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Chain jump

If the chain jump is flagged and the input/turn loop begins again (for the player or the AI), I pass in to the move generation function the argument to only return capture moves as valid moves.

So, if a player were to make a move that begins a chain move - I detect that the chain begins, but I never got around due to time constraints to enforcing that the chain must be completed. In other words, in the middle of a chain, if a different capture is available even with an entirely different piece, that can be made. Potentially additional chains can begin too! Pretty much cheating. If the AI starts does this, it would be like hitting the lotto though.

Its possible it isn't a bug and I'm lucky, but at a quick glance, it looks like it can happen provided the players knows or erroneously puts in the technically move.

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