mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-25 07:32:27 +01:00
IPVGO: Support bonus cycles from offline time (#1345)
This commit is contained in:
parent
5f6a5c8785
commit
bd5c502f53
11
src/Go/Go.ts
11
src/Go/Go.ts
@ -11,6 +11,7 @@ export class GoObject {
|
||||
currentGame: BoardState = getNewBoardState(7);
|
||||
stats: PartialRecord<GoOpponent, OpponentStats> = {};
|
||||
nextTurn: Promise<Play> = Promise.resolve({ type: GoPlayType.gameOver, x: null, y: null });
|
||||
storedCycles: number = 0;
|
||||
|
||||
prestigeAugmentation() {
|
||||
for (const stats of getRecordValues(this.stats)) {
|
||||
@ -24,6 +25,16 @@ export class GoObject {
|
||||
this.currentGame = getNewBoardState(7);
|
||||
this.stats = {};
|
||||
}
|
||||
|
||||
/**
|
||||
* Stores offline time that is consumed to speed up the AI.
|
||||
* Only stores offline time if the player has actually been using the mechanic.
|
||||
*/
|
||||
storeCycles(offlineCycles: number) {
|
||||
if (this.previousGame) {
|
||||
this.storedCycles += offlineCycles ?? 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export const Go = new GoObject();
|
||||
|
@ -21,6 +21,7 @@ type SaveFormat = {
|
||||
previousGame: PreviousGameSaveData;
|
||||
currentGame: CurrentGameSaveData;
|
||||
stats: PartialRecord<GoOpponent, OpponentStats>;
|
||||
storedCycles: number;
|
||||
};
|
||||
|
||||
export function getGoSave(): SaveFormat {
|
||||
@ -40,6 +41,7 @@ export function getGoSave(): SaveFormat {
|
||||
passCount: Go.currentGame.passCount,
|
||||
},
|
||||
stats: Go.stats,
|
||||
storedCycles: Go.storedCycles,
|
||||
};
|
||||
}
|
||||
|
||||
@ -78,6 +80,7 @@ export function loadGo(data: unknown): boolean {
|
||||
Go.currentGame = currentGame;
|
||||
Go.previousGame = previousGame;
|
||||
Go.stats = stats;
|
||||
Go.storeCycles(loadStoredCycles(parsedData.storedCycles));
|
||||
|
||||
// If it's the AI's turn, initiate their turn, which will populate nextTurn
|
||||
if (currentGame.previousPlayer === GoColor.black && currentGame.ai !== GoOpponent.none) makeAIMove(currentGame);
|
||||
@ -178,3 +181,11 @@ function loadSimpleBoard(simpleBoard: unknown, requiredSize?: number): SimpleBoa
|
||||
}
|
||||
return simpleBoard;
|
||||
}
|
||||
|
||||
function loadStoredCycles(storedCycles: unknown): number {
|
||||
if (!storedCycles || isNaN(+storedCycles)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return +storedCycles;
|
||||
}
|
||||
|
@ -57,7 +57,7 @@ export function makeAIMove(boardState: BoardState): Promise<Play> {
|
||||
}
|
||||
|
||||
// Handle AI making a move
|
||||
await sleep(500);
|
||||
await waitCycle();
|
||||
const aiUpdatedBoard = makeMove(boardState, play.x, play.y, GoColor.white);
|
||||
|
||||
// Handle the AI breaking. This shouldn't ever happen.
|
||||
@ -114,7 +114,7 @@ export async function getMove(
|
||||
opponent: GoOpponent,
|
||||
rngOverride?: number,
|
||||
): Promise<Play & { type: GoPlayType.move | GoPlayType.pass }> {
|
||||
await sleep(300);
|
||||
await waitCycle();
|
||||
const rng = new WHRNG(rngOverride || Player.totalPlaytime);
|
||||
const smart = isSmart(opponent, rng.random());
|
||||
const moves = getMoveOptions(boardState, player, rng.random(), smart);
|
||||
@ -142,9 +142,9 @@ export async function getMove(
|
||||
.filter((point) => evaluateIfMoveIsValid(boardState, point.x, point.y, player, false));
|
||||
|
||||
const chosenMove = moveOptions[Math.floor(rng.random() * moveOptions.length)];
|
||||
await waitCycle();
|
||||
|
||||
if (chosenMove) {
|
||||
await sleep(200);
|
||||
//console.debug(`Non-priority move chosen: ${chosenMove.x} ${chosenMove.y}`);
|
||||
return { type: GoPlayType.move, x: chosenMove.x, y: chosenMove.y };
|
||||
}
|
||||
@ -786,7 +786,7 @@ function getMoveOptions(
|
||||
};
|
||||
|
||||
async function retrieveMoveOption(id: keyof typeof moveOptions): Promise<Move | null> {
|
||||
await sleep(100);
|
||||
await waitCycle();
|
||||
if (moveOptions[id] !== undefined) {
|
||||
return moveOptions[id] ?? null;
|
||||
}
|
||||
@ -813,6 +813,18 @@ export function sleep(ms: number): Promise<void> {
|
||||
return new Promise((resolve) => setTimeout(resolve, ms));
|
||||
}
|
||||
|
||||
/**
|
||||
* Spend some time waiting to allow the UI & CSS to render smoothly
|
||||
* If bonus time is available, significantly decrease the length of the wait
|
||||
*/
|
||||
function waitCycle(): Promise<void> {
|
||||
if (Go.storedCycles > 0) {
|
||||
Go.storedCycles -= 1;
|
||||
return sleep(40);
|
||||
}
|
||||
return sleep(200);
|
||||
}
|
||||
|
||||
export function showWorldDemon() {
|
||||
return Player.hasAugmentation(AugmentationName.TheRedPill, true) && Player.sourceFileLvl(1);
|
||||
}
|
||||
|
@ -44,6 +44,7 @@ import { setupUncaughtPromiseHandler } from "./UncaughtPromiseHandler";
|
||||
import { Button, Typography } from "@mui/material";
|
||||
import { SnackbarEvents } from "./ui/React/Snackbar";
|
||||
import { SaveData } from "./types";
|
||||
import { Go } from "./Go/Go";
|
||||
|
||||
/** Game engine. Handles the main game loop. */
|
||||
const Engine: {
|
||||
@ -330,6 +331,8 @@ const Engine: {
|
||||
// Bladeburner offline progress
|
||||
if (Player.bladeburner) Player.bladeburner.storeCycles(numCyclesOffline);
|
||||
|
||||
Go.storeCycles(numCyclesOffline);
|
||||
|
||||
staneksGift.process(numCyclesOffline);
|
||||
|
||||
// Sleeves offline progress
|
||||
|
@ -45,6 +45,7 @@ exports[`Check Save File Continuity GoSave continuity 1`] = `
|
||||
},
|
||||
"previousGame": null,
|
||||
"stats": {},
|
||||
"storedCycles": 0,
|
||||
}
|
||||
`;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user