Files
bitburner-src/src/Go/effects/netscriptGoImplementation.ts
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.

---------

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

647 lines
21 KiB
TypeScript

import { Board, BoardState, OpponentStats, Play, SimpleBoard, SimpleOpponentStats } from "../Types";
import { Player } from "@player";
import { AugmentationName, GoColor, GoOpponent, GoPlayType, GoValidity } from "@enums";
import { Go } from "../Go";
import {
getNewBoardState,
getNewBoardStateFromSimpleBoard,
makeMove,
passTurn,
updateCaptures,
} from "../boardState/boardState";
import { getNextTurn, handleNextTurn, resetAI } from "../boardAnalysis/goAI";
import {
evaluateIfMoveIsValid,
getControlledSpace,
getPreviousMove,
simpleBoardFromBoard,
simpleBoardFromBoardString,
} from "../boardAnalysis/boardAnalysis";
import { endGoGame, getOpponentStats, getScore, resetWinstreak } from "../boardAnalysis/scoring";
import { WHRNG } from "../../Casino/RNG";
import { getRecordKeys } from "../../Types/Record";
import { CalculateEffect, getEffectTypeForFaction } from "./effect";
import { exceptionAlert } from "../../utils/helpers/exceptionAlert";
import { newOpponentStats } from "../Constants";
/**
* Check the move based on the current settings
*/
export function validateMove(error: (s: string) => never, x: number, y: number, methodName = "", settings = {}): void {
const check = {
emptyNode: true,
requireNonEmptyNode: false,
repeat: true,
onlineNode: true,
requireOfflineNode: false,
suicide: true,
playAsWhite: false,
pass: false,
...settings,
};
const moveString = methodName + (check.pass ? "" : ` ${x},${y}`) + (check.playAsWhite ? " (White)" : "") + ": ";
const moveColor = check.playAsWhite ? GoColor.white : GoColor.black;
if (check.playAsWhite) {
validatePlayAsWhite(error);
}
validateTurn(error, moveString, moveColor);
if (check.pass) {
return;
}
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 validity = evaluateIfMoveIsValid(Go.currentGame, x, y, moveColor);
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.`);
}
}
function validatePlayAsWhite(error: (s: string) => never) {
if (Go.currentGame.ai !== GoOpponent.none) {
error(`${GoValidity.invalid}. You can only play as white when playing against 'No AI'`);
}
if (Go.currentGame.previousPlayer === GoColor.white) {
error(`${GoValidity.notYourTurn}. You cannot play or pass as white until the opponent has played.`);
}
}
function validateTurn(error: (s: string) => never, moveString = "", color = GoColor.black) {
if (Go.currentGame.previousPlayer === color) {
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 function handlePassTurn(logger: (s: string) => void, passAsWhite = false) {
const color = passAsWhite ? GoColor.white : GoColor.black;
passTurn(Go.currentGame, color);
logger("Go turn passed.");
if (Go.currentGame.previousPlayer === null) {
logEndGame(logger);
}
return handleNextTurn(Go.currentGame, true);
}
/**
* Validates and applies the player's router placement
*/
export function makePlayerMove(
logger: (s: string) => void,
error: (s: string) => never,
x: number,
y: number,
playAsWhite = false,
) {
const boardState = Go.currentGame;
const color = playAsWhite ? GoColor.white : GoColor.black;
const validity = evaluateIfMoveIsValid(boardState, x, y, color);
const moveWasMade = makeMove(boardState, x, y, color);
if (validity !== GoValidity.valid || !moveWasMade) {
error(`Invalid move: ${x} ${y}. ${validity}.`);
}
logger(`Go move played: ${x}, ${y}${playAsWhite ? " (White)" : ""}`);
return handleNextTurn(boardState, true);
}
/**
Returns the promise that provides the opponent's move, once it finishes thinking.
*/
export function getOpponentNextMove(logger: (s: string) => void, logOpponentMove = true, playAsWhite = false) {
const playerColor = playAsWhite ? GoColor.white : GoColor.black;
const nextTurn = getNextTurn(playerColor);
// Only asynchronously log the opponent move if not disabled by the player
if (logOpponentMove) {
return 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 nextTurn;
}
/**
* Returns a grid of booleans indicating if the coordinates at that location are a valid move for the player
*/
export function getValidMoves(_boardState?: BoardState, playAsWhite = false) {
const boardState = _boardState || Go.currentGame;
const color = playAsWhite ? GoColor.white : GoColor.black;
// If the game is over, or if it is not your turn, there are no valid moves
if (!boardState.previousPlayer || boardState.previousPlayer === color) {
return boardState.board.map((): boolean[] => Array(boardState.board.length).fill(false) as boolean[]);
}
// 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, color) === 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(_board?: Board) {
const board = _board || Go.currentGame.board;
const chains: string[] = [];
// Turn the internal chain IDs into nice consecutive numbers for display to the player
return 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(_board?: Board) {
const board = _board || Go.currentGame.board;
return 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(_board?: Board) {
const board = _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 + ".";
}, ""),
);
}
/**
* Returns all previous board states as SimpleBoards
*/
export function getHistory(): string[][] {
return Go.currentGame.previousBoards.map((boardString): string[] => simpleBoardFromBoardString(boardString));
}
/**
* 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.
*
* Also provides the white player's komi (bonus starting score), and the amount of bonus cycles from offline time remaining
*/
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,
komi: score[GoColor.white].komi,
bonusCycles: Go.storedCycles,
};
}
export function getMoveHistory(): SimpleBoard[] {
return Go.currentGame.previousBoards.map((boardString) => simpleBoardFromBoardString(boardString));
}
/**
* 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;
}
/**
* 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);
}
resetAI();
Go.currentGame = getNewBoardState(boardSize, opponent, true);
handleNextTurn(Go.currentGame).catch((error) => exceptionAlert(error));
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;
}
/**
* Reset all win/loss numbers for the No AI opponent.
* @param resetAll if true, reset win/loss records for all opponents. This leaves node power and bonuses unchanged.
*/
export function resetStats(resetAll = false) {
if (resetAll) {
for (const opponent of getRecordKeys(Go.stats)) {
Go.stats[opponent] = {
...(Go.stats[opponent] as OpponentStats),
wins: 0,
losses: 0,
winStreak: 0,
oldWinStreak: 0,
highestWinStreak: 0,
};
}
} else {
Go.stats[GoOpponent.none] = newOpponentStats();
}
}
const boardValidity = {
valid: "",
badShape: "Invalid boardState: Board must be a square",
badType: "Invalid boardState: Board must be an array of strings",
badSize: "Invalid boardState: Board must be 5, 7, 9, 13, or 19 in size",
badCharacters:
'Invalid board state: unknown characters found. "X" represents black pieces, "O" white, "." empty points, and "#" offline nodes.',
failedToCreateBoard: "Invalid board state: Failed to create board",
} as const;
/**
* Validate the given SimpleBoard and prior board state (if present) and turn it into a full BoardState with updated analytics
*/
export function validateBoardState(
error: (s: string) => never,
_boardState?: unknown,
_priorBoardState?: unknown,
): BoardState | undefined {
const simpleBoard = getSimpleBoardFromUnknown(error, _boardState);
const priorSimpleBoard = getSimpleBoardFromUnknown(error, _priorBoardState);
if (!_boardState || !simpleBoard) {
return undefined;
}
try {
return getNewBoardStateFromSimpleBoard(simpleBoard, priorSimpleBoard);
} catch (e) {
error(boardValidity.failedToCreateBoard);
}
}
/**
* Check that the given boardState is a valid SimpleBoard, and return it if it is.
*/
function getSimpleBoardFromUnknown(error: (arg0: string) => never, _boardState: unknown): SimpleBoard | undefined {
if (!_boardState) {
return undefined;
}
if (!Array.isArray(_boardState)) {
error(boardValidity.badType);
}
if ((_boardState as unknown[]).find((row) => typeof row !== "string")) {
error(boardValidity.badType);
}
const boardState = _boardState as string[];
if (boardState.find((row) => row.length !== boardState.length)) {
error(boardValidity.badShape);
}
if (![5, 7, 9, 13, 19].includes(boardState.length)) {
error(boardValidity.badSize);
}
if (boardState.find((row) => row.match(/[^XO#.]/))) {
error(boardValidity.badCharacters);
}
return boardState as SimpleBoard;
}
/** Validate singularity access by throwing an error if the player does not have access. */
export function checkCheatApiAccess(error: (s: string) => never): void {
const hasSourceFile = Player.activeSourceFileLvl(14) > 1;
const isBitnodeFourteenTwo = Player.activeSourceFileLvl(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 function determineCheatSuccess(
logger: (s: string) => void,
callback: () => void,
successRngOverride?: number,
ejectRngOverride?: number,
playAsWhite = false,
): Promise<Play> {
const state = Go.currentGame;
const rng = new WHRNG(Player.totalPlaytime);
state.passCount = 0;
const priorCheatCount = playAsWhite ? state.cheatCountForWhite : state.cheatCount;
const playerColor = playAsWhite ? GoColor.white : GoColor.black;
// If cheat is successful, run callback
if ((successRngOverride ?? rng.random()) <= cheatSuccessChance(state.cheatCount, playAsWhite)) {
callback();
}
// If there have been prior cheat attempts, and the cheat fails, there is a 10% chance of instantly losing
else if (priorCheatCount && (ejectRngOverride ?? rng.random()) < 0.1 && state.ai !== GoOpponent.none) {
logger(`Cheat failed! You have been ejected from the subnet.`);
endGoGame(state);
return handleNextTurn(state, true);
} else {
// If the cheat fails, your turn is skipped
logger(`Cheat failed. Your turn has been skipped.`);
passTurn(state, playerColor, false);
}
if (playAsWhite) {
state.cheatCountForWhite++;
} else {
state.cheatCount++;
}
Go.currentGame.previousPlayer = playerColor;
updateCaptures(Go.currentGame.board, playerColor, true);
return handleNextTurn(state, true);
}
/**
* 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(cheatCountOverride: number, playAsWhite = false) {
const cheatCount =
cheatCountOverride ?? (playAsWhite ? Go.currentGame.cheatCountForWhite : Go.currentGame.cheatCount);
const sourceFileBonus = Player.activeSourceFileLvl(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,
error: (s: string) => never,
x: number,
y: number,
successRngOverride?: number,
ejectRngOverride?: number,
playAsWhite = false,
): Promise<Play> {
const point = Go.currentGame.board[x][y];
if (!point) {
error(`Cheat failed. The point ${x},${y} is already offline.`);
}
return determineCheatSuccess(
logger,
() => {
point.color = GoColor.empty;
logger(`Cheat successful. The point ${x},${y} was cleared.`);
},
successRngOverride,
ejectRngOverride,
playAsWhite,
);
}
/**
* Attempts play two moves at once. Can fail. If failed, can immediately end the game
*/
export function cheatPlayTwoMoves(
logger: (s: string) => void,
error: (s: string) => never,
x1: number,
y1: number,
x2: number,
y2: number,
successRngOverride?: number,
ejectRngOverride?: number,
playAsWhite = false,
): Promise<Play> {
const point1 = Go.currentGame.board[x1][y1];
const point2 = Go.currentGame.board[x2][y2];
if (!point1 || !point2) {
error(`Cheat failed. One of the points ${x1},${y1} or ${x2},${y2} is already offline.`);
}
const playerColor = playAsWhite ? GoColor.white : GoColor.black;
return determineCheatSuccess(
logger,
() => {
point1.color = playerColor;
point2.color = playerColor;
logger(`Cheat successful. Two go moves played: ${x1},${y1} and ${x2},${y2}`);
},
successRngOverride,
ejectRngOverride,
playAsWhite,
);
}
export function cheatRepairOfflineNode(
logger: (s: string) => void,
x: number,
y: number,
successRngOverride?: number,
ejectRngOverride?: number,
playAsWhite = false,
): Promise<Play> {
return determineCheatSuccess(
logger,
() => {
Go.currentGame.board[x][y] = {
chain: "",
liberties: null,
y,
color: GoColor.empty,
x,
};
logger(`Cheat successful. The point ${x},${y} was repaired.`);
},
successRngOverride,
ejectRngOverride,
playAsWhite,
);
}
export function cheatDestroyNode(
logger: (s: string) => void,
x: number,
y: number,
successRngOverride?: number,
ejectRngOverride?: number,
playAsWhite = false,
): Promise<Play> {
return determineCheatSuccess(
logger,
() => {
Go.currentGame.board[x][y] = null;
logger(`Cheat successful. The point ${x},${y} was destroyed.`);
},
successRngOverride,
ejectRngOverride,
playAsWhite,
);
}