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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 65 <= UInt32(captured.name) <= 90
captured.name += 32 # Demote captured piece.
push!(capturedArray, captured.name)
return false
#elseif 65 <= UInt32(captured.name) <= 90
# captured.name += 32 # Demote captured piece.
# push!(capturedArray, captured.name)
# return false
end
return false
end
# Copy move into moveChoice if it is better
function demonBurn(destRow::Int64, destCol::Int64)
function demonBurn(destRow::Int64, destCol::Int64, temp::Int64)
for i in 1:9
tempRow = destRow + moveOption[i].row
tempCol = destCol + moveOption[i].col
if tempRow <= dim && tempRow >= 1 && tempCol <= dim && tempCol >= 1
if chessboard[tempRow, tempCol].side != defDummy && chessboard[srcRow, srcCol].side != chessboard[tempRow, tempCol].side
temp += pieceValTen[chessboard[tempRow, tempCol].name] - pieceValTen[chessboard[srcRow, srcCol].name]
temp += pieceValTen[chessboard[tempRow, tempCol].name]
end
end
end
return temp
end
# tempMoveChoice[1] is going to store the type of attack, 1 = single capture, 2 = double capture, 3 = vice general/fire demon
# Have not coded changing capturing chessboard
function capture(srcRow::Int64, srcCol::Int64, destRow::Int64, destCol::Int64)
function capture(tempMoveChoice)
global strength
global moveChoice
temp = 0
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
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[destRow, destCol].side != defDummy && chessboard[srcRow, srcCol].side != chessboard[destRow, destCol].side
if dim == tDdim
temp = pieceValTen[chessboard[destRow, destCol].name] - pieceValTen[chessboard[srcRow, srcCol].name]
if chessboard[srcRow, srcCol].name == defFireDemon
demonBurn(destRow, destCol)
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].WAttack == 0
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == tDim
temp += 600
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == cDim
temp += 91
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing
temp += 68
elseif dim == tDim
temp += 500
else
temp += 50
end
end
elseif chessboard[tempMoveChoice[a], tempMoveChoice[b]].side == defBlack
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].BAttack == 0
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == tDim
temp += 600
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == cDim
temp += 91
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing
temp += 68
elseif dim == tDim
temp += 500
else
temp += 50
end
end
end
elseif tempMoveChoice[1] == 2
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]
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
temp = pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp += pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
end
end
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].side == defWhite # check if attack is safe
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].WAttack == 0
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == tDim
temp += 600
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == cDim
temp += 91
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing
temp += 68
elseif dim == tDim
temp += 500
else
temp += 50
end
end
elseif chessboard[tempMoveChoice[a], tempMoveChoice[b]].side == defBlack
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].BAttack == 0
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == tDim
temp += 600
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == cDim
temp += 91
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing
temp += 68
elseif dim == tDim
temp += 500
else
temp += 50
end
end
end
a += 2
b += 2
end
elseif tempMoveChoice[1] == 3
a = 8
b = 9
while tempMoveChoice[a] == 0 && tempMoveChoice [b] == 0
a -= 2
a -= 2
end
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
elseif dim == cDim
temp = pieceValChu[chessboard[destRow, destCol].name] - pieceValChu[chessboard[srcRow, srcCol].name]
temp = pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp = pieceVal[chessboard[destRow, destCol].name] - pieceVal[chessboard[srcRow, srcCol].name]
temp = pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTen[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
end
if chessboard[destRow, destCol].side == defWhite # check if attack is safe
if chessboard[destRow, destCol].WAttack == 0
elseif chessboard[srcRow, srcCol].name == defKing && dim == tDim
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].side == defWhite # check if attack is safe
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].WAttack == 0
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == tDim
temp += 600
elseif chessboard[srcRow, srcCol].name == defKing && dim == cDim
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == cDim
temp += 91
elseif chessboard[srcRow, srcCol].name == defKing
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing
temp += 68
elseif dim == tDim
temp += 500
else
temp += 50
end
end
elseif chessboard[destRow, destCol].side == defBlack
if chessboard[destRow, destCol].BAttack == 0
elseif chessboard[srcRow, srcCol].name == defKing && dim == tDim
elseif chessboard[tempMoveChoice[a], tempMoveChoice[b]].side == defBlack
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].BAttack == 0
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == tDim
temp += 600
elseif chessboard[srcRow, srcCol].name == defKing && dim == cDim
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == cDim
temp += 91
elseif chessboard[srcRow, srcCol].name == defKing
elseif chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing
temp += 68
elseif dim == tDim
temp += 500
else
temp += 50
end
end
end
tempMoveChoice = [srcRow, srcCol, destRow, destCol, 0, 0, 0, 0] # Store the move
if temp > strength
strength = temp
moveChoice = deepcopy(tempMoveChoice)
println(strength)
println(moveChoice)
end
end
end
if temp > strength
storeMoveChoice = [tempMoveChoice[2], tempMoveChoice[3], tempMoveChoice[4], tempMoveChoice[5], tempMoveChoice[6], tempMoveChoice[7], tempMoveChoice[8], tempMoveChoice[9]]
strength = temp
moveChoice = deepcopy(tempMoveChoice)
println(strength)
println(moveChoice)
end
end
end
function step(srcRow::Int64, srcCol::Int64, option::String, destRow::Int64, destCol::Int64)
if destRow <= dim && destRow >= 1 && destCol <= dim && destCol >= 1
if option == "update"
update(srcRow, srcCol, destRow, destCol, option)
end
if option == "capture"
capture(srcRow, srcCol, destRow, destCol, option)
tempMoveChoice = [1, srcRow, srcCol, destRow, destCol, 0, 0, 0, 0]
capture(tempMoveChoice)
end
end
end
function stepMultiple(srcRow::Int64, srcCol::Int64, option::String, tempRow::Int64, tempCol::Int64, jumps::Int64)
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
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
if option == "capture"
a = 4
b = 5
while tempMoveChoice[a] == 0 && tempMoveChoice[b] == 0
a += 2
b += 2
end
tempMoveChoice[a] = newTempRow
tempMoveChoice[b] = newTempCol
capture(tempMoveChoice)
end
if chessboard[srcRow, srcCol].name == defLion || chessboard[srcRow, srcCol].name == defLionHawk
stepMultiple(srcRow, srcCol, option, newTempRow, newTempCol, jumps - 1)
stepMultiple(srcRow, srcCol, option, newTempRow, newTempCol, jumps - 1, tempMoveChoice)
elseif chessboard[newTempRow, newTempCol].side == defDummy
stepMultiple(srcRow, srcCol, option, newTempRow, newTempCol, jumps - 1)
stepMultiple(srcRow, srcCol, option, newTempRow, newTempCol, jumps - 1, tempMoveChoice)
end
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"
capture(srcRow, srcCol, tempRow, tempCol, option)
tempMoveChoice = [1, srcRow, srcCol, destRow, destCol, 0, 0, 0, 0]
capture(tempMoveChoice)
end
end
if rangeJumpPriority[chessboard[srcRow, srcCol].name] < rangeJumpPriority[chessboard[tempRow, tempCol].name] # Not jumpable
break
end
end
end
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step(srcRow, srcCol, option, srcRow + moveOption[i].row, srcCol + moveOption[i].col)
end
end
end
function defViceGeneralMove(srcRow::Int64, srcCol::Int64, option::String)
global tempChessboard
if option == "update" || option == "capture"
if option == "update"
option = "special 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 != "capture"
for i in 1:9
if i == 1 || i == 3 || i == 7 || i == 9
rangeJump(srcRow, srcCol, option, i)
end
end
stepMultiple(srcRow, srcCol, option, srcRow, srcCol, 3)
for i in 1:9
if i == 1 || i == 3 || i == 7 || i == 9
rangeJump(srcRow, srcCol, option, i)
end
end
tempMoveChoice = [3, srcRow, srcCol, 0, 0, 0, 0, 0, 0]
stepMultiple(srcRow, srcCol, option, srcRow, srcCol, 3, tempMoveChoice)
end
if option == "special update"
for i in 1:dim
for j in 1:dim
if i == srcRow && j == srcCol
elseif chessboard[srcRow, srcCol].side == defWhite && tempChessboard[i, j].WAttack >= 1
chessboard[i, j].WAttack += 1
elseif chessboard[srcRow, srcCol].side == defBlack && tempChessboard[i, j].BAttack >= 1
chessboard[i, j].BAttack += 1
end
end
end
elseif option == "capture"
for i in 1:dim
for j in 1:dim
if i == srcRow && j == srcCol
elseif chessboard[srcRow, srcCol].side == defWhite && tempChessboard[i, j].WAttack >= 1
capture(srcRow, srcCol, i, j)
elseif chessboard[srcRow, srcCol].side == defBlack && tempChessboard[i, j].BAttack >= 1
capture(srcRow, srcCol, i, j)
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)
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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 != "capture"
for i in 1:9
for i in 1:9
if i != 2 && i != 5 && i != 8
range(srcRow, srcCol, option, srcRow, srcCol, i)
end
end
end
stepMultiple(srcRow, srcCol, option, srcRow, srcCol, 3)
end
tempMoveChoice = [3, srcRow, srcCol, 0, 0, 0, 0, 0, 0]
stepMultiple(srcRow, srcCol, option, srcRow, srcCol, 3, tempMoveChoice)
if option == "demon update"
for i in 1:dim
for j in 1:dim
if i == srcRow && j == srcCol
elseif chessboard[srcRow, srcCol].side == defWhite && tempChessboard[i, j].WAttack >= 1
chessboard[i, j].WAttack += 1
elseif chessboard[srcRow, srcCol].side == defBlack && tempChessboard[i, j].BAttack >= 1
chessboard[i, j].BAttack += 1
end
end
end
elseif option == "capture"
for i in 1:dim
for j in 1:dim
if i == srcRow && j == srcCol
elseif chessboard[srcRow, srcCol].side == defWhite && tempChessboard[i, j].WAttack >= 1
capture(srcRow, srcCol, i, j)
elseif chessboard[srcRow, srcCol].side == defBlack && tempChessboard[i, j].BAttack >= 1
capture(srcRow, srcCol, i, j)
end
end
end
end
end
function defHeavenlyTetrarchMove(srcRow::Int64, srcCol::Int64, option::String) # Need Exceptions
for i in 1:9
if i != 5
step(srcRow, srcCol, option, srcRow + moveOption[i].row, srcCol + moveOption[i].col)
|