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bitburner-src/markdown/bitburner.go.passturn.md
Michael Ficocelli c8d2c9f769 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.

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Co-authored-by: David Walker <d0sboots@gmail.com>
2025-02-02 20:47:16 -08:00

1.3 KiB

Home > bitburner > Go > passTurn

Go.passTurn() method

Pass the player's turn rather than making a move, and await the opponent's response. This ends the game if the opponent passed on the previous turn, or if the opponent passes on their following turn.

This can also be used if you pick up the game in a state where the opponent needs to play next. For example: if BitBurner was closed while waiting for the opponent to make a move, you may need to call passTurn() to get them to play their move on game start.

passAsWhite is optional, and attempts to pass while playing as the white player. Only can be used when playing against "No AI".

Signature:

passTurn(passAsWhite = false): Promise<{
    type: "move" | "pass" | "gameOver";
    x: number | null;
    y: number | null;
  }>;

Parameters

Parameter Type Description
passAsWhite (not declared) (Optional)

Returns:

Promise<{ type: "move" | "pass" | "gameOver"; x: number | null; y: number | null; }>

a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended

Remarks

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