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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{String, Int64}("_" => 0, "lion" => 20, "queen" => 12, "dragon king" => 8, "soaring eagle" => 11, "dragon horse" => 7, "horned falcon" => 10, "rook" => 6, "bishop" => 5, "vertical mover" => 4, "flying ox" => 8, "side mover" => 4, "free boar" => 8, "king" => 50, "phoenix" => 3, "kirin" => 3, "reverse chariot" => 3, "whale" => 5 , "lance" => 3, "white horse" => 7, "drunk elephant" => 3, "gold general" => 3, "ferocious leopard" => 3, "blind tiger" => 3, "flying stag" => 6, "silver general" => 2, "copper general" => 2, "go between" => 1, "pawn" => 1)
global pieceVal = Dict{String,Int64}("pawn"=>1, "pawn promoted" =>2, "lance" =>4, "lance promomted" =>5, "knight" =>6,
"knight promoted" =>7, "silver general" =>7,"silver general promoted" =>8, "gold general" =>8, "bishop" =>11, "rook" =>13, "bishop promoted" =>15, "rook promoted" =>17, "king"=>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",
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# limited move options
global pieceValTenjiku = Dict{String, Int64}("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{String, Int64}("lion" => 20, "queen" => 12, "dragon king" => 8, "soaring eagle" => 11, "dragon horse" => 7, "horned falcon" => 10, "rook" => 6, "bishop" => 5, "vertical mover" => 4, "flying ox" => 8, "side mover" => 4, "free boar" => 8, "king" => 50, "phoenix" => 3, "kirin" => 3, "reverse chariot" => 3, "whale" => 5 , "lance" => 3, "white horse" => 7, "drunk elephant" => 3, "gold general" => 3, "ferocious leopard" => 3, "blind tiger" => 3, "flying stag" => 6, "silver general" => 2, "copper general" => 2, "go between" => 1, "pawn" => 1)
global pieceVal = Dict{String,Int64}("pawn"=>1, "pawn promoted" =>2, "lance" =>4, "lance promomted" =>5, "knight" =>6,
"knight promoted" =>7, "silver general" =>7,"silver general promoted" =>8, "gold general" =>8, "bishop" =>11, "rook" =>13, "bishop promoted" =>15, "rook promoted" =>17, "king"=>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",
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#global tempMoveChoice2 = Array{Int64}(8) # Only used for double captures
global strength = -1
global whitePrison = []
global blackPrison = []
global chessboard
global tempChessboard
type moveOffset
row::Int64
col::Int64
end
type piece
display::String
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#global tempMoveChoice2 = Array{Int64}(8) # Only used for double captures
global strength = -1
global whitePrison = []
global blackPrison = []
global chessboard
global tempChessboard
global currTurn
type moveOffset
row::Int64
col::Int64
end
type piece
display::String
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chessboard[i, j].WAttack = 0
chessboard[i, j].BAttack = 0
end
end
end
for i in 1:dim
for j in 1:dim
if chessboard[i, j].name == defBishop
defBishopMove(i, j, option)
elseif chessboard[i, j].name == defBishopGeneral
defBishopGeneralMove(i, j, option)
elseif chessboard[i, j].name == defBlindTiger
defBlindTigerMove(i, j, option)
elseif chessboard[i, j].name == defCopperGeneral
defCopperGeneralMove(i, j, option)
elseif chessboard[i, j].name == defChariotSoldier
defChariotSoldierMove(i, j, option)
elseif chessboard[i, j].name == defDog
defDogMove(i, j, option)
elseif chessboard[i, j].name == defDrunkElephant
defDrunkElephantrMove(i, j, option)
elseif chessboard[i, j].name == defDragonHorse
defDragonHorseMove(i, j, option)
elseif chessboard[i, j].name == defDragonKing
defDragonKingMove(i, j, option)
elseif chessboard[i, j].name == defFerociousLeopard
defFerociousLeopardMove(i, j, option)
elseif chessboard[i, j].name == defFireDemon
defFireDemonMove(i, j, option)
elseif chessboard[i, j].name == defFlyingOx
defFlyingOxMove(i, j, option)
elseif chessboard[i, j].name == defFlyingStag
defFlyingStagMove(i, j, option)
elseif chessboard[i, j].name == defFreeBoar
defFreeBoarMove(i, j, option)
elseif chessboard[i, j].name == defFreeEagle
defFreeEagleMove(i, j, option)
elseif chessboard[i, j].name == defGoldGeneral
defGoldGeneralMove(i, j, option)
elseif chessboard[i, j].name == defGreatGeneral
defGreatGeneralMove(i, j, option)
elseif chessboard[i, j].name == defHeavenlyTetrarch
defHeavenlyTetrarchMove(i, j, option)
elseif chessboard[i, j].name == defHornedFalcon
defHornedFalconMove(i, j, option)
elseif chessboard[i, j].name == defIronGeneral
defIronGeneralMove(i, j, option)
elseif chessboard[i, j].name == defKing
defKingMove(i, j, option)
elseif chessboard[i, j].name == defKirin
defKirinMove(i, j, option)
elseif chessboard[i, j].name == defLance
defLanceMove(i, j, option)
elseif chessboard[i, j].name == defLionHawk
defLionHawkMove(i, j, option)
elseif chessboard[i, j].name == defLion
defLionMove(i, j, option)
elseif chessboard[i, j].name == defMultiGeneral
defMultiGeneralMove(i, j, option)
elseif chessboard[i, j].name == defKnight
defKnightMove(i, j, option)
elseif chessboard[i, j].name == defPawn
defPawnMove(i, j, option)
elseif chessboard[i, j].name == defPhoenix
defPhoenixMove(i, j, option)
elseif chessboard[i, j].name == defQueen
defQueenMove(i, j, option)
elseif chessboard[i, j].name == defRook
defRookMove(i, j, option)
elseif chessboard[i, j].name == defReverseChariot
defReverseChariotMove(i, j, option)
elseif chessboard[i, j].name == defRookGeneral
defRookGeneralMove(i, j, option)
elseif chessboard[i, j].name == defSilverGeneral
defGeneralMove(i, j, option)
elseif chessboard[i, j].name == defSoaringEagle
defSoaringEagleMove(i, j, option)
elseif chessboard[i, j].name == defSideMover
defSideMoverMove(i, j, option)
elseif chessboard[i, j].name == defSideSoldier
defSideSoldierMove(i, j, option)
elseif chessboard[i, j].name == defViceGeneral
defViceGeneralMove(i, j, option)
elseif chessboard[i, j].name == defVerticalMover
defVerticalMoverMove(i, j, option)
elseif chessboard[i, j].name == defVerticalSoldier
defVerticalSoldierMove(i, j, option)
elseif chessboard[i, j].name == defWaterBuffalo
defWaterBuffaloMove(i, j, option)
elseif chessboard[i, j].name == defWhale
defWhaleMove(i, j, option)
elseif chessboard[i, j].name == defWhiteHorse
defWhiteHorseMove(i, j, option)
end
end
end
end
function update(srcRow::Int64, srcCol::Int64, destRow::Int64, destCol::Int64, option::String)
global tempChessboard
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chessboard[i, j].WAttack = 0
chessboard[i, j].BAttack = 0
end
end
end
for i in 1:dim
for j in 1:dim
if chessboard[i, j].side == currTurn
if chessboard[i, j].name == defBishop
defBishopMove(i, j, option)
elseif chessboard[i, j].name == defBishopGeneral
defBishopGeneralMove(i, j, option)
elseif chessboard[i, j].name == defBlindTiger
defBlindTigerMove(i, j, option)
elseif chessboard[i, j].name == defCopperGeneral
defCopperGeneralMove(i, j, option)
elseif chessboard[i, j].name == defChariotSoldier
defChariotSoldierMove(i, j, option)
elseif chessboard[i, j].name == defDog
defDogMove(i, j, option)
elseif chessboard[i, j].name == defDrunkElephant
defDrunkElephantrMove(i, j, option)
elseif chessboard[i, j].name == defDragonHorse
defDragonHorseMove(i, j, option)
elseif chessboard[i, j].name == defDragonKing
defDragonKingMove(i, j, option)
elseif chessboard[i, j].name == defFerociousLeopard
defFerociousLeopardMove(i, j, option)
elseif chessboard[i, j].name == defFireDemon
defFireDemonMove(i, j, option)
elseif chessboard[i, j].name == defFlyingOx
defFlyingOxMove(i, j, option)
elseif chessboard[i, j].name == defFlyingStag
defFlyingStagMove(i, j, option)
elseif chessboard[i, j].name == defFreeBoar
defFreeBoarMove(i, j, option)
elseif chessboard[i, j].name == defFreeEagle
defFreeEagleMove(i, j, option)
elseif chessboard[i, j].name == defGoldGeneral
defGoldGeneralMove(i, j, option)
elseif chessboard[i, j].name == defGreatGeneral
defGreatGeneralMove(i, j, option)
elseif chessboard[i, j].name == defHeavenlyTetrarch
defHeavenlyTetrarchMove(i, j, option)
elseif chessboard[i, j].name == defHornedFalcon
defHornedFalconMove(i, j, option)
elseif chessboard[i, j].name == defIronGeneral
defIronGeneralMove(i, j, option)
elseif chessboard[i, j].name == defKing
defKingMove(i, j, option)
elseif chessboard[i, j].name == defKirin
defKirinMove(i, j, option)
elseif chessboard[i, j].name == defLance
defLanceMove(i, j, option)
elseif chessboard[i, j].name == defLionHawk
defLionHawkMove(i, j, option)
elseif chessboard[i, j].name == defLion
defLionMove(i, j, option)
elseif chessboard[i, j].name == defMultiGeneral
defMultiGeneralMove(i, j, option)
elseif chessboard[i, j].name == defKnight
defKnightMove(i, j, option)
elseif chessboard[i, j].name == defPawn
defPawnMove(i, j, option)
elseif chessboard[i, j].name == defPhoenix
defPhoenixMove(i, j, option)
elseif chessboard[i, j].name == defQueen
defQueenMove(i, j, option)
elseif chessboard[i, j].name == defRook
defRookMove(i, j, option)
elseif chessboard[i, j].name == defReverseChariot
defReverseChariotMove(i, j, option)
elseif chessboard[i, j].name == defRookGeneral
defRookGeneralMove(i, j, option)
elseif chessboard[i, j].name == defSilverGeneral
defGeneralMove(i, j, option)
elseif chessboard[i, j].name == defSoaringEagle
defSoaringEagleMove(i, j, option)
elseif chessboard[i, j].name == defSideMover
defSideMoverMove(i, j, option)
elseif chessboard[i, j].name == defSideSoldier
defSideSoldierMove(i, j, option)
elseif chessboard[i, j].name == defViceGeneral
defViceGeneralMove(i, j, option)
elseif chessboard[i, j].name == defVerticalMover
defVerticalMoverMove(i, j, option)
elseif chessboard[i, j].name == defVerticalSoldier
defVerticalSoldierMove(i, j, option)
elseif chessboard[i, j].name == defWaterBuffalo
defWaterBuffaloMove(i, j, option)
elseif chessboard[i, j].name == defWhale
defWhaleMove(i, j, option)
elseif chessboard[i, j].name == defWhiteHorse
defWhiteHorseMove(i, j, option)
end
end
end
end
end
function update(srcRow::Int64, srcCol::Int64, destRow::Int64, destCol::Int64, option::String)
global tempChessboard
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# 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
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 += pieceValTenjiku[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(tempMoveChoice)
global strength
global moveChoice
temp = -1
if tempMoveChoice[1] == 1
a = 4
b = 5
if dim == tDim
temp = pieceValTenjiku[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[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] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp = pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[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
if 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
if 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 tempMoveChoice[a] != 0 && tempMoveChoice[b] != 0
if dim == tDim
if temp == -1
temp = pieceValTenjiku[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp += pieceValTenjiku[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
end
elseif dim == cDim
if temp == -1
temp = pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp += pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
end
else
if temp == -1
temp = pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp += pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
end
end
if tempMoveChoice[a + 2] == 0 && tempMoveChoice[b + 2] == 0
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].side == defWhite # check if attack is safe
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].WAttack == 0
if chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == tDim
temp += 600
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# push!(capturedArray, captured.name)
# return false
end
return false
end
# Copy move into moveChoice if it is better
function demonBurn(srcRow::Int64, srcCol::Int64, 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 += pieceValTenjiku[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(tempMoveChoice)
a = 0
b = 0
global strength
global moveChoice
temp = -1
if tempMoveChoice[1] == 1
a = 4
b = 5
elseif tempMoveChoice[1] == 3
a = 8
b = 9
while tempMoveChoice[a] == 0 && tempMoveChoice[b] == 0
a -= 2
b -= 2
end
end
if tempMoveChoice[1] == 1 || tempMoveChoice[1] == 3
if dim == tDim
temp = pieceValTenjiku[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
if chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defFireDemon
temp = demonBurn(tempMoveChoice[2], tempMoveChoice[3], tempMoveChoice[a], tempMoveChoice[b], temp)
end
elseif dim == cDim
temp = pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp = pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
end
if chessboard[tempMoveChoice[2], tempMoveChoice[3]].side == defBlack # check if attack is safe
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].WAttack == 0
if 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[2], tempMoveChoice[3]].side == defWhite
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].BAttack == 0
if 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 tempMoveChoice[a] != 0 && tempMoveChoice[b] != 0
if chessboard[tempMoveChoice[a], tempMoveChoice[b]] != defDummy
if dim == tDim
if temp == -1
temp = pieceValTenjiku[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp += pieceValTenjiku[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
end
elseif dim == cDim
if temp == -1
temp = pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp += pieceValChu[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
end
else
if temp == -1
temp = pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp += pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name]
end
end
end
if tempMoveChoice[a + 2] == 0 && tempMoveChoice[b + 2] == 0
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].side == defWhite # check if attack is safe
if chessboard[tempMoveChoice[a], tempMoveChoice[b]].WAttack == 0
if chessboard[tempMoveChoice[2], tempMoveChoice[3]].name == defKing && dim == tDim
temp += 600
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end
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 == tDim
temp = pieceValTenjiku[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[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] - pieceValTenjiku[chessboard[tempMoveChoice[2], tempMoveChoice[3]].name]
else
temp = pieceVal[chessboard[tempMoveChoice[a], tempMoveChoice[b]].name] - pieceValTenjiku[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
if 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
if 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
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
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"
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, tempMoveChoice)
global tempChessboard
if jumps == 0
println("return")
return
end
saveMoveChoice = deepcopy(tempMoveChoice)
for i in 1:9
if (chessboard[srcRow, srcCol].name == defFreeEagle && (i == 1 || i == 3 || i == 7 || i == 9)) || (chessboard[srcRow, srcCol].name != defFreeEagle && i != 5)
println(tempMoveChoice)
println("temp")
tempMoveChoice = saveMoveChoice
println(saveMoveChoice)
println("save")
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, tempMoveChoice)
elseif chessboard[newTempRow, newTempCol].side == defDummy
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 = deepcopy(tempMoveChoice)
if jumps == 2
newTempRow = tempRow + moveOption[index].row
newTempCol = tempCol + moveOption[index].col
if newTempRow <= dim && newTempRow >= 1 && newTempCol <= dim && newTempCol >= 1
if option == "special update" || option == "demon update" || option == "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, index, tempMoveChoice)
end
elseif jumps == 1
newTempRow = tempRow - moveOption[index].row ## igui
newTempCol = tempCol - moveOption[index].col
if option == "capture"
tempMoveChoice[6] = newTempRow
tempMoveChoice[7] = newTempCol
capture(tempMoveChoice)
end
if chessboard[srcRow, srcCol].name != defHeavenlyTetrarch
newTempRow = tempRow + moveOption[index].row
newTempCol = tempCol + moveOption[index].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
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, tempRow, tempCol, 0, 0, 0, 0]
capture(tempMoveChoice)
end
end
if rangeJumpPriority[chessboard[srcRow, srcCol].name] < rangeJumpPriority[chessboard[tempRow, tempCol].name] # Not jumpable
break
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end
end
end
end
a += 2
b += 2
end
end
println(strength)
println(tempMoveChoice)
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
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"
if chessboard[srcRow, srcCol].side != chessboard[destRow, destCol] && chessboard[destRow, destCol].side != defDummy
tempMoveChoice = [1, srcRow, srcCol, destRow, destCol, 0, 0, 0, 0]
capture(tempMoveChoice)
end
end
end
end
function stepMultiple(srcRow::Int64, srcCol::Int64, option::String, tempRow::Int64, tempCol::Int64, jumps::Int64, tempMoveChoice)
global tempChessboard
a = 0
b = 0
if jumps == 0
return
end
saveMoveChoice = deepcopy(tempMoveChoice)
for i in 1:9
if (chessboard[srcRow, srcCol].name == defFreeEagle && (i == 1 || i == 3 || i == 7 || i == 9)) || (chessboard[srcRow, srcCol].name != defFreeEagle && i != 5)
tempMoveChoice = deepcopy(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
if tempMoveChoice[1] == 2
if (a == 4 && b == 5 && chessboard[srcRow, srcCol].side != chessboard[newTempRow, newTempCol].side && chessboard[newTempRow, newTempCol].side != defDummy)
tempMoveChoice[a] = newTempRow
tempMoveChoice[b] = newTempCol
capture(tempMoveChoice)
elseif a == 6 && b == 7 && (chessboard[srcRow, srcCol].side != chessboard[tempMoveChoice[4], tempMoveChoice[5]].side && chessboard[tempMoveChoice[4], tempMoveChoice[5]].side != defDummy) || (chessboard[srcRow, srcCol].side != chessboard[newTempRow, newTempCol].side && chessboard[newTempRow, newTempCol].side != defDummy)
tempMoveChoice[a] = newTempRow
tempMoveChoice[b] = newTempCol
capture(tempMoveChoice)
end
end
if tempMoveChoice[1] == 3
if chessboard[srcRow, srcCol].side != chessboard[tempMoveChoice[a], tempMoveChoice[b]].side && chessboard[tempMoveChoice[a], tempMoveChoice[b]].side != defDummy
tempMoveChoice[a] = newTempRow
tempMoveChoice[b] = newTempCol
capture(tempMoveChoice)
end
end
end
if (chessboard[srcRow, srcCol].name == defLion || chessboard[srcRow, srcCol].name == defLionHawk) && chessboard[srcRow, srcCol].side != chessboard[newTempRow, newTempCol].side
stepMultiple(srcRow, srcCol, option, newTempRow, newTempCol, jumps - 1, tempMoveChoice)
elseif chessboard[newTempRow, newTempCol].side == defDummy
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
a = 0
b = 0
if jumps == 0
return
end
saveMoveChoice = deepcopy(tempMoveChoice)
if jumps == 2
tempMoveChoice = deepcopy(saveMoveChoice)
newTempRow = tempRow + moveOption[index].row
newTempCol = tempCol + moveOption[index].col
if newTempRow <= dim && newTempRow >= 1 && newTempCol <= dim && newTempCol >= 1
if option == "special update" || option == "demon update" || option == "update"
update(srcRow, srcCol, newTempRow, newTempCol, option)
end
if option == "capture"
if chessboard[srcRow, srcCol].side != chessboard[newTempRow, newTempCol].side && chessboard[newTempRow, newTempCol].side != defDummy
tempMoveChoice[4] = newTempRow
tempMoveChoice[5] = newTempCol
capture(tempMoveChoice)
end
end
stepMultipleLinear(srcRow, srcCol, option, newTempRow, newTempCol, jumps - 1, index, tempMoveChoice)
end
elseif jumps == 1
newTempRow = tempRow - moveOption[index].row # igui
newTempCol = tempCol - moveOption[index].col
if option == "capture"
if (chessboard[srcRow, srcCol].side != chessboard[tempMoveChoice[4], tempMoveChoice[5]].side && chessboard[tempMoveChoice[4], tempMoveChoice[5]].side != defDummy) # Check if either has occupied piece.
tempMoveChoice[6] = newTempRow
tempMoveChoice[7] = newTempCol
capture(tempMoveChoice)
end
end
if chessboard[srcRow, srcCol].name != defHeavenlyTetrarch
newTempRow = tempRow + moveOption[index].row
newTempCol = tempCol + moveOption[index].col
if newTempRow <= dim && newTempRow >= 1 && newTempCol <= dim && newTempCol >= 1
if option == "update"
update(srcRow, srcCol, newTempRow, newTempCol, option)
end
if option == "capture"
if (chessboard[srcRow, srcCol].side != chessboard[tempMoveChoice[4], tempMoveChoice[5]].side && chessboard[tempMoveChoice[4], tempMoveChoice[5]].side != defDummy) || (chessboard[srcRow, srcCol].side != chessboard[newTempRow, newTempCol].side && chessboard[newTempRow, newTempCol].side != defDummy)
tempMoveChoice[6] = newTempRow
tempMoveChoice[7] = newTempCol
capture(tempMoveChoice)
end
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[srcRow, srcCol].side != chessboard[tempRow, tempCol] && chessboard[tempRow, tempCol].side != defDummy
if option == "capture"
tempMoveChoice = [1, srcRow, srcCol, tempRow, tempCol, 0, 0, 0, 0]
capture(tempMoveChoice)
end
end
if rangeJumpPriority[chessboard[srcRow, srcCol].name] < rangeJumpPriority[chessboard[tempRow, tempCol].name] # Not jumpable
break
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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, tempRow, tempCol, 0, 0, 0, 0]
capture(tempMoveChoice)
end
break
end
end
end
function defKingMove(srcRow::Int64, srcCol::Int64, option::String)
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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"
if chessboard[srcRow, srcCol].side != chessboard[tempRow, tempCol] && chessboard[tempRow, tempCol].side != defDummy
tempMoveChoice = [1, srcRow, srcCol, tempRow, tempCol, 0, 0, 0, 0]
capture(tempMoveChoice)
end
end
break
end
end
end
function defKingMove(srcRow::Int64, srcCol::Int64, option::String)
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else
return false
end
return false
end
createBoard()
add(7, 8, "lion", "Bl")
printBoard()
moveFunctions("capture")
strength = -1
printBoardBAttack()
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>
>
>
|
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
|
else
return false
end
return false
end
createBoard()
add(7, 8, "vice general", "Bl")
add(8, 8, "pawn", "Bl")
printBoard()
currTurn = "Bl"
moveFunctions("capture")
moveFunctions("update")
strength = -1
printBoardBAttack()
|