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bitburner-src/markdown/bitburner.go.opponentnextturn.md
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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

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[Home](./index.md) &gt; [bitburner](./bitburner.md) &gt; [Go](./bitburner.go.md) &gt; [opponentNextTurn](./bitburner.go.opponentnextturn.md)
## Go.opponentNextTurn() method
Returns a promise that resolves with the success or failure state of your last move, and the AI's response, if applicable. x:0 y:0 represents the bottom-left corner of the board in the UI.
**Signature:**
```typescript
opponentNextTurn(
logOpponentMove?: boolean,
playAsWhite = false,
): Promise<{
type: "move" | "pass" | "gameOver";
x: number | null;
y: number | null;
}>;
```
## Parameters
| Parameter | Type | Description |
| --- | --- | --- |
| logOpponentMove | boolean | _(Optional)_ optional, defaults to true. if false prevents logging opponent move |
| playAsWhite | (not declared) | _(Optional)_ optional. If true, waits to get the next move the black player makes. Intended to be used when playing as white when the opponent is set to "No AI" |
**Returns:**
Promise&lt;{ type: "move" \| "pass" \| "gameOver"; x: number \| null; y: number \| null; }&gt;
a promise that contains if your last move was valid and successful, the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
## Remarks
RAM cost: 0 GB