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c8d2c9f769
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>
39 lines
1.3 KiB
Markdown
39 lines
1.3 KiB
Markdown
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[Home](./index.md) > [bitburner](./bitburner.md) > [Go](./bitburner.go.md) > [passTurn](./bitburner.go.passturn.md)
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## Go.passTurn() method
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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.
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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.
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passAsWhite is optional, and attempts to pass while playing as the white player. Only can be used when playing against "No AI".
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**Signature:**
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```typescript
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passTurn(passAsWhite = false): Promise<{
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type: "move" | "pass" | "gameOver";
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x: number | null;
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y: number | null;
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}>;
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```
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## Parameters
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| Parameter | Type | Description |
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| --- | --- | --- |
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| passAsWhite | (not declared) | _(Optional)_ |
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**Returns:**
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Promise<{ type: "move" \| "pass" \| "gameOver"; x: number \| null; y: number \| null; }>
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a promise that contains the opponent move's x and y coordinates (or pass) in response, or an indication if the game has ended
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## Remarks
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RAM cost: 0 GB
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