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[IPvGO] Performance enhancement: async move option lookup (#1028)
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@ -48,12 +48,12 @@ import { AugmentationName } from "@enums";
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* @returns a promise that will resolve with a move (or pass) from the designated AI opponent.
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*/
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export async function getMove(boardState: BoardState, player: PlayerColor, opponent: opponents, rngOverride?: number) {
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await sleep(200);
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await sleep(300);
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const rng = new WHRNG(rngOverride || Player.totalPlaytime);
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const smart = isSmart(opponent, rng.random());
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const moves = await getMoveOptions(boardState, player, rng.random(), smart);
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const moves = getMoveOptions(boardState, player, rng.random(), smart);
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const priorityMove = getFactionMove(moves, opponent, rng.random());
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const priorityMove = await getFactionMove(moves, opponent, rng.random());
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if (priorityMove) {
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return {
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type: playTypes.move,
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@ -64,13 +64,13 @@ export async function getMove(boardState: BoardState, player: PlayerColor, oppon
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// If no priority move is chosen, pick one of the reasonable moves
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const moveOptions = [
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moves.growth?.point,
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moves.surround?.point,
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moves.defend?.point,
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moves.expansion?.point,
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moves.pattern,
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moves.eyeMove?.point,
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moves.eyeBlock?.point,
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(await moves.growth())?.point,
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(await moves.surround())?.point,
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(await moves.defend())?.point,
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(await moves.expansion())?.point,
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(await moves.pattern())?.point,
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(await moves.eyeMove())?.point,
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(await moves.eyeBlock())?.point,
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]
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.filter(isNotNull)
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.filter(isDefined)
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@ -120,7 +120,7 @@ function handleNoMoveFound(boardState: BoardState, player: playerColors) {
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/**
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* Given a group of move options, chooses one based on the given opponent's personality (if any fit their priorities)
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*/
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function getFactionMove(moves: MoveOptions, faction: opponents, rng: number): PointState | null {
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async function getFactionMove(moves: MoveOptions, faction: opponents, rng: number): Promise<PointState | null> {
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if (faction === opponents.Netburners) {
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return getNetburnersPriorityMove(moves, rng);
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}
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@ -160,15 +160,15 @@ function isSmart(faction: opponents, rng: number) {
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/**
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* Netburners mostly just put random points around the board, but occasionally have a smart move
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*/
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function getNetburnersPriorityMove(moves: MoveOptions, rng: number): PointState | null {
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async function getNetburnersPriorityMove(moves: MoveOptions, rng: number): Promise<PointState | null> {
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if (rng < 0.2) {
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return getIlluminatiPriorityMove(moves, rng);
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} else if (rng < 0.4 && moves.expansion) {
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return moves.expansion.point;
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} else if (rng < 0.6 && moves.growth) {
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return moves.growth.point;
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} else if (rng < 0.4 && (await moves.expansion())) {
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return (await moves.expansion())?.point ?? null;
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} else if (rng < 0.6 && (await moves.growth())) {
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return (await moves.growth())?.point ?? null;
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} else if (rng < 0.75) {
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return moves.random;
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return (await moves.random())?.point ?? null;
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}
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return null;
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@ -177,18 +177,17 @@ function getNetburnersPriorityMove(moves: MoveOptions, rng: number): PointState
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/**
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* Slum snakes prioritize defending their pieces and building chains that snake around as much of the bord as possible.
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*/
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function getSlumSnakesPriorityMove(moves: MoveOptions, rng: number): PointState | null {
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if (moves.defendCapture) {
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console.debug("defend capture: defend move chosen");
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return moves.defendCapture.point;
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async function getSlumSnakesPriorityMove(moves: MoveOptions, rng: number): Promise<PointState | null> {
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if (await moves.defendCapture()) {
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return (await moves.defendCapture())?.point ?? null;
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}
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if (rng < 0.2) {
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return getIlluminatiPriorityMove(moves, rng);
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} else if (rng < 0.6 && moves.growth) {
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return moves.growth.point;
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} else if (rng < 0.6 && (await moves.growth())) {
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return (await moves.growth())?.point ?? null;
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} else if (rng < 0.65) {
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return moves.random;
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return (await moves.random())?.point ?? null;
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}
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return null;
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@ -197,33 +196,35 @@ function getSlumSnakesPriorityMove(moves: MoveOptions, rng: number): PointState
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/**
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* Black hand just wants to smOrk. They always capture or smother the opponent if possible.
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*/
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function getBlackHandPriorityMove(moves: MoveOptions, rng: number): PointState | null {
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if (moves.capture) {
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async function getBlackHandPriorityMove(moves: MoveOptions, rng: number): Promise<PointState | null> {
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if (await moves.capture()) {
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console.debug("capture: capture move chosen");
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return moves.capture.point;
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return (await moves.capture())?.point ?? null;
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}
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if (moves.surround && moves.surround.point && (moves.surround?.newLibertyCount ?? 999) <= 1) {
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const surround = await moves.surround();
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if (surround && surround.point && (surround.newLibertyCount ?? 999) <= 1) {
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console.debug("surround move chosen");
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return moves.surround.point;
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return surround.point;
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}
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if (moves.defendCapture) {
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if (await moves.defendCapture()) {
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console.debug("defend capture: defend move chosen");
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return moves.defendCapture.point;
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return (await moves.defendCapture())?.point ?? null;
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}
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if (moves.surround && moves.surround.point && (moves.surround?.newLibertyCount ?? 999) <= 2) {
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if (surround && surround.point && (surround?.newLibertyCount ?? 999) <= 2) {
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console.debug("surround move chosen");
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return moves.surround.point;
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return surround.point;
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}
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if (rng < 0.3) {
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return getIlluminatiPriorityMove(moves, rng);
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} else if (rng < 0.75 && moves.surround) {
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return moves.surround.point;
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} else if (rng < 0.75 && surround) {
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return surround.point;
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} else if (rng < 0.8) {
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return moves.random;
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return (await moves.random())?.point ?? null;
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}
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return null;
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@ -232,25 +233,26 @@ function getBlackHandPriorityMove(moves: MoveOptions, rng: number): PointState |
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/**
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* Tetrads really like to be up close and personal, cutting and circling their opponent
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*/
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function getTetradPriorityMove(moves: MoveOptions, rng: number) {
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if (moves.capture) {
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async function getTetradPriorityMove(moves: MoveOptions, rng: number): Promise<PointState | null> {
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if (await moves.capture()) {
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console.debug("capture: capture move chosen");
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return moves.capture.point;
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return (await moves.capture())?.point ?? null;
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}
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if (moves.defendCapture) {
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if (await moves.defendCapture()) {
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console.debug("defend capture: defend move chosen");
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return moves.defendCapture.point;
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return (await moves.defendCapture())?.point ?? null;
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}
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if (moves.pattern) {
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if (await moves.pattern()) {
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console.debug("pattern match move chosen");
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return moves.pattern;
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return (await moves.pattern())?.point ?? null;
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}
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if (moves.surround && moves.surround.point && (moves.surround?.newLibertyCount ?? 9) <= 1) {
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const surround = await moves.surround();
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if (surround && surround.point && (surround?.newLibertyCount ?? 9) <= 1) {
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console.debug("surround move chosen");
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return moves.surround.point;
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return surround.point;
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}
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if (rng < 0.4) {
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@ -263,9 +265,9 @@ function getTetradPriorityMove(moves: MoveOptions, rng: number) {
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/**
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* Daedalus almost always picks the Illuminati move, but very occasionally gets distracted.
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*/
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function getDaedalusPriorityMove(moves: MoveOptions, rng: number): PointState | null {
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async function getDaedalusPriorityMove(moves: MoveOptions, rng: number): Promise<PointState | null> {
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if (rng < 0.9) {
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return getIlluminatiPriorityMove(moves, rng);
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return await getIlluminatiPriorityMove(moves, rng);
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}
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return null;
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@ -279,53 +281,56 @@ function getDaedalusPriorityMove(moves: MoveOptions, rng: number): PointState |
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* Then, blocking the opponent's attempts to create eyes
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* Finally, will match any of the predefined local patterns indicating a strong move.
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*/
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function getIlluminatiPriorityMove(moves: MoveOptions, rng: number): PointState | null {
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if (moves.capture) {
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async function getIlluminatiPriorityMove(moves: MoveOptions, rng: number): Promise<PointState | null> {
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if (await moves.capture()) {
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console.debug("capture: capture move chosen");
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return moves.capture.point;
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return (await moves.capture())?.point ?? null;
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}
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if (moves.defendCapture) {
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if (await moves.defendCapture()) {
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console.debug("defend capture: defend move chosen");
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return moves.defendCapture.point;
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return (await moves.defendCapture())?.point ?? null;
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}
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if (moves.eyeMove) {
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if (await moves.eyeMove()) {
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console.debug("Create eye move chosen");
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return moves.eyeMove.point;
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return (await moves.eyeMove())?.point ?? null;
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}
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if (moves.surround && moves.surround.point && (moves.surround?.newLibertyCount ?? 9) <= 1) {
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const surround = await moves.surround();
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if (surround && surround.point && (surround?.newLibertyCount ?? 9) <= 1) {
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console.debug("surround move chosen");
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return moves.surround.point;
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return surround.point;
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}
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if (moves.eyeBlock) {
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if (await moves.eyeBlock()) {
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console.debug("Block eye move chosen");
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return moves.eyeBlock.point;
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return (await moves.eyeBlock())?.point ?? null;
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}
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if (moves.corner) {
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if (await moves.corner()) {
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console.debug("Corner move chosen");
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return moves.corner;
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return (await moves.corner())?.point ?? null;
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}
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const hasMoves = [moves.eyeMove, moves.eyeBlock, moves.growth, moves.defend, moves.surround].filter((m) => m).length;
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const hasMoves = [await moves.eyeMove(), await moves.eyeBlock(), await moves.growth(), moves.defend, surround].filter(
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(m) => m,
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).length;
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const usePattern = rng > 0.25 || !hasMoves;
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if (moves.pattern && usePattern) {
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if ((await moves.pattern()) && usePattern) {
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console.debug("pattern match move chosen");
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return moves.pattern;
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return (await moves.pattern())?.point ?? null;
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}
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if (rng > 0.4 && moves.jump) {
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if (rng > 0.4 && (await moves.jump())) {
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console.debug("Jump move chosen");
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return moves.jump.point;
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return (await moves.jump())?.point ?? null;
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}
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if (rng < 0.6 && moves.surround && moves.surround.point && (moves.surround?.newLibertyCount ?? 9) <= 2) {
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if (rng < 0.6 && surround && surround.point && (surround?.newLibertyCount ?? 9) <= 2) {
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console.debug("surround move chosen");
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return moves.surround.point;
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return surround.point;
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}
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return null;
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@ -667,7 +672,6 @@ function getEyeCreationMoves(
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availableSpaces.find((availablePoint) => availablePoint.x === point.x && availablePoint.y === point.y),
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)
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.filter((point: PointState) => {
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console.warn("eye check ", point.x, point.y);
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const neighbors = findNeighbors(boardState, point.x, point.y);
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const neighborhood = [neighbors.north, neighbors.east, neighbors.south, neighbors.west];
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return (
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@ -721,12 +725,12 @@ function getEyeBlockingMove(boardState: BoardState, player: PlayerColor, availab
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/**
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* Gets a group of reasonable moves based on the current board state, to be passed to the factions' AI to decide on
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*/
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async function getMoveOptions(
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function getMoveOptions(
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boardState: BoardState,
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player: PlayerColor,
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rng: number,
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smart = true,
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): Promise<MoveOptions> {
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): { [s in keyof MoveOptions]: () => Promise<Move | null> } {
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const availableSpaces = findDisputedTerritory(boardState, player, smart);
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const contestedPoints = getDisputedTerritoryMoves(boardState, player, availableSpaces);
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const expansionMoves = getExpansionMoveArray(boardState, player, availableSpaces);
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@ -735,61 +739,73 @@ async function getMoveOptions(
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// needlessly extend the game, unless they actually can change the score
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const endGameAvailable = !contestedPoints.length && boardState.passCount;
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const growthMove = endGameAvailable ? null : await getGrowthMove(boardState, player, availableSpaces, rng);
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await sleep(80);
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const expansionMove = await getExpansionMove(boardState, player, availableSpaces, rng, expansionMoves);
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await sleep(80);
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const jumpMove = await getJumpMove(boardState, player, availableSpaces, rng, expansionMoves);
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await sleep(80);
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const defendMove = await getDefendMove(boardState, player, availableSpaces);
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await sleep(80);
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const surroundMove = await getSurroundMove(boardState, player, availableSpaces, smart);
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await sleep(80);
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const eyeMove = endGameAvailable ? null : getEyeCreationMove(boardState, player, availableSpaces);
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await sleep(80);
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const eyeBlock = endGameAvailable ? null : getEyeBlockingMove(boardState, player, availableSpaces);
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await sleep(80);
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const cornerMove = getCornerMove(boardState);
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const pattern = endGameAvailable
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? null
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: await findAnyMatchedPatterns(boardState, player, availableSpaces, smart, rng);
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// Only offer a random move if there are some contested spaces on the board.
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// (Random move should not be picked if the AI would otherwise pass turn.)
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const random = contestedPoints.length ? availableSpaces[floor(rng * availableSpaces.length)] : null;
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const captureMove = surroundMove && surroundMove?.newLibertyCount === 0 ? surroundMove : null;
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const defendCaptureMove =
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defendMove && defendMove.oldLibertyCount == 1 && defendMove?.newLibertyCount > 1 ? defendMove : null;
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console.debug("---------------------");
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console.debug("capture: ", captureMove?.point?.x, captureMove?.point?.y);
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console.debug("defendCapture: ", defendCaptureMove?.point?.x, defendCaptureMove?.point?.y);
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console.debug("eyeMove: ", eyeMove?.point?.x, eyeMove?.point?.y);
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console.debug("eyeBlock: ", eyeBlock?.point?.x, eyeBlock?.point?.y);
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console.debug("pattern: ", pattern?.x, pattern?.y);
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console.debug("surround: ", surroundMove?.point?.x, surroundMove?.point?.y);
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console.debug("defend: ", defendMove?.point?.x, defendMove?.point?.y);
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console.debug("Growth: ", growthMove?.point?.x, growthMove?.point?.y);
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console.debug("Expansion: ", expansionMove?.point?.x, expansionMove?.point?.y);
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console.debug("Jump: ", jumpMove?.point?.x, jumpMove?.point?.y);
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console.debug("Corner: ", cornerMove?.x, cornerMove?.y);
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console.debug("Random: ", random?.x, random?.y);
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return {
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capture: captureMove,
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defendCapture: defendCaptureMove,
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eyeMove: eyeMove,
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eyeBlock: eyeBlock,
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pattern: pattern,
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growth: growthMove,
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expansion: expansionMove,
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jump: jumpMove,
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defend: defendMove,
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surround: surroundMove,
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corner: cornerMove,
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random: random,
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const moveOptions: { [s in keyof MoveOptions]: Move | null | undefined } = {
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capture: undefined,
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defendCapture: undefined,
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eyeMove: undefined,
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eyeBlock: undefined,
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pattern: undefined,
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growth: undefined,
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expansion: undefined,
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jump: undefined,
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defend: undefined,
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surround: undefined,
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corner: undefined,
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random: undefined,
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};
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const moveOptionGetters: { [s in keyof MoveOptions]: () => Promise<Move | null> } = {
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capture: async () => {
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const surroundMove = await retrieveMoveOption("surround");
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return surroundMove && surroundMove?.newLibertyCount === 0 ? surroundMove : null;
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},
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defendCapture: async () => {
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const defendMove = await retrieveMoveOption("defend");
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return defendMove &&
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defendMove.oldLibertyCount == 1 &&
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defendMove?.newLibertyCount &&
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defendMove?.newLibertyCount > 1
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? defendMove
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: null;
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},
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eyeMove: async () => (endGameAvailable ? null : getEyeCreationMove(boardState, player, availableSpaces) ?? null),
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eyeBlock: async () => (endGameAvailable ? null : getEyeBlockingMove(boardState, player, availableSpaces) ?? null),
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pattern: async () => {
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const point = endGameAvailable
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? null
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: await findAnyMatchedPatterns(boardState, player, availableSpaces, smart, rng);
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return point ? { point } : null;
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},
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growth: async () =>
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endGameAvailable ? null : (await getGrowthMove(boardState, player, availableSpaces, rng)) ?? null,
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expansion: async () => (await getExpansionMove(boardState, player, availableSpaces, rng, expansionMoves)) ?? null,
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jump: async () => (await getJumpMove(boardState, player, availableSpaces, rng, expansionMoves)) ?? null,
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defend: async () => (await getDefendMove(boardState, player, availableSpaces)) ?? null,
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surround: async () => (await getSurroundMove(boardState, player, availableSpaces, smart)) ?? null,
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corner: async () => {
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const point = getCornerMove(boardState);
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return point ? { point } : null;
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},
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random: async () => {
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// Only offer a random move if there are some contested spaces on the board.
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// (Random move should not be picked if the AI would otherwise pass turn.)
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const point = contestedPoints.length ? availableSpaces[floor(rng * availableSpaces.length)] : null;
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return point ? { point } : null;
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},
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};
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async function retrieveMoveOption(id: keyof typeof moveOptions): Promise<Move | null> {
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await sleep(100);
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if (moveOptions[id] !== undefined) {
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return moveOptions[id] ?? null;
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}
|
||||
|
||||
const move = (await moveOptionGetters[id]()) ?? null;
|
||||
moveOptions[id] = move;
|
||||
return move;
|
||||
}
|
||||
|
||||
return moveOptionGetters;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -110,24 +110,25 @@ export type PlayerColor = playerColors.white | playerColors.black | playerColors
|
||||
export type Board = (PointState | null)[][];
|
||||
|
||||
export type MoveOptions = {
|
||||
capture: Move | null;
|
||||
defendCapture: Move | null;
|
||||
eyeMove: EyeMove | null;
|
||||
eyeBlock: EyeMove | null;
|
||||
pattern: PointState | null;
|
||||
growth: Move | null;
|
||||
expansion: Move | null;
|
||||
jump: Move | null;
|
||||
defend: Move | null;
|
||||
surround: Move | null;
|
||||
corner: PointState | null;
|
||||
random: PointState | null;
|
||||
capture: () => Promise<Move | null>;
|
||||
defendCapture: () => Promise<Move | null>;
|
||||
eyeMove: () => Promise<Move | null>;
|
||||
eyeBlock: () => Promise<Move | null>;
|
||||
pattern: () => Promise<Move | null>;
|
||||
growth: () => Promise<Move | null>;
|
||||
expansion: () => Promise<Move | null>;
|
||||
jump: () => Promise<Move | null>;
|
||||
defend: () => Promise<Move | null>;
|
||||
surround: () => Promise<Move | null>;
|
||||
corner: () => Promise<Move | null>;
|
||||
random: () => Promise<Move | null>;
|
||||
};
|
||||
|
||||
export type Move = {
|
||||
point: PointState;
|
||||
oldLibertyCount: number | null;
|
||||
newLibertyCount: number | null;
|
||||
oldLibertyCount?: number | null;
|
||||
newLibertyCount?: number | null;
|
||||
createsLife?: boolean;
|
||||
};
|
||||
|
||||
export type EyeMove = {
|
||||
|
@ -52,7 +52,9 @@ export async function makePlayerMove(logger: (s: string) => void, x: number, y:
|
||||
logger(`Go move played: ${x}, ${y}`);
|
||||
|
||||
const playerUpdatedBoard = getStateCopy(result);
|
||||
return getAIMove(logger, playerUpdatedBoard);
|
||||
const response = getAIMove(logger, playerUpdatedBoard);
|
||||
await sleep(300);
|
||||
return response;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -87,7 +89,7 @@ async function getAIMove(logger: (s: string) => void, boardState: BoardState, su
|
||||
logger(`Opponent played move: ${result.x}, ${result.y}`);
|
||||
}
|
||||
|
||||
await sleep(200);
|
||||
await sleep(400);
|
||||
resolve({ ...result, success });
|
||||
});
|
||||
return aiMoveResult;
|
||||
|
@ -59,6 +59,7 @@ export function NetscriptGo(): InternalAPI<Go> {
|
||||
passTurn: (ctx: NetscriptContext) => async (): Promise<Play> => {
|
||||
if (Player.go.boardState.previousPlayer === playerColors.black) {
|
||||
helpers.log(ctx, () => `It is not your turn; you cannot pass.`);
|
||||
helpers.log(ctx, () => `Do you have multiple scripts running, or did you forget to await makeMove() ?`);
|
||||
return Promise.resolve(invalidMoveResponse);
|
||||
}
|
||||
return handlePassTurn(logger(ctx));
|
||||
|
Loading…
Reference in New Issue
Block a user