (Black / White)" : ""}
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</TableCell>
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<TableCell className={classes.cellNone}>
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{data.wins} / {data.losses + data.wins}
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</TableCell>
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</TableRow>
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<TableRow>
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<TableCell className={classes.cellNone}>Current winstreak:</TableCell>
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<TableCell className={classes.cellNone}>
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Current winstreak{faction === GoOpponent.none ? " for black" : ""}:
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</TableCell>
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<TableCell className={classes.cellNone}>{data.winStreak}</TableCell>
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</TableRow>
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<TableRow>
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<TableCell className={`${classes.cellNone} ${classes.cellBottomPadding}`}>
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Highest winstreak:
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Highest winstreak{faction === GoOpponent.none ? " for black" : ""}:
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</TableCell>
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<TableCell className={`${classes.cellNone} ${classes.cellBottomPadding}`}>
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{data.highestWinStreak}
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