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# limited move options
global pieceValTenjiku = Dict{String, Int64}("_" => 0, "bishop" => 10, "bishop general" => 21, "blind tiger" => 3, "copper general" => 2, "chariot soldier" => 18, "dog" => 1, "drunk elephant" => 3, "dragon horse" => 12, "dragon king" => 14, "ferocious leopard" => 3, "flying ox" => 16, "flying stag" => 9, "fire demon" => 83, "free boar" => 16, "free eagle" => 22, "gold general" => 3, "great general" => 45, "heavenly tetrarch" => 12, "horned falcon" => 19, "iron general" => 2, "king" => 500, "kirin" => 3, "lance" => 6, "lion hawk" => 25, "lion" => 18, "multi general" => 6, "knight" => 1, "pawn" => 1, "phoenix" => 3, "queen" => 22, "rook" => 12, "reverse chariot" => 6, "rook general" => 23, "silver general" => 2, "soaring eagle" => 18, "side mover" => 7, "side soldier" => 7, "vice general" => 39, "vertical mover" => 7, "vertical soldier" => 8, "water buffalo" => 17, "whale" => 10, "white horse" => 14)
global rangeJumpPriority = Dict{String, Int64}("_" => 0, "bishop" => 0, "bishop general" => 1, "blind tiger" => 0, "copper general" => 0, "chariot soldier" => 0, "dog" => 0, "drunk elephant" => 0, "dragon horse" => 0, "dragon king" => 0, "ferocious leopard" => 0, "flying ox" => 0, "flying stag" => 0, "fire demon" => 0, "free boar" => 0, "free eagle" => 0, "gold general" => 0, "great general" => 3, "heavenly tetrarch" => 0, "horned falcon" => 0, "iron general" => 0, "king" => 4, "kirin" => 0, "lance" => 0, "lion hawk" => 0, "lion" => 0, "multi general" => 0, "knight" => 0, "pawn" => 0, "phoenix" => 0, "queen" => 0, "rook" => 0, "reverse chariot" => 0, "rook general" => 1, "silver general" => 0, "soaring eagle" => 0, "side mover" => 0, "side soldier" => 0, "vice general" => 2, "vertical mover" => 0, "vertical soldier" => 0, "water buffalo" => 0, "whale" => 0, "white horse" => 0)
global pieceValChu = Dict{Char,Int64}('_' => 0, 'i'=> 20, 'q' => 12, 'd' => 8, 'D' => 11, 'h' => 7, 'H' => 10, 'r' => 6, 'R' => 8, 'b' => 5, 'B' => 7, 'v' => 4, 'V' => 8, 'm' => 4, 'M' => 8, 'k' => 50, 'x' => 3, 'X' => 12, 'n' => 3, 'N' => 20, 'a' => 3, 'A' => 5, 'l' => 3, 'L' => 7, 'e' => 3, 'E' => 50, 'g' => 3, 'G' => 6, 'f' => 3, 'F' => 5, 't' => 3, 'T' => 6, 's' => 2, 'S' => 4, 'c' => 2, 'C' => 4,'o' => 1, 'O' => 3, 'p' => 1, '3' => 3)
global pieceVal = Dict{Char,Int64}("pawn"=>1,'P'=>2,'l'=>4,'L'=>5,'n'=>6,
'N'=>7,'s'=>7,'S'=>8,'g'=>8,'b'=>11,'r'=>13,'B'=>15,'R'=>17, 'k'=>50)
global prStandard = Dict{String, String}("rook promoted" => "dragon king","bishop promoted" => "dragon horse","silver general promoted" => "gold general",
"knight promoted" => "gold general", "lance promoted" => "gold general", "pawn promoted" => "gold general")
global prTenjiku = Dict{String,String}("bishop promoted" => "dragon horse", "bishop general promoted" => "vice general",
"blind tiger promoted" => "flying stag", "chariot soldier promoted" => "heavenly tetrarch", "copper general promoted" => "side mover", "dog promoted" => "multi general",
"dragon horse promoted" => "horned falcon", "dragon king promoted" => "soaring eagle", "drunk elephant promoted" => "prince", "ferocious leopard promoted" => "bishop",
"gold general promoted" => "rook", "horned falcon promoted" => "bishop general", "iron general promoted" => "vertical soldier", "kirin promoted" => "lion", "knight promoted" => "side soldier",
"lance promoted" => "white horse", "lion promoted" => "lion hawk", "pawn promoted" => "gold general", "phoenix promoted" => "queen", "queen promoted" => "free eagle",
"reverse chariot promoted" => "whale", "rook promoted" => "dragon king", "rook general promoted" => "great general", "side mover promoted" => "free boar",
"side soldier promoted" => "water buffalo", "silver general promoted" => "vertical mover", "soaring eagle promoted" => "rook general", "vertical mover promoted" => "flying ox",
"vertical soldier promoted" => "chariot soldier", "water buffalo promoted" => "fire demon" )
global defEmpty = "_"
global defBishop = "bishop"
global defBishopGeneral = "bishop general"
global defBlindTiger = "blind tiger"
global defCopperGeneral = "copper general"
global defChariotSoldier = "chariot soldier"
global defDog = "dog"
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global defViceGeneral = "vice general"
global defVerticalMover = "vertical mover"
global defVerticalSoldier = "vertical soldier"
global defWaterBuffalo = "water buffalo"
global defWhale = "whale"
global defWhiteHorse = "white horse"
global prStandard = Dict{String, String}("rook promoted" => "dragon king","bishop promoted" => "dragon horse","silver general promoted" => "gold general",
"knight promoted" => "gold general", "lance promoted" => "gold general", "pawn promoted" => "gold general")
global prTenjiku = Dict{String,String}("bishop promoted" => "dragon horse", "bishop general promoted" => "vice general",
"blind tiger promoted" => "flying stag", "chariot soldier promoted" => "heavenly tetrarch", "copper general promoted" => "side mover", "dog promoted" => "multi general",
"dragon horse promoted" => "horned falcon", "dragon king promoted" => "soaring eagle", "drunk elephant promoted" => "prince", "ferocious leopard promoted" => "bishop",
"gold general promoted" => "rook", "horned falcon promoted" => "bishop general", "iron general promoted" => "vertical soldier", "kirin promoted" => "lion", "knight promoted" => "side soldier",
"lance promoted" => "white horse", "lion promoted" => "lion hawk", "pawn promoted" => "gold general", "phoenix promoted" => "queen", "queen promoted" => "free eagle",
"reverse chariot promoted" => "whale", "rook promoted" => "dragon king", "rook general promoted" => "great general", "side mover promoted" => "free boar",
"side soldier promoted" => "water buffalo", "silver general promoted" => "vertical mover", "soaring eagle promoted" => "rook general", "vertical mover promoted" => "flying ox",
"vertical soldier promoted" => "chariot soldier", "water buffalo promoted" => "fire demon" )
global defDummy = "D"
global defWhite = "Wh"
global defBlack = "Bl"
global tDim = 16
global cDim = 12
global sDim = 9
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end
if captured.name == defKing # gamewin
push!(capturedArray, captured.name)
return true
elseif captured.name == defGGen # Does not promote
push!(capturedArray, captured.name)
return false
elseif contains(captured.name, "promoted")
splitName = split(captured.name) # Demote captured piece.
#elseif 65 <= UInt32(captured.name) <= 90
# captured.name += 32 # Demote captured piece.
len = length(splitName)
demoted = ""
for i = 1:len-1
demoted = demoted* splitName[i]*" "
end
strip(demoted)
push!(capturedArray, demoted)
return false
# push!(capturedArray, captured.name)
# return false
end
return false
end
# Copy move into moveChoice if it is better
function demonBurn(destRow::Int64, destCol::Int64, temp::Int64)
for i in 1:9
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if tempMoveChoice[1] == 1
a = 4
b = 5
if dim == tDdim
temp = pieceValTen[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
if chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defFireDemon
temp = demonBurn(tempMoveChoice[a], tempMoveChoice[b], temp)
end
end
elseif dim == cDim
temp = pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp = pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
end
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].side == defWhite # check if attack is safe
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].WAttack == 0
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a = 4
b = 5
while a != 0 && b != 0
if dim == tDdim
if temp == 0
temp = pieceValTen[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp += pieceValTen[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
temp += pieceValTen[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
elseif dim == cDim
if temp == 0
temp = pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp += pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
else
if temp == 0
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elseif tempMoveChoice[1] == 3
a = 8
b = 9
while tempMoveChoice[a] == 0 && tempMoveChoice [b] == 0
a -= 2
a -= 2
end
if dim == tDdim
if dim == tDim
temp = pieceValTen[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
if chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defFireDemon
temp = demonBurn(tempMoveChoice[a], tempMoveChoice[b], temp)
end
end
elseif dim == cDim
temp = pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp = pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
end
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].side == defWhite # check if attack is safe
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].WAttack == 0
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function stepMultiple(srcRow::Int64, srcCol::Int64, option::String, tempRow::Int64, tempCol::Int64, jumps::Int64, tempMoveChoice)
global tempChessboard
if jumps == 0
return
end
saveMoveChoice = tempMoveChoice
for i in 1:9
if i != 5
if (chessboard[srcRow, srcCol].name == defFreeEagle && (i == 1 || i == 3 || i == 7 || i == 9)) || (chessboard[srcRow, srcCol].name != defFreeEagle && i != 5)
tempMoveChoice = saveMoveChoice
newTempRow = tempRow + moveOption[i].row
newTempCol = tempCol + moveOption[i].col
if newTempRow <= dim && newTempRow >= 1 && newTempCol <= dim && newTempCol >= 1
if option == "special update" || option == "demon update"
update(srcRow, srcCol, newTempRow, newTempCol, option)
end
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stepMultiple(srcRow, srcCol, option, newTempRow, newTempCol, jumps - 1, tempMoveChoice)
end
end
end
end
end
function stepMultipleLinear(srcRow::Int64, srcCol::Int64, option::String, tempRow::Int64, tempCol::Int64, jumps::Int64, index::Int64, tempMoveChoice)
global tempChessboard
if jumps == 0
return
end
saveMoveChoice = tempMoveChoice
if jumps == 2
newTempRow = tempRow + moveOption[i].row
newTempCol = tempCol + moveOption[i].col
if newTempRow <= dim && newTempRow >= 1 && newTempCol <= dim && newTempCol >= 1
if option == "special update" || option == "demon update"
update(srcRow, srcCol, newTempRow, newTempCol, option)
end
if option == "capture"
tempMoveChoice[4] = newTempRow
tempMoveChoice[5] = newTempCol
capture(tempMoveChoice)
end
stepMultipleLinear(srcRow, srcCol, option, newTempRow, newTempCol, jumps - 1, tempMoveChoice)
end
elseif jumps == 1
newTempRow = tempRow - moveOption[i].row ## igui
newTempCol = tempCol - moveOption[i].col
if option == "capture"
tempMoveChoice[6] = newTempRow
tempMoveChoice[7] = newTempCol
capture(tempMoveChoice)
end
newTempRow = tempRow + moveOption[i].row
newTempCol = tempCol + moveOption[i].col
if newTempRow <= dim && newTempRow >= 1 && newTempCol <= dim && newTempCol >= 1
if option == "update"
update(srcRow, srcCol, newTempRow, newTempCol, option)
end
if option == "capture"
tempMoveChoice[6] = newTempRow
tempMoveChoice[7] = newTempCol
capture(tempMoveChoice)
end
end
end
end
function rangeJump(srcRow::Int64, srcCol::Int64, option::String, index::Int64)
tempRow = srcRow
tempCol = srcCol
while true
tempRow = tempRow + moveOption[index].row
tempCol = tempCol + moveOption[index].col
if tempRow > dim || tempRow < 1 || tempCol > dim || tempCol < 1
break
end
if option == "update" || option == "special update"
update(srcRow, srcCol, tempRow, tempCol, option)
end
if chessboard[tempRow, tempCol].side != defDummy
if option == "capture"
tempMoveChoice = [1, srcRow, srcCol, destRow, destCol, 0, 0, 0, 0]
tempMoveChoice = [1, srcRow, srcCol, tempRow, tempCol, 0, 0, 0, 0]
capture(tempMoveChoice)
end
end
end
if rangeJumpPriority[chessboard[srcRow, srcCol].name] < rangeJumpPriority[chessboard[tempRow, tempCol].name] # Not jumpable
break
end
end
end
end
function range(srcRow::Int64, srcCol::Int64, option::String, tempRow::Int64, tempCol::Int64, index::Int64)
function range(srcRow::Int64, srcCol::Int64, option::String, tempRow::Int64, tempCol::Int64, index::Int64)
newTempRow = tempRow
newTempCol = tempCol
while true
newTempRow = newTempRow + moveOption[index].row
newTempCol = newTempCol + moveOption[index].col
if newTempRow > dim || newTempRow < 1 || newTempCol > dim || newTempCol < 1
break
end
if option == "update" || option == "special update" || option == "demon update"
update(srcRow, srcCol, newTempRow, newTempCol, option)
end
if chessboard[newTempRow, newTempCol].side != defDummy
if option == "capture"
tempMoveChoice = [1, srcRow, srcCol, destRow, destCol, 0, 0, 0, 0]
tempMoveChoice = [1, srcRow, srcCol, tempRow, tempCol, 0, 0, 0, 0]
capture(tempMoveChoice)
end
break
end
end
end
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elseif chessboard[srcRow, srcCol].side == defBlack && tempChessboard[i, j].BAttack >= 1
chessboard[i, j].BAttack += 1
end
end
end
end
end
function defGreatGeneralMove(srcRow::Int64, srcCol::Int64, option::String)
for i in 1:9
if i != 5
rangeJump(srcRow, srcCol, option, i)
end
end
end
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step(srcRow, srcCol, option, srcRow + moveOption[i].row, srcCol + moveOption[i].col)
end
end
end
function defDragonKingMove(srcRow::Int64, srcCol::Int64, option::String)
for i in 1:9
if i == 2 || i == 4 || i == 6 || i == 8
if i == 2 || i == 4 || i == 6 || i == 8
range(srcRow, srcCol, srcRow, srcCol, option, i)
elseif i == 1 || i == 3 || i == 7 || i == 9
step(srcRow, srcCol, option, srcRow + moveOption[i].row, srcCol + moveOption[i].col)
end
end
end
function defBishopMove(srcRow::Int64, srcCol::Int64, option::String)
for i in 1:9
if i == 1 || i == 3 || i == 7 || i == 9
range(srcRow, srcCol, option, srcRow, srcCol, i)
end
end
end
function defRookMove(srcRow::Int64, srcCol::Int64, option::String)
for i in 1:9
if i == 2 || i == 4 || i == 6 || i == 8
if i == 2 || i == 4 || i == 6 || i == 8
range(srcRow, srcCol, option, srcRow, srcCol, i)
end
end
end
function defFerociousLeopardMove(srcRow::Int64, srcCol::Int64, option::String)
for i in 1:9
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if chessboard[tempRow, tempCol].side == defDummy
step(srcRow, srcCol, option, srcRow + 3*moveOption[i].row, srcCol + 3*moveOption[i].col)
end
end
end
end
end
function defWaterBuffaloMove(srcRow::Int64, srcCol::Int64, option::String)
for i in 1:9
if i != 2 && i != 5 && i != 8
range(srcRow, srcCol, option, srcRow, srcCol, i)
elseif i == 2 || i == 8
tempRow = srcRow + moveOption[i].row
tempCol = srcCol + moveOption[i].col
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if chessboard[tempRow, tempCol].side == defDummy && ((chessboard[srcRow, srcCol].side == defWhite && i == 2) || (chessboard[srcRow, srcCol].side == defBlack && i == 8))
step(srcRow, srcCol, option, srcRow + 2*moveOption[i].row, srcCol + 2*moveOption[i].col)
end
end
end
end
end
function defVerticalSoldierMove(srcRow::Int64, srcCol::Int64, option::String)
for i in 1:9
if (chessboard[srcRow, srcCol].side == defWhite && i == 2) || (chessboard[srcRow, srcCol].side == defBlack && i == 8)
range(srcRow, srcCol, option, srcRow, srcCol, i)
elseif i == 4 || i == 6 || i == 8
tempRow = srcRow + moveOption[i].row
tempCol = srcCol + moveOption[i].col
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if (chessboard[srcRow, srcCol].side == defWhite && (i == 1 || i == 2 || i == 3)) || (chessboard[srcRow, srcCol].side == defBlack && (i == 7 || i == 8 || i == 9))
step(srcRow, srcCol, option, srcRow + moveOption[i].row, srcCol + moveOption[i].col)
end
end
end
function defFreeEagleMove(srcRow::Int64, srcCol::Int64, option::String) # Need Exceptions
global tempChessboard
if option == "update"
tempChessboard = deepcopy(chessboard)
for i in 1:dim
for j in 1:dim
tempChessboard[i, j].WAttack = 0
tempChessboard[i, j].BAttack = 0
end
end
end
if option == "update"
option = "special update"
end
tempMoveChoice = [2, srcRow, srcCol, 0, 0, 0, 0, 0, 0]
stepMultiple(srcRow, srcCol, option, srcRow, srcCol, 2, tempMoveChoice)
for i in 1:9
if i != 5
step(srcRow, srcCol, option, srcRow + moveOption[i].row, srcCol + moveOption[i].col)
if option == "update"
step(srcRow, srcCol, option, srcRow + 2*moveOption[i].row, srcCol + 2*moveOption[i].col)
range(srcRow, srcCol, option, srcRow + 2*moveOption[i].row, srcCol + 2*moveOption[i].col, i)
range(srcRow, srcCol, option, srcRow + 2*moveOption[i].row, srcCol + 2*moveOption[i].col, i)
end
end
end
end
function defLionHawkMove(srcRow::Int64, srcCol::Int64, option::String)
global tempChessboard
if option == "update"
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function defDogMove(srcRow::Int64, srcCol::Int64, option::String)
for i in 1:9
if (chessboard[srcRow, srcCol].side == defWhite && (i == 2 || i == 7 || i == 9)) || (chessboard[srcRow, srcCol].side == defBlack && (i == 1 || i == 3 || i == 8))
step(srcRow, srcCol, option, srcRow + moveOption[i].row, srcCol + moveOption[i].col)
end
end
end
function defBlindTigerMove(srcRow::Int64, srcCol::Int64, option::String)
for i in 1:9
if i != 5 && ((chessboard[srcRow, srcCol].side == defWhite && i != 2) || (chessboard[srcRow, srcCol].side == defBlack && i != 8))
step(srcRow, srcCol, option, srcRow + moveOption[i].row, srcCol + moveOption[i].col)
end
end
end
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