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shogi.jl
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shogi.jl
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using Gtk.ShortNames, Graphics
import DataFrames
import SQLite
type move
move_number::Int64 # -1 if irrelevant
move_type::String # "move", "drop" or "resign"
sourcex::Int8 # -1 if no source
sourcey::Int8 # -1 if no source
targetx::Int8 # -1 if no target
targety::Int8 # -1 if no target
option::String # "" (empty string) if no option
i_am_cheating::Bool # false by default, true if cheating
targetx2::Int8 # -1 if no target2
targety2::Int8 # -1 if no target2
targetx3::Int8 # -1 if no target3
targety3::Int8 # -1 if no target3
end
noMove = move(-1, "move", -1, -1, -1, -1, "", false, -1, -1, -1, -1)
type piece
original::String # original piece name ("" for empty space) - constant throughout life of program
name::String # piece name ("" for empty space) - changes upon promotion
x::Int8 # x-coordinate (0 for empty space)
y::Int8 # y-coordinate (0 for empty space)
side::Int8 # 0 for white; 1 for black; -1 for empty space
promoted::Bool # false by default, true if promoted
end
empty = piece("", "", 0, 0, -1, false)
#checks if the target coordinates are not possible because they are not in the board
#done
function valid_boundaries(board, sourcex, sourcey, targetx, targety)
boardLength = length(board)
#for x greater than boardLength
if sourcex == boardLength && targetx > sourcex
return false
#for x less than 1
elseif sourcex == 1 && targetx < sourcex
return false
#for y greater than boardLength
elseif sourcey == boardLength && targety > sourcey
return false
#for t less than 1
elseif sourcey == 1 && targety < sourcey
return false
#if none of the four checks is true then there isn't a boundary error
else
#println("true valid boundaries")
return true
end
end
#checks if oponent is not truly moving
#done
function same_coordinates(sourcex, sourcey, targetx, targety)
if sourcex == targetx && sourcey == targety
return true
else
return false
end
end
#checks if the target is valid (empty or oponent's piece)
#done
function target_valid(board, targetx, targety, side)
if targetx <= 0 || targety <= 0 # - Salman
return false
end
return board[targety][targetx].side != side # Salman
#check for emptyness
if board[targety][targetx].name != ""
#if same color return false
if side == board[targety][targetx].side
return false
else
#can move if is oponent's -> captures
return true
end
else
#if empty return true
return true
end
end
function demon_move_burn(board, targetx, targety, side)
#if oponent's then make empty
if targetx <= 0 || targety <= 0 || targetx > 16 || targety > 16 # - Salman
return board
end
if board[targety][targetx].name == "" || board[targety][targetx].name == "demon" || board[targety][targetx].side == side
return board
end
if board[targety][targetx].side != side
board[targety][targetx] = empty
return board
end
end
#=function demon_valid(board, targetx, targety, side)
if targetx < 0 || targety < 0 # - Salman
return false
end
#if is empty or if is a demon or if it is one of our pieces return true
if board[targety][targetx].name == "" || board[targety][targetx].side == side || board[targety][targetx].name == "demon"
return true
end
return false
end=#
################################
### Standard and mini pieces ###
################################
#checks if the moves are allowed, piece: king
#done
function king(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
#the king can only move to any combination: (x/x+1/x-1, y/y+1/y-1)
if targetx > sourcex+1 || targetx < sourcex-1 || targety > sourcey+1 || targety < sourcey-1
return false
end
return true
end
#checks if the moves are allowed, white pieces: gold general, promoted silver general, promoted lance, promoted pawn, promoted knight
#done
function gold_white(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex-1 && targety == sourcey
return true
elseif targetx == sourcex || targetx == sourcex+1
if targety > sourcey+1 || targety < sourcey-1
return false
else
return true
end
else
return false
end
end
#checks if the moves are allowed, black pieces: gold general, promoted silver general, promoted lance, promoted pawn, promoted knight
#done
function gold_black(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex+1 && targety == sourcey
return true
elseif targetx == sourcex || targetx == sourcex-1
if targety > sourcey+1 || targety < sourcey-1
return false
else
return true
end
else
return false
end
end
#checks if the moves are allowed, black piece: pawn
#done
function pawn_black(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex-1 && targety == sourcey
return true
end
return false
end
#checks if the moves are allowed, white piece: pawn
#done
function pawn_white(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex+1 && targety == sourcey
return true
end
return false
end
#checks if the moves are allowed, black piece: silver general
#done
function silver_black(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex-1
if targety > sourcey+1 || targety < sourcey-1
return false
else
return true
end
elseif targetx == sourcex+1
if targety == sourcey+1 || targety == sourcey-1
return true
end
else
return false
end
return false
end
#checks if the moves are allowed, white piece: silver general
#done
function silver_white(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex-1
if targety == sourcey+1 || targety == sourcey-1
return true
end
elseif targetx == sourcex+1
if targety > sourcey+1 || targety < sourcey-1
return false
else
return true
end
else
return false
end
return false
end
#checks if the moves are allowed, black piece: knight
#done
function knight_black(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex-2
if targety == sourcey+1 || targety == sourcey-1
return true
end
end
return false
end
#checks if the moves are allowed, white piece: knight
#done
function knight_white(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex+2
if targety == sourcey+1 || targety == sourcey-1
return true
end
end
return false
end
function ne_bishop(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
deltaX = abs(sourcex-targetx)
deltaY = abs(sourcey-targety)
if deltaX != deltaY
return false
end
if targetx > sourcex && targety < sourcey # target is NE of bishop
i = targetx
j = targety
while i > sourcex+1 && j < sourcey-1
i -= 1
j += 1
if board[j][i].side != -1
return false
end
end
else
return false
end
return true
end
function nw_bishop(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
deltaX = abs(sourcex-targetx)
deltaY = abs(sourcey-targety)
if deltaX != deltaY
return false
end
if targetx < sourcex && targety < sourcey # target is NW of bishop
i = targetx
j = targety
while i < sourcex-1 && j < sourcey-1
i += 1
j += 1
if board[j][i].side != -1
return false
end
end
else
return false
end
return true
end
function se_bishop(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
deltaX = abs(sourcex-targetx)
deltaY = abs(sourcey-targety)
if deltaX != deltaY
return false
end
if targetx > sourcex && targety > sourcey # target is SE of bishop
i = targetx
j = targety
while i > sourcex+1 && j > sourcey+1
i -= 1
j -= 1
if board[j][i].side != -1
return false
end
end
else
return false
end
return true
end
function sw_bishop(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
deltaX = abs(sourcex-targetx)
deltaY = abs(sourcey-targety)
if deltaX != deltaY
return false
end
if targetx < sourcex && targety > sourcey # target is SW of bishop
i = targetx
j = targety
while i < sourcex-1 && j > sourcey+1
i += 1
j -= 1
if board[j][i].side != -1
return false
end
end
else
return false
end
return true
end
#checks if the moves are allowed, piece: bishop
#not done
function bishop(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
deltaX = abs(sourcex-targetx)
deltaY = abs(sourcey-targety)
if deltaX != deltaY
return false
end
if targetx < sourcex && targety < sourcey # target is NW of bishop
i = targetx
j = targety
while i < sourcex-1 && j < sourcey-1
i += 1
j += 1
if board[j][i].side != -1
return false
end
end
elseif targetx < sourcex && targety > sourcey # target is SW of bishop
i = targetx
j = targety
while i < sourcex-1 && j > sourcey+1
i += 1
j -= 1
if board[j][i].side != -1
return false
end
end
elseif targetx > sourcex && targety < sourcey # target is NE of bishop
i = targetx
j = targety
while i > sourcex+1 && j < sourcey-1
i -= 1
j += 1
if board[j][i].side != -1
return false
end
end
elseif targetx > sourcex && targety > sourcey # target is SE of bishop
i = targetx
j = targety
while i > sourcex+1 && j > sourcey+1
i -= 1
j -= 1
if board[j][i].side != -1
return false
end
end
else
return false
end
return true
#=
#this piece can only move (x-i/x+i,y+i/y-i)
#delta x and delta y should be equal :: Diagonal
if abs(sourcex-targetx) == abs(sourcey-targety)
#(+,+)
if targetx>sourcex && targety>sourcey
for x in sourcex+1:targetx
for y in sourcey+1:targety
if x == targetx && y == targety
#println("enters")
if board[y][x].name != ""
if board[y][x].side != board[sourcey][sourcex].side
return true
else
return false
end
else
return true
end
else
if abs(sourcex-x) == abs(sourcey-y)
if board[y][x].name != ""
return false
end
end
end
end
end
#(+,-)
elseif targetx>sourcex && targety<sourcey
for x in sourcex+1:targetx
for y in sourcey-1:-1:targety
if x == targetx && y == targety
if board[y][x].name != ""
if board[y][x].side != board[sourcey][sourcex].side
return true
else
return false
end
else
return true
end
else
if abs(sourcex-x) == abs(sourcey-y)
if board[y][x].name != ""
return false
end
end
end
end
end
#(-,+)
elseif targetx<sourcex && targety>sourcey
for x in sourcex-1:-1:targetx
for y in sourcey+1:targety
if x == targetx && y == targety
if board[y][x].name != ""
if board[y][x].side != board[sourcey][sourcex].side
return true
else
return false
end
else
return true
end
else
if abs(sourcex-x) == abs(sourcey-y)
if board[y][x].name != ""
return false
end
end
end
end
end
#(-,-)
elseif targetx<sourcex && targety<sourcey
#println("enters")
for x in sourcex-1:-1:targetx
for y in sourcey-1:-1:targety
#println(x)
#println(y)
if x == targetx && y == targety
if board[y][x].name != ""
if board[y][x].side != board[sourcey][sourcex].side
return true
else
return false
end
else
return true
end
else
if abs(sourcex-x) == abs(sourcey-y)
if board[y][x].name != ""
return false
end
end
end
end
end
else
return false
end
else
return false
end
=#
end
#checks if the moves are allowed, piece: promoted bishop
#done
function dragon_horse(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if bishop(board, sourcex, sourcey, targetx, targety)
return true
end
if targety == sourcey && (targetx == sourcex-1 || targetx == sourcex+1)
return true
end
if targetx == sourcex && (targety == sourcey-1 || targety == sourcey+1)
return true
end
return false
end
#checks if the moves are allowed, piece: rook
# give it a last check
function rook(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if sourcex == targetx
if targety > sourcey
for i = sourcey+1:targety-1
if board[i][sourcex].side != -1
return false
end
end
else
for i = targety+1:sourcey-1
if board[i][sourcex].side != -1
return false
end
end
end
elseif sourcey == targety
if targetx > sourcex
for i = sourcex+1:targetx-1
if board[sourcey][i].side != -1
return false
end
end
else
for i = targetx+1:sourcex-1
if board[sourcey][i].side != -1
return false
end
end
end
else
return false
end
return true
#=
#this piece can move horizontally
if targety == sourcey
#moving left
if targetx>sourcex
for i in sourcex+1:targetx
#println("entered")
#println(board[targety][i])
if i == targetx
if board[targety][targetx].side != board[targety][targetx].side
return true
end
return false
end
if board[targety][i].name != ""
return false
end
end
return true
#moving right
else
for i in sourcex-1:-1:targetx
if i == targetx
if board[targety][targetx].side != board[targety][targetx].side
return true
end
return false
end
if board[targety][i].name != ""
return false
end
end
return true
end
#this piece can move vertically
elseif targetx == sourcex
#moving downwards
if targety>sourcey
for i in sourcey+1:targety
if i == targety
if board[targety][targetx].side != board[targety][targetx].side
return true
end
return false
end
if board[i][targetx].name != ""
return false
end
end
return true
else
#move upwards
for i in sourcey-1:-1:targety
if i == targety
if board[targety][targetx].side != board[targety][targetx].side
return true
end
return false
end
if board[i][targetx].name != ""
return false
end
end
return true
end
else
return false
end
=#
end
#checks if the moves are allowed, piece: promoted rook
#done
function dragon_king(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if !rook(board, sourcex, sourcey, targetx, targety)
#only combinations: (x+1/x-1, y+1/y-1)
if targety == sourcey+1 || targety == sourcey-1
if targetx == sourcex+1 || targetx == sourcex-1
return true
end
end
return false
else
return true
end
end
#checks if the moves are allowed, black piece: lance
#done
function lance_white(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
#this piece can only move upwards
if targety == sourcey && targetx>sourcex
for i in sourcex+1:targetx
if i == targetx
if target_valid(board, i, targety, 0)
return true
end
end
if board[targety][i].name != ""
return false
end
end
return false
else
return false
end
end
#checks if the moves are allowed, white piece: lance
#done
function lance_black(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
#this piece can only move vertically and downwards
if targety == sourcey && targetx<sourcex
for i in sourcex-1:-1:targetx
if i == targetx
if target_valid(board, i, targety, 1)
return true
end
end
if board[targety][i].name != ""
return false
end
end
return false
else
return false
end
end
##################
### Chu pieces ###
##################
#checks if the moves are allowed, black piece: copper general
#done
function copper_black(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex+1 && targety == sourcey
return true
elseif targetx == sourcex-1
if targety > sourcey+1 || targety < sourcey-1
return false
else
return true
end
else
return false
end
end
#checks if the moves are allowed, white piece: copper general
#done
function copper_white(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex-1 && targety == sourcey
return true
elseif targetx == sourcex+1
if targety > sourcey+1 || targety < sourcey-1
return false
else
return true
end
else
return false
end
end
#checks if the moves are allowed, piece: go between
#done
function go_between(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targety == sourcey
if targetx == sourcex-1 || targetx == sourcex+1
return true
end
end
return false
end
#checks if the moves are allowed, piece: queen
#done
function queen(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if bishop(board, sourcex, sourcey, targetx, targety) || rook(board, sourcex, sourcey, targetx, targety)
return true
end
return false
end
#checks if the moves are allowed, piece: ferocious leopard
#done
function leopard(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex+1 || targetx == sourcex-1
if targety > sourcey+1 || targety < sourcey-1
return false
else
return true
end
else
return false
end
end
#checks if moves are allowed - for blind tiger(black) and drunken elephant(white)
#done
function tiger_black(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex-1 && targety == sourcey
return false
elseif targetx == sourcex-1 || targetx == sourcex || targetx == sourcex+1
if targety > sourcey+1 || targety < sourcey-1
return false
else
return true
end
else
return false
end
return false
end
#checks if moves are allowed - for blind tiger(white) and drunken elephant(black)
#done
function tiger_white(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if targetx == sourcex+1 && targety == sourcey
return false
elseif targetx == sourcex-1 || targetx == sourcex || targetx == sourcex+1
if targety > sourcey+1 || targety < sourcey-1
return false
else
return true
end
else
return false
end
return false
end
#done
function elephant_black(board, sourcex, sourcey, targetx, targety)
if tiger_white(board, sourcex, sourcey, targetx, targety)
return true
end
return false
end
#done
function elephant_white(board, sourcex, sourcey, targetx, targety)
if tiger_black(board, sourcex, sourcey, targetx, targety)
return true
end
return false
end
#checks if moves are allowed for reverse chariot (promotes to whale)
#done
function chariot(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if sourcey == targety
if targetx > sourcex
for i = sourcex+1:targetx-1
if board[sourcey][i].side != -1
return false
end
end
return true
else
for i = targetx+1:sourcex-1
if board[sourcey][i].side != -1
return false
end
end
return true
end
else
return false
end
end
#checks valid moves for flying ox(promoted vertical mover)
#done
function p_vertical_mover(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if bishop(board, sourcex, sourcey, targetx, targety) || chariot(board, sourcex, sourcey, targetx, targety)
return true
end
return false
end
#checks the valid horizontal moves
#done
function check_side(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if sourcex == targetx
if targety > sourcey
for i = sourcey+1:targety-1
if board[i][sourcex].side != -1
return false
end
end
else
for i = targety+1:sourcey-1
if board[i][sourcex].side != -1
return false
end
end
end
else
return false
end
return true
end
#checks the valid moves for side_mover
#done
function side_mover(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if !check_side(board, sourcex, sourcey, targetx, targety)
#only combinations: (x, y+1/y-1)
if targety == sourcey
if targetx == sourcex+1 || targetx == sourcex-1
return true
end
end
return false
else
return true
end
end
#checks valid moves for free boar(promoted side mover)
#done
function p_side_mover(board, sourcex, sourcey, targetx, targety)
if !target_valid(board, targetx, targety, board[sourcey][sourcex].side) || same_coordinates(sourcex, sourcey, targetx, targety) || !valid_boundaries(board, sourcex, sourcey, targetx, targety)
return false
end
if bishop(board, sourcex, sourcey, targetx, targety) || check_side(board, sourcex, sourcey, targetx, targety)
return true
end
return false