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IPVGO: add scoring rules explanations to how to play page and score modal (#1558)
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@ -585,6 +585,9 @@ export const boardStyles = makeStyles<void, Size | "background">({ uniqId: "boar
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scoreModal: {
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width: "400px",
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},
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scoreExplanationModal: {
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width: "80vw",
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},
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centeredText: {
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textAlign: "center",
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},
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@ -19,6 +19,7 @@ import { GoGameboard } from "./GoGameboard";
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import { GoSubnetSearch } from "./GoSubnetSearch";
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import { CorruptableText } from "../../ui/React/CorruptableText";
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import { makeAIMove, resolveCurrentTurn } from "../boardAnalysis/goAI";
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import { GoScoreExplanation } from "./GoScoreExplanation";
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interface GoGameboardWrapperProps {
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showInstructions: () => void;
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@ -44,6 +45,7 @@ export function GoGameboardWrapper({ showInstructions }: GoGameboardWrapperProps
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const traditional = Settings.GoTraditionalStyle;
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const [showPriorMove, setShowPriorMove] = useState(false);
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const [scoreOpen, setScoreOpen] = useState(false);
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const [scoreExplanationOpen, setScoreExplanationOpen] = useState(false);
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const [searchOpen, setSearchOpen] = useState(false);
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const { classes } = boardStyles();
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@ -203,7 +205,9 @@ export function GoGameboardWrapper({ showInstructions }: GoGameboardWrapperProps
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newSubnet={() => newSubnet()}
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finalScore={score}
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opponent={Go.currentGame.ai}
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></GoScoreModal>
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showScoreExplanation={() => setScoreExplanationOpen(true)}
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/>
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<GoScoreExplanation onClose={() => setScoreExplanationOpen(false)} open={scoreExplanationOpen} />
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<div className={classes.boardFrame}>
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{traditional ? (
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""
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@ -151,6 +151,13 @@ export const GoInstructionsPage = (): React.ReactElement => {
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<br />
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Win streaks against a faction will give you +1 favor to that faction at certain numbers of wins (up to a
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max of {getMaxFavor()} favor), if you are currently a member of that faction.
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<br />
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<br />
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For experienced Go players: IPvGO uses the old traditional Go score rules, area scoring, rather than the
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Japanese territory scoring that was popular in the mid-21st century. All stones are alive and count
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towards score unless captured during the game. Chains that could be dead are not automatically captured
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after the game, and prisoners are not calculated. This was chosen for its simplicity to teach and to
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calculate, rather than using the territory scoring shortcuts designed to make physical games quicker.
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</Typography>
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</Grid>
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</Grid>
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39
src/Go/ui/GoScoreExplanation.tsx
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39
src/Go/ui/GoScoreExplanation.tsx
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@ -0,0 +1,39 @@
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import React from "react";
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import { Typography } from "@mui/material";
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import { Modal } from "../../ui/React/Modal";
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import { boardStyles } from "../boardState/goStyles";
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interface Props {
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open: boolean;
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onClose: () => void;
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}
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export const GoScoreExplanation = ({ open, onClose }: Props): React.ReactElement => {
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const { classes } = boardStyles();
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return (
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<Modal open={open} onClose={onClose}>
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<>
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<div className={classes.scoreExplanationModal}>
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<Typography>
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IPvGO uses one of the oldest scoring systems in Go, "area scoring", rather than "territory scoring" later
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popularized by Japan. All stones are alive unless captured, chains that could be dead are not automatically
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captured after the game, and prisoners are not calculated. The displayed score is always the ending score if
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both players pass. <br /> <br />
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This scoring ruleset was chosen for its simplicity to teach and to calculate, rather than using territory
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scoring shortcuts designed to make physical games quicker.
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<br /> <br />
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Territory scoring relies heavily on all players having a clear understanding of which chains on the board
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will be "alive" or "dead" given future perfect play. It is much more complicated to implement, and requires
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a much deeper knowledge of Go for new players, and for their IPvGO automation scripts.
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<br /> <br />
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In most cases the winner, and the difference in score between players, comes out to be the same in both
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scoring systems, but in area scoring you "show your work" and prove that something is alive or dead, and
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gives opportunities for the player to capitalize on the computer's mistakes (or vice versa).
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</Typography>
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</div>
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</>
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</Modal>
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);
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};
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@ -1,6 +1,6 @@
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import type { GoScore } from "../Types";
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import React from "react";
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import { Button, Typography } from "@mui/material";
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import { Button, Typography, Box } from "@mui/material";
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import { GoOpponent, GoColor } from "@enums";
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import { Modal } from "../../ui/React/Modal";
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@ -13,10 +13,18 @@ interface Props {
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onClose: () => void;
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finalScore: GoScore;
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newSubnet: () => void;
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showScoreExplanation: () => void;
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opponent: GoOpponent;
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}
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export const GoScoreModal = ({ open, onClose, finalScore, newSubnet, opponent }: Props): React.ReactElement => {
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export const GoScoreModal = ({
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open,
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onClose,
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finalScore,
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newSubnet,
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showScoreExplanation,
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opponent,
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}: Props): React.ReactElement => {
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const { classes } = boardStyles();
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const blackScore = finalScore[GoColor.black];
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@ -47,7 +55,10 @@ export const GoScoreModal = ({ open, onClose, finalScore, newSubnet, opponent }:
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) : (
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""
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)}
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<Button onClick={newSubnet}>New Subnet</Button>
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<Box className={classes.inlineFlexBox}>
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<Button onClick={showScoreExplanation}>Score Explanation</Button>
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<Button onClick={newSubnet}>New Subnet</Button>
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</Box>
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</div>
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</>
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</Modal>
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