Files
bitburner-src/src/Go/effects/netscriptGoImplementation.ts
Michael Ficocelli b53c35126e IPVGO: Provide API for getting game stats per opponent (#1255)
Give users access to wins, losses, stat bonuses, and favor gained
2024-05-10 01:57:03 -07:00

564 lines
18 KiB
TypeScript

import { BoardState, Play, SimpleOpponentStats } from "../Types";
import { Player } from "@player";
import { AugmentationName, GoColor, GoOpponent, GoPlayType, GoValidity } from "@enums";
import { Go, GoEvents } from "../Go";
import { getMove, sleep } from "../boardAnalysis/goAI";
import { getNewBoardState, makeMove, passTurn, updateCaptures, updateChains } from "../boardState/boardState";
import {
evaluateIfMoveIsValid,
getColorOnSimpleBoard,
getControlledSpace,
simpleBoardFromBoard,
} from "../boardAnalysis/boardAnalysis";
import { getOpponentStats, getScore, resetWinstreak } from "../boardAnalysis/scoring";
import { WHRNG } from "../../Casino/RNG";
import { getRecordKeys } from "../../Types/Record";
import { CalculateEffect, getEffectTypeForFaction } from "./effect";
/**
* Check the move based on the current settings
*/
export function validateMove(error: (s: string) => void, x: number, y: number, methodName = "", settings = {}) {
const check = {
emptyNode: true,
requireNonEmptyNode: false,
repeat: true,
onlineNode: true,
requireOfflineNode: false,
suicide: true,
...settings,
};
const boardSize = Go.currentGame.board.length;
if (x < 0 || x >= boardSize) {
error(`Invalid column number (x = ${x}), column must be a number 0 through ${boardSize - 1}`);
}
if (y < 0 || y >= boardSize) {
error(`Invalid row number (y = ${y}), row must be a number 0 through ${boardSize - 1}`);
}
const moveString = `${methodName} ${x},${y}: `;
validateTurn(error, moveString);
const validity = evaluateIfMoveIsValid(Go.currentGame, x, y, GoColor.black);
const point = Go.currentGame.board[x][y];
if (!point && check.onlineNode) {
error(
`The node ${x},${y} is offline, so you cannot ${
methodName === "removeRouter"
? "clear this point with removeRouter()"
: methodName === "destroyNode"
? "destroy the node. (Attempted to destroyNode)"
: "place a router there"
}.`,
);
}
if (validity === GoValidity.noSuicide && check.suicide) {
error(
`${moveString} ${validity}. That point has no neighboring empty nodes, and is not connected to a network with access to empty nodes, meaning it would be instantly captured if played there.`,
);
}
if (validity === GoValidity.boardRepeated && check.repeat) {
error(
`${moveString} ${validity}. That move would repeat the previous board state, which is illegal as it leads to infinite loops.`,
);
}
if (point?.color !== GoColor.empty && check.emptyNode) {
error(
`The point ${x},${y} is occupied by a router, so you cannot ${
methodName === "destroyNode" ? "destroy this node. (Attempted to destroyNode)" : "place a router there"
}`,
);
}
if (point?.color === GoColor.empty && check.requireNonEmptyNode) {
error(`The point ${x},${y} does not have a router on it, so you cannot clear this point with removeRouter().`);
}
if (point && check.requireOfflineNode) {
error(`The node ${x},${y} is not offline, so you cannot repair the node.`);
}
}
export function validateTurn(error: (s: string) => void, moveString = "") {
if (Go.currentGame.previousPlayer === GoColor.black) {
error(
`${moveString} ${GoValidity.notYourTurn}. Do you have multiple scripts running, or did you forget to await makeMove() or opponentNextTurn()`,
);
}
if (Go.currentGame.previousPlayer === null) {
error(
`${moveString} ${GoValidity.gameOver}. You cannot make more moves. Start a new game using resetBoardState().`,
);
}
}
/**
* Pass player's turn and await the opponent's response (or logs the end of the game if both players pass)
*/
export async function handlePassTurn(logger: (s: string) => void) {
passTurn(Go.currentGame, GoColor.black);
logger("Go turn passed.");
if (Go.currentGame.previousPlayer === null) {
logEndGame(logger);
return getOpponentNextMove(false, logger);
} else {
return getAIMove(Go.currentGame);
}
}
/**
* Validates and applies the player's router placement
*/
export async function makePlayerMove(logger: (s: string) => void, error: (s: string) => void, x: number, y: number) {
const boardState = Go.currentGame;
const validity = evaluateIfMoveIsValid(boardState, x, y, GoColor.black);
const moveWasMade = makeMove(boardState, x, y, GoColor.black);
if (validity !== GoValidity.valid || !moveWasMade) {
error(`Invalid move: ${x} ${y}. ${validity}.`);
}
GoEvents.emit();
logger(`Go move played: ${x}, ${y}`);
return getAIMove(boardState);
}
/**
Returns the promise that provides the opponent's move, once it finishes thinking.
*/
export async function getOpponentNextMove(logOpponentMove = true, logger: (s: string) => void) {
// Handle the case where Go.nextTurn isn't populated yet
if (!Go.nextTurn) {
const previousMove = getPreviousMove();
const type =
Go.currentGame.previousPlayer === null ? GoPlayType.gameOver : previousMove ? GoPlayType.move : GoPlayType.pass;
Go.nextTurn = Promise.resolve({
type,
x: previousMove?.[0] ?? null,
y: previousMove?.[1] ?? null,
});
}
// Only asynchronously log the opponent move if not disabled by the player
if (logOpponentMove) {
return Go.nextTurn.then((move) => {
if (move.type === GoPlayType.gameOver) {
logEndGame(logger);
} else if (move.type === GoPlayType.pass) {
logger(`Opponent passed their turn. You can end the game by passing as well.`);
} else if (move.type === GoPlayType.move) {
logger(`Opponent played move: ${move.x}, ${move.y}`);
}
return move;
});
}
return Go.nextTurn;
}
/**
* Retrieves a move from the current faction in response to the player's move
*/
export async function getAIMove(boardState: BoardState): Promise<Play> {
let resolve: (value: Play) => void;
Go.nextTurn = new Promise<Play>((res) => {
resolve = res;
});
getMove(boardState, GoColor.white, Go.currentGame.ai).then(async (result) => {
if (result.type === GoPlayType.pass) {
passTurn(Go.currentGame, GoColor.white);
}
// If there is no move to apply, simply return the result
if (boardState !== Go.currentGame || result.type !== GoPlayType.move || result.x === null || result.y === null) {
return resolve(result);
}
await sleep(400);
const aiUpdatedBoard = makeMove(boardState, result.x, result.y, GoColor.white);
// Handle the AI breaking. This shouldn't ever happen.
if (!aiUpdatedBoard) {
boardState.previousPlayer = GoColor.white;
console.error(`Invalid AI move attempted: ${result.x}, ${result.y}. This should not happen.`);
GoEvents.emit();
return resolve(result);
}
await sleep(300);
GoEvents.emit();
resolve(result);
});
return Go.nextTurn;
}
/**
* Returns a grid of booleans indicating if the coordinates at that location are a valid move for the player (black pieces)
*/
export function getValidMoves() {
const boardState = Go.currentGame;
// Map the board matrix into true/false values
return boardState.board.map((column, x) =>
column.reduce((validityArray: boolean[], point, y) => {
const isValid = evaluateIfMoveIsValid(boardState, x, y, GoColor.black) === GoValidity.valid;
validityArray.push(isValid);
return validityArray;
}, []),
);
}
/**
* Returns a grid with an ID for each contiguous chain of same-state nodes (excluding dead/offline nodes)
*/
export function getChains() {
const chains: string[] = [];
// Turn the internal chain IDs into nice consecutive numbers for display to the player
return Go.currentGame.board.map((column) =>
column.reduce((chainIdArray: (number | null)[], point) => {
if (!point) {
chainIdArray.push(null);
return chainIdArray;
}
if (!chains.includes(point.chain)) {
chains.push(point.chain);
}
chainIdArray.push(chains.indexOf(point.chain));
return chainIdArray;
}, []),
);
}
/**
* Returns a grid of numbers representing the number of open-node connections each player-owned chain has.
*/
export function getLiberties() {
return Go.currentGame.board.map((column) =>
column.reduce((libertyArray: number[], point) => {
libertyArray.push(point?.liberties?.length || -1);
return libertyArray;
}, []),
);
}
/**
* Returns a grid indicating which player, if any, controls the empty nodes by fully encircling it with their routers
*/
export function getControlledEmptyNodes() {
const board = Go.currentGame.board;
const controlled = getControlledSpace(board);
return controlled.map((column, x: number) =>
column.reduce((ownedPoints: string, owner: GoColor, y: number) => {
if (owner === GoColor.white) {
return ownedPoints + "O";
}
if (owner === GoColor.black) {
return ownedPoints + "X";
}
if (!board[x][y]) {
return ownedPoints + "#";
}
if (board[x][y]?.color === GoColor.empty) {
return ownedPoints + "?";
}
return ownedPoints + ".";
}, ""),
);
}
/**
* Gets the status of the current game.
* Shows the current player, current score, and the previous move coordinates.
* Previous move coordinates will be [-1, -1] for a pass, or if there are no prior moves.
*/
export function getGameState() {
const currentPlayer = getCurrentPlayer();
const score = getScore(Go.currentGame);
const previousMove = getPreviousMove();
return {
currentPlayer,
whiteScore: score[GoColor.white].sum,
blackScore: score[GoColor.black].sum,
previousMove,
};
}
/**
* Returns 'None' if the game is over, otherwise returns the color of the current player's turn
*/
export function getCurrentPlayer(): "None" | "White" | "Black" {
if (Go.currentGame.previousPlayer === null) {
return "None";
}
return Go.currentGame.previousPlayer === GoColor.black ? GoColor.white : GoColor.black;
}
/**
* Find a move made by the previous player, if present.
*/
export function getPreviousMove(): [number, number] | null {
const priorBoard = Go.currentGame?.previousBoards[0];
if (Go.currentGame.passCount || !priorBoard) {
return null;
}
for (const rowIndexString in Go.currentGame.board) {
const row = Go.currentGame.board[+rowIndexString] ?? [];
for (const pointIndexString in row) {
const point = row[+pointIndexString];
const priorColor = point && priorBoard && getColorOnSimpleBoard(priorBoard, point.x, point.y);
const currentColor = point?.color;
const isPreviousPlayer = currentColor === Go.currentGame.previousPlayer;
const isChanged = priorColor !== currentColor;
if (priorColor && currentColor && isPreviousPlayer && isChanged) {
return [+rowIndexString, +pointIndexString];
}
}
}
return null;
}
/**
* Handle post-game logging
*/
function logEndGame(logger: (s: string) => void) {
const boardState = Go.currentGame;
const score = getScore(boardState);
logger(
`Subnet complete! Final score: ${boardState.ai}: ${score[GoColor.white].sum}, Player: ${score[GoColor.black].sum}`,
);
}
/**
* Clears the board, resets winstreak if applicable
*/
export function resetBoardState(
logger: (s: string) => void,
error: (s: string) => void,
opponent: GoOpponent,
boardSize: number,
) {
if (![5, 7, 9, 13].includes(boardSize) && opponent !== GoOpponent.w0r1d_d43m0n) {
error(`Invalid subnet size requested (${boardSize}), size must be 5, 7, 9, or 13`);
return;
}
if (opponent === GoOpponent.w0r1d_d43m0n && !Player.hasAugmentation(AugmentationName.TheRedPill, true)) {
error(`Invalid opponent requested (${opponent}), this opponent has not yet been discovered`);
return;
}
const oldBoardState = Go.currentGame;
if (oldBoardState.previousPlayer !== null && oldBoardState.previousBoards.length) {
resetWinstreak(oldBoardState.ai, false);
}
Go.currentGame = getNewBoardState(boardSize, opponent, true);
GoEvents.emit(); // Trigger a Go UI rerender
logger(`New game started: ${opponent}, ${boardSize}x${boardSize}`);
return simpleBoardFromBoard(Go.currentGame.board);
}
/**
* Retrieve and clean up stats for each opponent played against
*/
export function getStats() {
const statDetails: Partial<Record<GoOpponent, SimpleOpponentStats>> = {};
for (const opponent of getRecordKeys(Go.stats)) {
const details = getOpponentStats(opponent);
const nodePower = getOpponentStats(opponent).nodePower;
const effectPercent = (CalculateEffect(nodePower, opponent) - 1) * 100;
const effectDescription = getEffectTypeForFaction(opponent);
statDetails[opponent] = {
wins: details.wins,
losses: details.losses,
winStreak: details.winStreak,
highestWinStreak: details.highestWinStreak,
favor: details.favor,
bonusPercent: effectPercent,
bonusDescription: effectDescription,
};
}
return statDetails;
}
/** Validate singularity access by throwing an error if the player does not have access. */
export function checkCheatApiAccess(error: (s: string) => void): void {
const hasSourceFile = Player.sourceFileLvl(14) > 1;
const isBitnodeFourteenTwo = Player.sourceFileLvl(14) === 1 && Player.bitNodeN === 14;
if (!hasSourceFile && !isBitnodeFourteenTwo) {
error(
`The go.cheat API requires Source-File 14.2 to run, a power up you obtain later in the game.
It will be very obvious when and how you can obtain it.`,
);
}
}
/**
* Determines if the attempted cheat move is successful. If so, applies the cheat via the callback, and gets the opponent's response.
*
* If it fails, determines if the player's turn is skipped, or if the player is ejected from the subnet.
*/
export async function determineCheatSuccess(
logger: (s: string) => void,
callback: () => void,
successRngOverride?: number,
ejectRngOverride?: number,
): Promise<Play> {
const state = Go.currentGame;
const rng = new WHRNG(Player.totalPlaytime);
// If cheat is successful, run callback
if ((successRngOverride ?? rng.random()) <= cheatSuccessChance(state.cheatCount)) {
callback();
state.cheatCount++;
GoEvents.emit();
return getAIMove(state);
}
// If there have been prior cheat attempts, and the cheat fails, there is a 10% chance of instantly losing
else if (state.cheatCount && (ejectRngOverride ?? rng.random()) < 0.1) {
logger(`Cheat failed! You have been ejected from the subnet.`);
resetBoardState(logger, logger, state.ai, state.board[0].length);
return {
type: GoPlayType.gameOver,
x: null,
y: null,
};
}
// If the cheat fails, your turn is skipped
else {
logger(`Cheat failed. Your turn has been skipped.`);
passTurn(state, GoColor.black, false);
state.cheatCount++;
return getAIMove(state);
}
}
/**
* Cheating success rate scales with player's crime success rate, and decreases with prior cheat attempts.
*
* The source file bonus is additive success chance on top of the other multipliers.
*
* Cheat success chance required for N cheats with 100% success rate in a game:
*
* 1 100% success rate cheat requires +66% increased crime success rate
* 2 100% success cheats: +145% increased crime success rate
* 3: +282%
* 4: +535%
* 5: +1027%
* 7: +4278%
* 10: +59,854%
* 12: +534,704%
* 15: +31,358,645%
*/
export function cheatSuccessChance(cheatCount: number) {
const sourceFileBonus = Player.sourceFileLvl(14) === 3 ? 0.25 : 0;
const cheatCountScalar = (0.7 - 0.02 * cheatCount) ** cheatCount;
return Math.max(Math.min(0.6 * cheatCountScalar * Player.mults.crime_success + sourceFileBonus, 1), 0);
}
/**
* Attempts to remove an existing router from the board. Can fail. If failed, can immediately end the game
*/
export function cheatRemoveRouter(
logger: (s: string) => void,
x: number,
y: number,
successRngOverride?: number,
ejectRngOverride?: number,
) {
const point = Go.currentGame.board[x][y]!;
return determineCheatSuccess(
logger,
() => {
point.color = GoColor.empty;
updateChains(Go.currentGame.board);
Go.currentGame.previousPlayer = GoColor.black;
logger(`Cheat successful. The point ${x},${y} was cleared.`);
},
successRngOverride,
ejectRngOverride,
);
}
/**
* Attempts play two moves at once. Can fail. If failed, can immediately end the game
*/
export function cheatPlayTwoMoves(
logger: (s: string) => void,
x1: number,
y1: number,
x2: number,
y2: number,
successRngOverride?: number,
ejectRngOverride?: number,
) {
const point1 = Go.currentGame.board[x1][y1]!;
const point2 = Go.currentGame.board[x2][y2]!;
return determineCheatSuccess(
logger,
() => {
point1.color = GoColor.black;
point2.color = GoColor.black;
updateCaptures(Go.currentGame.board, GoColor.black);
Go.currentGame.previousPlayer = GoColor.black;
logger(`Cheat successful. Two go moves played: ${x1},${y1} and ${x2},${y2}`);
},
successRngOverride,
ejectRngOverride,
);
}
export function cheatRepairOfflineNode(
logger: (s: string) => void,
x: number,
y: number,
successRngOverride?: number,
ejectRngOverride?: number,
) {
return determineCheatSuccess(
logger,
() => {
Go.currentGame.board[x][y] = {
chain: "",
liberties: null,
y,
color: GoColor.empty,
x,
};
updateChains(Go.currentGame.board);
Go.currentGame.previousPlayer = GoColor.black;
logger(`Cheat successful. The point ${x},${y} was repaired.`);
},
successRngOverride,
ejectRngOverride,
);
}
export function cheatDestroyNode(
logger: (s: string) => void,
x: number,
y: number,
successRngOverride?: number,
ejectRngOverride?: number,
) {
return determineCheatSuccess(
logger,
() => {
Go.currentGame.board[x][y] = null;
updateChains(Go.currentGame.board);
Go.currentGame.previousPlayer = GoColor.black;
logger(`Cheat successful. The point ${x},${y} was destroyed.`);
},
successRngOverride,
ejectRngOverride,
);
}