You are making your very own boardgame. The game is played by two opposing players, featuring a 6 x 6 tile system, with the players taking turns to move their pieces (similar to chess). The design is finished, now it's time to actually write and implement the features. Being the good programmer you are, you carefully plan the procedure and break the program down into smaller managable sections. You decide to start coding the logic for resolving "fights" when two pieces engage in combat on a tile. 

Your boardgame features four unique pieces: 

Swordsman, Cavalry, Archer and Pikeman

Each piece has unique movement and has advantages and weaknesses in combat against one of the other pieces. 

Task

You must write a function ```fightResolve``` that takes the attacking and defending piece as input parameters, and returns the winning piece. It may be the case that both the attacking and defending piece belong to the same player, after which you must return an error value to indicate an illegal move. 

In C++ and C, the pieces will be represented as ```chars```. Values will be case-sensitive to display ownership. Let the following char values represent each piece from their respective player.

Player 1:  ```p```= Pikeman, ```k```= Cavalry, ```a```= Archer, ```s```= Swordsman 

Player 2:  ```P```= Pikeman, ```K```= Cavalry, ```A```= Archer, ```S```= Swordsman 

The outcome of the fight between two pieces depends on which piece attacks, the type of the attacking piece and the type of the defending piece. Archers always win against swordsmens, swordsmen always win against pikemen, pikemen always win against cavalry and cavalry always win against archers. If a matchup occurs that was not previously mentioned (for example Archers vs Pikemen) the attacker will always win. This table represents the winner of each possible engagement between an attacker and a defender.


(Attacker→)
    (Defender↓)
Archer
Pikeman
Swordsman
Knight


Knight
Defender
Attacker
Attacker
Attacker


Swordsman
Attacker
Defender
Attacker
Attacker


Archer
Attacker
Attacker
Defender
Attacker


Pikeman
Attacker
Attacker
Attacker
Defender



If two pieces from the same player engage in combat, i.e P vs S or k vs a, the function must return -1 to signify and illegal move. Otherwise assume that no other illegal values will be passed.

Examples

Function prototype: fightResolve(defender, attacker)
1. fightResolve('a', 'P') outputs 'P'. No interaction defined between Pikemen and Archer. Pikemen is the winner here because it is the attacking piece.

2. fightResolve('k', 'A') outputs 'k'. Knights always defeat archers, even if Archer is the attacking piece here.

3. fightResolve('S', 'A') outputs -1. Friendly units don't fight. Return -1 to indicate error.

```python

USER_FILENAME = "<user_code>"
import sys, json, builtins
import math, heapq, bisect, itertools, functools, collections, statistics, fractions, decimal, operator, array, random, re, string, os, pathlib
try:
    import resource as _res
except Exception:
    _res = None
from collections import Counter, defaultdict, deque, OrderedDict
from functools import lru_cache, reduce
from itertools import accumulate, permutations, combinations, product
from math import gcd, ceil, floor, sqrt
from decimal import Decimal
try:
    from typing import *
except Exception:
    pass
try:
    sys.setrecursionlimit(1_000_000)
except Exception:
    pass
try:
    import site as _site
    try:
        _sys_sites = _site.getsitepackages() if hasattr(_site, "getsitepackages") else []
        for _p in _sys_sites:
            if _p and _p not in sys.path:
                sys.path.append(_p)
    except Exception:
        pass
    try:
        _usp = _site.getusersitepackages()
        if isinstance(_usp, str):
            _usp = [_usp]
        for _p in _usp:
            if _p and _p not in sys.path:
                sys.path.append(_p)
    except Exception:
        pass
except Exception:
    pass

def _disabled_input(*args, **kwargs):
    raise RuntimeError("input() is disabled in callable mode")
builtins.input = _disabled_input

ns = {"__name__": "__judge__"}  # prevent if __name__ == "__main__" blocks
for _k, _v in list(globals().items()):
    if not _k.startswith("_"):
        ns[_k] = _v
_CODE = 'def fight_resolve(d, a):\n    return -1 if d.islower() == a.islower() else d if f"{d}{a}".lower() in "aspka" else a'
_co = compile(_CODE, USER_FILENAME, "exec")
exec(_co, ns, ns)

_target = None
_fn_name = 'fight_resolve'
if _fn_name:
    if "Solution" in ns:
        try:
            _obj = ns["Solution"]()
            if hasattr(_obj, _fn_name):
                _target = getattr(_obj, _fn_name)
        except Exception:
            _target = None
    if _target is None and _fn_name in ns and callable(ns[_fn_name]):
        _target = ns[_fn_name]
# Fallback: if there's exactly one user-defined function, use it
if _target is None:
    _cands = [v for k, v in ns.items() if callable(v) and getattr(v, "__module__", "") in ("__judge__", "__main__")]
    _user_funcs = [c for c in _cands if getattr(c, "__name__", "").startswith("_") is False]
    if len(_user_funcs) == 1:
        _target = _user_funcs[0]
if _target is None:
    raise RuntimeError(f"Could not resolve callable '{_fn_name}'")

_raw = sys.stdin.read().strip()
if _raw:
    _parsed = json.loads(_raw)
    if isinstance(_parsed, dict):
        _kwargs = _parsed.get("kwargs", {})
        _args = _parsed.get("args", [])
    else:
        _args, _kwargs = _parsed, {}
else:
    _args, _kwargs = [], {}
if not isinstance(_args, (list, tuple)):
    _args = [_args]
_res = _target(*_args, **_kwargs)
try:
    sys.stdout.write(repr(_res) + "\n")
except Exception:
    pass

```

Measured memory_bytes: 5410