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Game Courier Developer's Guide. Learn how to design and program Chess variants for Game Courier.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, Oct 9, 2021 01:23 AM UTC in reply to Fergus Duniho from Wed Oct 6 04:52 PM:

Since it sounds like your Fire Demon piece is making a multi-part move, you may want to break down the whole move and analyze it step-by-step. You will find examples of this in multi-move variants like Marseillais Chess and Extra Move Chess.

Hmm. Perhaps the step-by-step approach would be better. After all, the Suzumu Shogi preset is essentially on a more restrictive form of the other multi-move presets with more pieces.

So the tentative process would then be the folowing

Do a regular move

  • Normal move
  • Normal capture
  • King step (capture)
  • King step (non-capture), pass (double move)
  • Single King step (non-capture), return to origin square (double move)

Then I would need to assess whether or not there are pieces available to burn (which should be easy thanks to the burn subroutine in my Tenjiku Shogi preset). If so, after the move, do an igui capture or pass.

Or it may be simpler to simply always give the player to optionally shoot any enemy piece a King step away after moving.

Another possibility for detecting a suicide move is to store the board position before the move into a variable, then compare the new position after the move to the stored position and see what differences there are.

This could potentially solve the problems of detecting a suicide move if I knew how to do it.

Since I am already writing this, would the system used for the multi-move variants be able to handle moves with three or more parts (i.e. that of the Lion Dog in Maka Dai Dai Shogi)? This will be important for my larger games with Lion Dogs, Furious Fiends, Kirin Masters, and Phoenix Masters, as well as if I use the move breakdown method for the Fire Demon's burns.