IPVGO: Fix non-async promise-returning methods to be more consistent (#1327)

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Michael Ficocelli 2024-06-04 21:37:00 -04:00 committed by GitHub
parent 7321d64383
commit 5f6a5c8785
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2 changed files with 14 additions and 17 deletions

@ -11,7 +11,7 @@ import {
getPreviousMove, getPreviousMove,
simpleBoardFromBoard, simpleBoardFromBoard,
} from "../boardAnalysis/boardAnalysis"; } from "../boardAnalysis/boardAnalysis";
import { getOpponentStats, getScore, resetWinstreak } from "../boardAnalysis/scoring"; import { endGoGame, getOpponentStats, getScore, resetWinstreak } from "../boardAnalysis/scoring";
import { WHRNG } from "../../Casino/RNG"; import { WHRNG } from "../../Casino/RNG";
import { getRecordKeys } from "../../Types/Record"; import { getRecordKeys } from "../../Types/Record";
import { CalculateEffect, getEffectTypeForFaction } from "./effect"; import { CalculateEffect, getEffectTypeForFaction } from "./effect";
@ -337,30 +337,27 @@ export async function determineCheatSuccess(
): Promise<Play> { ): Promise<Play> {
const state = Go.currentGame; const state = Go.currentGame;
const rng = new WHRNG(Player.totalPlaytime); const rng = new WHRNG(Player.totalPlaytime);
state.passCount = 0;
// If cheat is successful, run callback // If cheat is successful, run callback
if ((successRngOverride ?? rng.random()) <= cheatSuccessChance(state.cheatCount)) { if ((successRngOverride ?? rng.random()) <= cheatSuccessChance(state.cheatCount)) {
callback(); callback();
state.cheatCount++;
GoEvents.emit(); GoEvents.emit();
return makeAIMove(state);
} }
// If there have been prior cheat attempts, and the cheat fails, there is a 10% chance of instantly losing // 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) { else if (state.cheatCount && (ejectRngOverride ?? rng.random()) < 0.1) {
logger(`Cheat failed! You have been ejected from the subnet.`); logger(`Cheat failed! You have been ejected from the subnet.`);
resetBoardState(logger, logger, state.ai, state.board[0].length); endGoGame(state);
return { return Go.nextTurn;
type: GoPlayType.gameOver,
x: null,
y: null,
};
} }
// If the cheat fails, your turn is skipped // If the cheat fails, your turn is skipped
else { else {
logger(`Cheat failed. Your turn has been skipped.`); logger(`Cheat failed. Your turn has been skipped.`);
passTurn(state, GoColor.black, false); passTurn(state, GoColor.black, false);
}
state.cheatCount++; state.cheatCount++;
return makeAIMove(state); return makeAIMove(state);
}
} }
/** /**
@ -395,7 +392,7 @@ export function cheatRemoveRouter(
y: number, y: number,
successRngOverride?: number, successRngOverride?: number,
ejectRngOverride?: number, ejectRngOverride?: number,
) { ): Promise<Play> {
const point = Go.currentGame.board[x][y]!; const point = Go.currentGame.board[x][y]!;
return determineCheatSuccess( return determineCheatSuccess(
logger, logger,
@ -421,7 +418,7 @@ export function cheatPlayTwoMoves(
y2: number, y2: number,
successRngOverride?: number, successRngOverride?: number,
ejectRngOverride?: number, ejectRngOverride?: number,
) { ): Promise<Play> {
const point1 = Go.currentGame.board[x1][y1]!; const point1 = Go.currentGame.board[x1][y1]!;
const point2 = Go.currentGame.board[x2][y2]!; const point2 = Go.currentGame.board[x2][y2]!;
@ -446,7 +443,7 @@ export function cheatRepairOfflineNode(
y: number, y: number,
successRngOverride?: number, successRngOverride?: number,
ejectRngOverride?: number, ejectRngOverride?: number,
) { ): Promise<Play> {
return determineCheatSuccess( return determineCheatSuccess(
logger, logger,
() => { () => {
@ -472,7 +469,7 @@ export function cheatDestroyNode(
y: number, y: number,
successRngOverride?: number, successRngOverride?: number,
ejectRngOverride?: number, ejectRngOverride?: number,
) { ): Promise<Play> {
return determineCheatSuccess( return determineCheatSuccess(
logger, logger,
() => { () => {

@ -47,11 +47,11 @@ export function NetscriptGo(): InternalAPI<NSGo> {
validateMove(error(ctx), x, y, "makeMove"); validateMove(error(ctx), x, y, "makeMove");
return makePlayerMove(logger(ctx), error(ctx), x, y); return makePlayerMove(logger(ctx), error(ctx), x, y);
}, },
passTurn: (ctx: NetscriptContext) => (): Promise<Play> => { passTurn: (ctx: NetscriptContext) => async (): Promise<Play> => {
validateTurn(error(ctx), "passTurn()"); validateTurn(error(ctx), "passTurn()");
return handlePassTurn(logger(ctx)); return handlePassTurn(logger(ctx));
}, },
opponentNextTurn: (ctx: NetscriptContext) => (_logOpponentMove) => { opponentNextTurn: (ctx: NetscriptContext) => async (_logOpponentMove) => {
const logOpponentMove = typeof _logOpponentMove === "boolean" ? _logOpponentMove : true; const logOpponentMove = typeof _logOpponentMove === "boolean" ? _logOpponentMove : true;
return getOpponentNextMove(logOpponentMove, logger(ctx)); return getOpponentNextMove(logOpponentMove, logger(ctx));
}, },