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//! # 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 player
//! - `w`: White player
//! - `P`: Pawn
//! - `N`: Knight
//! - `B`: Bishop
//! - `R`: Rook
//! - `K`: King
//! - `Q`: Queen
//!
//! #### Example
//! ```text
//! 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
//! ```text
//! 8 ♜ ♞ ♝ ♛ ♚ ♝ ♞ ♜
//! 7 ♟ ♟ ♟ ♟ ♟ ♟ ♟ ♟
//! 6
//! 5
//! 4
//! 3
//! 2 ♙ ♙ ♙ ♙ ♙ ♙ ♙ ♙
//! 1 ♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖
//! a b c d e f g h
//! ```
//! ## Example with six straightforward turns played
//! ```
//! # use chess_turn_engine::{
//! # ChessTurnEngine, DisplayOption, Setup, ViewMode, Gamestate
//! # };
//! #
//! 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
//! ```
//! # use chess_turn_engine::{
//! # ChessTurnEngine, DisplayOption, Setup, ViewMode, Gamestate
//! # };
//! #
//! 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
//! ```
pub use AvailableTurn;
pub use GameError;
pub use Gamestate;
use Game;
/// Game engine
/// View modes for `BoardView`
/// Display option
/// Chessboard setup