Struct pgn4::QuarterTurn[][src]

pub struct QuarterTurn {
    pub main: Move,
    pub modifier: Option<Move>,
    pub extra_stalemate: bool,
    pub description: Option<String>,
    pub alternatives: Vec<Vec<Turn>>,
}

A single move optionally with a description and alternatives

There are four classes of move:

  1. A player leaving the game
  2. An automatic move following a class 1 move
  3. Castling
  4. Standard moves.

The second class of moves is the result of the variant “DeadKingWalking” in FFA. When you resign or timeout, your remaining pieces die and your king makes moves on its own. This can be notated like “Ka4-b5R”; the R on the end shows that this is not just a normal king move. Alternatively it is possible to be in checkmate following your pieces dying. That is notated like “R#”.

Fields

main: Movemodifier: Option<Move>

If FFA with zombies, it is possible to resign / timeout and still move.

extra_stalemate: bool

In Antichess it is possible to stalemate another player by capturing. This represents that mate-like ‘S’

description: Option<String>

A description for the move notated like “ { description goes here } “

alternatives: Vec<Vec<Turn>>

Possible alternative moves that could be played. They are notated using parenthesis enclosing a full set of turns. Multiple different variations can be notated like “( subvariation1 ) ( subvariation2 ) “.

Trait Implementations

impl Clone for QuarterTurn[src]

impl Debug for QuarterTurn[src]

impl Display for QuarterTurn[src]

impl From<Move> for QuarterTurn[src]

impl PartialEq<QuarterTurn> for QuarterTurn[src]

impl StructuralPartialEq for QuarterTurn[src]

Auto Trait Implementations

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impl<T, U> Into<U> for T where
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type Owned = T

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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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