backgammon 0.18.0

The Rust Backgammon library
Documentation
/*
 * BSD 2-Clause License
 *
 * Copyright (c) 2026, Carlo Strub <cs@carlostrub.ch>
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 *
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
 * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
 * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
use backgammon::rules::Player::{Player0, Player1};
use backgammon::rules::prelude::*;

fn main() {
    println!(
        "--> Do not use this example to create a Backgammon game! This is only for illustrative purposes."
    );
    println!("--> Never play on the board struct but use the game or match structs.");
    println!();

    let mut board = Board::default();

    // Player 0 rolls dice and gets 3, moves from field 24
    board.set_dice(Player0, (3, 1)).unwrap();
    println!("Player 0 rolls the following dice: {:?}", board.get_dice());

    // With these dice, Player 0 can select one of the following move options.
    let m = board.available_moves(Player::Player0);
    assert_eq!(
        m,
        Ok(vec![
            vec![
                (Position::Board(6), Position::Board(3)),
                (Position::Board(3), Position::Board(2))
            ],
            vec![
                (Position::Board(6), Position::Board(3)),
                (Position::Board(6), Position::Board(5))
            ],
            vec![
                (Position::Board(6), Position::Board(3)),
                (Position::Board(8), Position::Board(7))
            ],
            vec![
                (Position::Board(6), Position::Board(3)),
                (Position::Board(24), Position::Board(23))
            ],
            vec![
                (Position::Board(8), Position::Board(5)),
                (Position::Board(5), Position::Board(4))
            ],
            vec![
                (Position::Board(8), Position::Board(5)),
                (Position::Board(6), Position::Board(5))
            ],
            vec![
                (Position::Board(8), Position::Board(5)),
                (Position::Board(8), Position::Board(7))
            ],
            vec![
                (Position::Board(8), Position::Board(5)),
                (Position::Board(24), Position::Board(23))
            ],
            vec![
                (Position::Board(13), Position::Board(10)),
                (Position::Board(6), Position::Board(5))
            ],
            vec![
                (Position::Board(13), Position::Board(10)),
                (Position::Board(8), Position::Board(7))
            ],
            vec![
                (Position::Board(13), Position::Board(10)),
                (Position::Board(10), Position::Board(9))
            ],
            vec![
                (Position::Board(13), Position::Board(10)),
                (Position::Board(24), Position::Board(23))
            ],
            vec![
                (Position::Board(24), Position::Board(21)),
                (Position::Board(6), Position::Board(5))
            ],
            vec![
                (Position::Board(24), Position::Board(21)),
                (Position::Board(8), Position::Board(7))
            ],
            vec![
                (Position::Board(24), Position::Board(21)),
                (Position::Board(21), Position::Board(20))
            ],
            vec![
                (Position::Board(24), Position::Board(21)),
                (Position::Board(24), Position::Board(23))
            ],
            vec![
                (Position::Board(6), Position::Board(5)),
                (Position::Board(5), Position::Board(2))
            ],
            vec![
                (Position::Board(6), Position::Board(5)),
                (Position::Board(6), Position::Board(3))
            ],
            vec![
                (Position::Board(6), Position::Board(5)),
                (Position::Board(8), Position::Board(5))
            ],
            vec![
                (Position::Board(6), Position::Board(5)),
                (Position::Board(13), Position::Board(10))
            ],
            vec![
                (Position::Board(6), Position::Board(5)),
                (Position::Board(24), Position::Board(21))
            ],
            vec![
                (Position::Board(8), Position::Board(7)),
                (Position::Board(6), Position::Board(3))
            ],
            vec![
                (Position::Board(8), Position::Board(7)),
                (Position::Board(7), Position::Board(4))
            ],
            vec![
                (Position::Board(8), Position::Board(7)),
                (Position::Board(8), Position::Board(5))
            ],
            vec![
                (Position::Board(8), Position::Board(7)),
                (Position::Board(13), Position::Board(10))
            ],
            vec![
                (Position::Board(8), Position::Board(7)),
                (Position::Board(24), Position::Board(21))
            ],
            vec![
                (Position::Board(24), Position::Board(23)),
                (Position::Board(6), Position::Board(3))
            ],
            vec![
                (Position::Board(24), Position::Board(23)),
                (Position::Board(8), Position::Board(5))
            ],
            vec![
                (Position::Board(24), Position::Board(23)),
                (Position::Board(13), Position::Board(10))
            ],
            vec![
                (Position::Board(24), Position::Board(23)),
                (Position::Board(23), Position::Board(20))
            ],
            vec![
                (Position::Board(24), Position::Board(23)),
                (Position::Board(24), Position::Board(21))
            ],
        ])
    );
    board
        .move_checkers(
            Player::Player0,
            vec![
                (Position::Board(24), Position::Board(23)),
                (Position::Board(8), Position::Board(5)),
            ],
        )
        .unwrap();

    let display = board.get_board();
    println!("{}", display);

    // Player 1 rolls the dice and hits one checker of Player 0
    board.set_dice(Player1, (4, 1)).unwrap();
    println!("Player 1 rolls the following dice: {:?}", board.get_dice());
    board
        .move_checkers(
            Player::Player1,
            vec![
                (Position::Board(24), Position::Board(20)),
                (Position::Board(24), Position::Board(23)),
            ],
        )
        .unwrap();

    // Check the current board state
    let display = board.get_board();
    println!("{}", display);
    assert_eq!(
        "Board: [0, -1, 0, 0, -1, 5, 0, 2, 0, 0, 0, -5, 5, 0, 0, 0, -3, 0, -5, 0, 0, 0, 1, 1], Bar: (1, 0), Off: (0, 0), Dice: (4, 1)",
        display.to_string()
    );
}