Expand description
§Chess turn engine
Turn engine fully implements all chess rules so it could be used to play chess or to make chess simulations.
Engine provides a list of available and playable turns after each turn is played. Any turn from the list can be played. Any played turn can be undone.
Input for the engine are chess turns written in algebraic chess notation
format. But for the simplicity sake, one can use AvailableTurn
struct to
transform simple layman’s turn Move piece from square A to square B into a
chess notation turn.
§Display
Chess engine provides a basic set of tools to print out the board state in ASCII format. Few options are available for printing out the board state. Turn history can be printed out. Captured pieces can be printed out.
§ViewMode::SimpleAscii
- Quite simple display format
§Legend
b
: Black playerw
: White playerP
: PawnN
: KnightB
: BishopR
: RookK
: KingQ
: Queen
§Example
8 bR bN bB bQ bK bB bN bR
7 bP bP bP bP bP bP bP bP
6 - + - + - + - +
5 + - + - + - + -
4 - + - + - + - +
3 + - + - + - + -
2 wP wP wP wP wP wP wP wP
1 wR wN wB wQ wK wB wN wR
a b c d e f g h
§ViewMode::FancyTui
- Colorful terminal ASCII display format
Note: colors are not visible in documentation pages
§Example
8 ♜ ♞ ♝ ♛ ♚ ♝ ♞ ♜
7 ♟ ♟ ♟ ♟ ♟ ♟ ♟ ♟
6
5
4
3
2 ♙ ♙ ♙ ♙ ♙ ♙ ♙ ♙
1 ♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖
a b c d e f g h
§Example with six straightforward turns played
let mut cte = ChessTurnEngine::new(Setup::Normal).unwrap();
let turns = ["h4", "Na6", "h5", "b5", "d3", "g6"];
turns.iter().for_each(|turn| {
cte.play_turn(turn);
});
for turn in cte.available_turns() {
println!("{}", turn);
}
// Output:
// AvailableTurn (src: h5, dst: h6, piece: Pawn, captured: None, turn: h6
// AvailableTurn (src: h5, dst: g6, piece: Pawn, captured: Some("Pawn"), turn: hxg6
// AvailableTurn (src: d3, dst: d4, piece: Pawn, captured: None, turn: d4
// AvailableTurn (src: a2, dst: a3, piece: Pawn, captured: None, turn: a3
// AvailableTurn (src: a2, dst: a4, piece: Pawn, captured: None, turn: a4
// AvailableTurn (src: b2, dst: b3, piece: Pawn, captured: None, turn: b3
// AvailableTurn (src: b2, dst: b4, piece: Pawn, captured: None, turn: b4
// AvailableTurn (src: c2, dst: c3, piece: Pawn, captured: None, turn: c3
// AvailableTurn (src: c2, dst: c4, piece: Pawn, captured: None, turn: c4
// AvailableTurn (src: e2, dst: e3, piece: Pawn, captured: None, turn: e3
// AvailableTurn (src: e2, dst: e4, piece: Pawn, captured: None, turn: e4
// AvailableTurn (src: f2, dst: f3, piece: Pawn, captured: None, turn: f3
// AvailableTurn (src: f2, dst: f4, piece: Pawn, captured: None, turn: f4
// AvailableTurn (src: g2, dst: g3, piece: Pawn, captured: None, turn: g3
// AvailableTurn (src: g2, dst: g4, piece: Pawn, captured: None, turn: g4
// AvailableTurn (src: b1, dst: c3, piece: Knight, captured: None, turn: Nc3
// AvailableTurn (src: b1, dst: a3, piece: Knight, captured: None, turn: Na3
// AvailableTurn (src: b1, dst: d2, piece: Knight, captured: None, turn: Nd2
// AvailableTurn (src: c1, dst: d2, piece: Bishop, captured: None, turn: Bd2
// AvailableTurn (src: c1, dst: e3, piece: Bishop, captured: None, turn: Be3
// AvailableTurn (src: c1, dst: f4, piece: Bishop, captured: None, turn: Bf4
// AvailableTurn (src: c1, dst: g5, piece: Bishop, captured: None, turn: Bg5
// AvailableTurn (src: c1, dst: h6, piece: Bishop, captured: None, turn: Bh6
// AvailableTurn (src: d1, dst: d2, piece: Queen, captured: None, turn: Qd2
// AvailableTurn (src: e1, dst: d2, piece: King, captured: None, turn: Kd2
// AvailableTurn (src: g1, dst: h3, piece: Knight, captured: None, turn: Nh3
// AvailableTurn (src: g1, dst: f3, piece: Knight, captured: None, turn: Nf3
// AvailableTurn (src: h1, dst: h2, piece: Rook, captured: None, turn: Rh2
// AvailableTurn (src: h1, dst: h3, piece: Rook, captured: None, turn: Rh3
// AvailableTurn (src: h1, dst: h4, piece: Rook, captured: None, turn: Rh4
§Example with two turns played
let mut cte = ChessTurnEngine::new(Setup::Normal).unwrap();
assert!(cte.play_turn("d4").is_ok()); // Play "d4", starting turn
// Play a random turn for the black player
let mut next_random_turn =
String::from(cte.available_turns().first().unwrap().get_turn());
assert!(cte.play_turn(&next_random_turn).is_ok());
// Play "a3" turn using only info about the source and destination squares
for turn in cte.available_turns() {
if turn.src != String::from("a2") && turn.dst != String::from("a3") {
continue;
}
next_random_turn = String::from(turn.get_turn());
break;
}
assert!(cte.play_turn(&next_random_turn).is_ok());
assert_eq!(cte.gamestate(), Gamestate::Ongoing);
cte.display_on_screen(DisplayOption::BoardView(ViewMode::SimpleAscii));
// 8 bR bN bB bQ bK bB bN bR
// 7 bP bP bP - bP bP bP bP
// 6 - + - + - + - +
// 5 + - + bP + - + -
// 4 - + - wP - + - +
// 3 wP - + - + - + -
// 2 - wP wP + wP wP wP wP
// 1 wR wN wB wQ wK wB wN wR
// a b c d e f g h
Structs§
- Available
Turn - Data which describes the turn that can be played.
- Chess
Turn Engine - Game engine
Enums§
- Display
Option - Display option
- Game
Error - Error codes
- Gamestate
- Board game state
- Setup
- Chessboard setup
- View
Mode - View modes for
BoardView