pub struct GameState {
pub board: BoardMatrix,
pub active_color: Color,
pub castling_rights: String,
pub en_passant_target: Option<Square>,
pub halfmove_clock: u16,
pub fullmove_number: u16,
pub manual_terminal_status: Option<GameEndStatus>,
}Fields§
§board: BoardMatrix§active_color: Color§castling_rights: String§en_passant_target: Option<Square>§halfmove_clock: u16§fullmove_number: u16§manual_terminal_status: Option<GameEndStatus>Implementations§
Source§impl GameState
impl GameState
Sourcepub fn to_ascii(&self) -> String
pub fn to_ascii(&self) -> String
Converts the game state into an ASCII representation suited for LLM structural context.
Sourcepub fn generate_heat_map(&self) -> [[(u8, u8); 8]; 8]
pub fn generate_heat_map(&self) -> [[(u8, u8); 8]; 8]
Generates a heat map of attacked squares Consumes the raycasting logic to build an authentic alpha-blend array distinguishing White vs Black mathematically!
Sourcepub fn generate_predictive_matrix(&self) -> [[(u8, u8); 8]; 8]
pub fn generate_predictive_matrix(&self) -> [[(u8, u8); 8]; 8]
Synthesizes the Second-Order Predictive Matrix by geometrically forecasting every legal 1-ply branch mathematically and overlaying bounds!
Sourcepub fn extract_hottest_predictive_squares(
&self,
matrix: &[[(u8, u8); 8]; 8],
) -> Vec<String>
pub fn extract_hottest_predictive_squares( &self, matrix: &[[(u8, u8); 8]; 8], ) -> Vec<String>
Dynamically isolates the Top 4 mathematically contested bounds for the AI Payload formatting!
Sourcepub fn apply_move(
&mut self,
from: usize,
to: usize,
promotion_target: Option<PieceType>,
)
pub fn apply_move( &mut self, from: usize, to: usize, promotion_target: Option<PieceType>, )
Mutates the state structurally, transposing the Piece vector entirely!
Sourcepub fn evaluate_terminal_state(&self) -> Option<GameEndStatus>
pub fn evaluate_terminal_state(&self) -> Option<GameEndStatus>
Evaluates if all geometric paths for the currently active color are violently exhausted natively!
Trait Implementations§
impl StructuralPartialEq for GameState
Auto Trait Implementations§
impl Freeze for GameState
impl RefUnwindSafe for GameState
impl Send for GameState
impl Sync for GameState
impl Unpin for GameState
impl UnsafeUnpin for GameState
impl UnwindSafe for GameState
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreCreates a shared type from an unshared type.