Struct pleco::board::Board
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pub struct Board { /* fields omitted */ }
Represents a Chessboard through a Board
.
Board contains everything that needs to be known about the current state of the Game. It is used by both Engines and Players / Bots alike.
Ideally, the Engine contains the original Representation of a board (owns the board), and utilizes
Board::shallow_clone()
to share this representaion with Players.
Examples
use pleco::Board; fn main() { let mut chessboard = Board::default(); let moves = chessboard.generate_moves(); chessboard.apply_move(moves[0]); let b2 = chessboard.shallow_clone(); // boards allow for easy cloning assert_eq!(chessboard.moves_played(), b2.moves_played()); }
BitBoard
Representation
For the majority of the struct, the board utilizes [BitBoard]s, which is a u64 where each bit represents an occupied location, and each bit index represents a certain square (as in bit 0 is Square A1, bit 1 is B1, etc.). Indexes increase first horizontally by File, and then by Rank. See BitBoards article ChessWiki for more information.
The exact mapping from each square to bits is as follows:
8 | 56 57 58 59 60 61 62 63
7 | 48 49 50 51 52 53 54 55
6 | 40 41 42 43 44 45 46 47
5 | 32 33 34 35 36 37 38 39
4 | 24 25 26 27 28 29 30 31
3 | 16 17 18 19 20 21 22 23
2 | 8 9 10 11 12 13 14 15
1 | 0 1 2 3 4 5 6 7
-------------------------
a b c d e f g h
Methods
impl Board
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fn default() -> Board
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Constructs a board from the starting position
Examples
use pleco::{Board,Player}; let chessboard = Board::default(); assert_eq!(chessboard.count_pieces_player(Player::White),16);
fn shallow_clone(&self) -> Board
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Constructs a shallow clone of the Board.
Contains only the information necessary to apply future moves, more specifically does not clone the moves list, and sets depth to zero. Intended for an Engine or main thread to share the board to users wanting to search.
Safety
After this method has called, [Board::undo_move()] cannot be called immediately after. Undoing moves can only be done once a move has been played, and cannot be called more times than moves have been played since calling [Board::shallow_clone()].
Examples
use pleco::Board; let mut chessboard = Board::default(); let moves = chessboard.generate_moves(); // generate all possible legal moves chessboard.apply_move(moves[0]); // apply first move assert_eq!(chessboard.moves_played(), 1); let board_clone = chessboard.shallow_clone(); assert_eq!(chessboard.moves_played(), board_clone.moves_played()); assert_ne!(chessboard.depth(),board_clone.depth()); // different depths
fn parallel_clone(&self) -> Board
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Constructs a parallel clone of the Board.
Similar to [Board::shallow_clone()], but keeps the current search depth the same. Should be used when implementing a searcher, and want to search a list of moves in parallel with different threads.
Safety
After this method has called, [Board::undo_move()] cannot be called immediately after. Undoing moves can only be done once a move has been played, and cannot be called more times than moves have been played since calling [Board::parallel_clone()].
Examples
use pleco::Board; let mut chessboard = Board::default(); let moves = chessboard.generate_moves(); // generate all possible legal moves chessboard.apply_move(moves[0]); assert_eq!(chessboard.moves_played(), 1); let board_clone = chessboard.parallel_clone(); assert_eq!(chessboard.moves_played(), board_clone.moves_played()); assert_eq!(chessboard.depth(),board_clone.depth()); // different depths
fn random() -> RandBoard
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Creates a RandBoard
(Random Board Generator) for generation of Board
s with random
positions. See the RandBoard
structure for more information.
Examples
Create one Board
with at least 5 moves played that is created in a pseudo-random
fashion.
use pleco::Board; let rand_boards: Board = Board::random() .pseudo_random(12455) .min_moves(5) .one();
Create a Vec
of 10 random Board
s that are guaranteed to not be in check.
use pleco::board::{Board,RandBoard}; let rand_boards: Vec<Board> = Board::random() .pseudo_random(12455) .no_check() .many(10);
fn new_from_fen(fen: &str) -> Result<Board, FenBuildError>
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Constructs a board from a FEN String.
FEN stands for Forsyth-Edwards Notation, and is a way of representing a board through a string of characters. More information can be found on the ChessWiki.
Examples
use pleco::Board; let board = Board::new_from_fen("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1").unwrap(); assert_eq!(board.count_all_pieces(),32);
Panics
The FEN string must be valid, or else the method will panic.
There is a possibility of the FEN string representing an unvalid position, with no panics resulting. The Constructed Board may have some Undefined Behavior as a result. It is up to the user to give a valid FEN string.
fn get_fen(&self) -> String
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Creates a FEN String of the Given Board.
FEN stands for Forsyth-Edwards Notation, and is a way of representing a board through a string of characters. More information can be found on the ChessWiki.
Examples
use pleco::Board; let board = Board::default(); assert_eq!(board.get_fen(),"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1");
fn apply_move(&mut self, bit_move: BitMove)
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Applies a move to the Board.
Safety
The passed in [BitMove] must be a legal move for the current position.
Panics
The supplied BitMove must be both a valid move for that position, as well as a valid [BitMove], Otherwise, a panic will occur. Valid BitMoves can be generated with [Board::generate_moves()], which guarantees that only Legal moves will be created.
fn apply_unknown_move(&mut self, bit_move: BitMove, gives_check: bool)
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Applies a move to the Board. This method is only useful if before a move is applied to
a board, the ability of the move to give check is applied. If it is not needed to know
if the move gives check or not, consider using Board::apply_move
instead.
Safety
The passed in [BitMove] must be a legal move for the current position.
Panics
The supplied BitMove must be both a valid move for that position, as well as a valid [BitMove], Otherwise, a panic will occur. Valid BitMoves can be generated with [Board::generate_moves()], which guarantees that only Legal moves will be created.
The second parameter, gives_check
, must be true if the move gives check, or false
if the move doesn't give check. If an incorrect gives_check
is supplied, undefined
behavior will follow.
fn apply_uci_move(&mut self, uci_move: &str) -> bool
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Applies a UCI move to the board. If the move is a valid string representing a UCI move, then true will be returned & the move will be applied. Otherwise, false is returned and the board isn't changed.
Examples
use pleco::Board; let mut board = Board::default(); let success = board.apply_uci_move("e2e4"); assert!(success);
fn undo_move(&mut self)
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Un-does the previously applied move, allowing the Board to return to it's most recently held state.
Panics
Cannot be done if after any Board::shallow_clone()
has been applied,
or if Board::parallel_clone()
has been done and there is no previous move.
Examples
use pleco::Board; let mut chessboard = Board::default(); let moves = chessboard.generate_moves(); chessboard.apply_move(moves[0]); let mut board_clone = chessboard.shallow_clone(); chessboard.undo_move(); // works, chessboard existed before the move was played board_clone.undo_move(); // error: board_clone was created after the move was applied
unsafe fn apply_null_move(&mut self)
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Apply a "Null Move" to the board, essentially swapping the current turn of the board without moving any pieces.
Safety
This method should only be used for special evaluation purposes, as it does not give an accurate or legal state of the chess board.
Unsafe as it allows for Null Moves to be applied in states of check, which is never a valid state of a chess game.
Panics
Panics if the Board is currently in check.
Examples
use pleco::board::*; let mut chessboard = Board::default(); let board_clone = chessboard.shallow_clone(); unsafe { chessboard.apply_null_move(); } assert_ne!(chessboard.depth(), board_clone.depth());
unsafe fn undo_null_move(&mut self)
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Undo a "Null Move" to the Board, returning to the previous state.
Safety
This method should only be used if it can be guaranteed that the last played move from
the current state is a Null-Move, eg Board::apply_null_move()
. Otherwise, a panic will occur.
Examples
use pleco::board::*; let mut chessboard = Board::default(); let board_clone = chessboard.shallow_clone(); unsafe { chessboard.apply_null_move(); } assert_ne!(chessboard.ply(), board_clone.ply()); unsafe { chessboard.undo_null_move(); } assert_eq!(chessboard.moves_played(), board_clone.moves_played()); assert_eq!(chessboard.get_fen(), board_clone.get_fen());
fn generate_moves(&self) -> MoveList
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Get a List of legal BitMove
s for the player whose turn it is to move.
This method already takes into account if the Board is currently in check, and will return legal moves only.
Examples
use pleco::Board; let chessboard = Board::default(); let moves = chessboard.generate_moves(); println!("There are {} possible legal moves.", moves.len());
fn generate_pseudolegal_moves(&self) -> MoveList
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Get a List of all PseudoLegal BitMove
s for the player whose turn it is to move.
Works exactly the same as Board::generate_moves()
, but doesn't guarantee that all
the moves are legal for the current position. Moves need to be checked with a
Board::legal_move(move)
in order to be certain of a legal move.
fn generate_moves_of_type(&self, gen_type: GenTypes) -> MoveList
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Get a List of legal BitMove
s for the player whose turn it is to move and of a certain type.
This method already takes into account if the Board is currently in check, and will return
legal moves only. If a non-ALL GenTypes
is supplied, only a subset of the total moves will be given.
Panics
Panics if given GenTypes::QuietChecks
while the current board is in check
Examples
use pleco::board::*; use pleco::core::GenTypes; let chessboard = Board::default(); let capturing_moves = chessboard.generate_moves_of_type(GenTypes::Captures); assert_eq!(capturing_moves.len(), 0); // no possible captures for the starting position
fn generate_pseudolegal_moves_of_type(&self, gen_type: GenTypes) -> MoveList
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Get a List of all PseudoLegal BitMove
s for the player whose turn it is to move.
Works exactly the same as Board::generate_moves()
, but doesn't guarantee that all
the moves are legal for the current position. Moves need to be checked with a
Board::legal_move(move)
in order to be certain of a legal move.
This method already takes into account if the Board is currently in check. If a non-ALL GenType is supplied, only a subset of the total moves will be given.
Panics
Panics if given GenTypes::QuietChecks
while the current board is in check
impl Board
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fn turn(&self) -> Player
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Get the Player whose turn it is to move.
Examples
use pleco::{Board,Player}; let chessboard = Board::default(); assert_eq!(chessboard.turn(), Player::White);
fn zobrist(&self) -> u64
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Return the Zobrist Hash of the board.
fn moves_played(&self) -> u16
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Get the total number of moves played.
Examples
use pleco::Board; let mut chessboard = Board::default(); assert_eq!(chessboard.moves_played(), 0); let moves = chessboard.generate_moves(); chessboard.apply_move(moves[0]); assert_eq!(chessboard.moves_played(), 1);
fn depth(&self) -> u16
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Get the current depth (half moves from a [Board::shallow_clone()].
fn rule_50(&self) -> i16
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Get the number of half-moves since a Pawn Push, castle, or capture.
fn piece_captured_last_turn(&self) -> Option<Piece>
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Return the Piece, if any, that was last captured.
fn magic_helper(&self) -> &'static MagicHelper
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Get a reference to the MagicHelper pre-computed BitBoards.
fn ply(&self) -> u16
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Get the current ply of the board.
fn ep_square(&self) -> SQ
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Get the current square of en_passant.
If the current en-passant square is none, it should return 64.
fn get_occupied(&self) -> BitBoard
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Gets the BitBoard of all pieces.
Examples
use pleco::{Board,BitBoard}; let chessboard = Board::default(); assert_eq!(chessboard.get_occupied().0, 0xFFFF00000000FFFF);
fn get_occupied_player(&self, player: Player) -> BitBoard
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Get the BitBoard of the squares occupied by the given player.
Examples
use pleco::{Board,Player,BitBoard}; let chessboard = Board::default(); assert_eq!(chessboard.get_occupied_player(Player::White).0, 0x000000000000FFFF);
fn occupied_white(&self) -> BitBoard
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Returns a Bitboard consisting of only the squares occupied by the White Player.
fn occupied_black(&self) -> BitBoard
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Returns a BitBoard consisting of only the squares occupied by the Black Player.
fn piece_bb(&self, player: Player, piece: Piece) -> BitBoard
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Returns BitBoard of a single player and that one type of piece.
Examples
use pleco::Board; use pleco::{Player,Piece}; let chessboard = Board::default(); assert_eq!(chessboard.piece_bb(Player::White,Piece::P).0, 0x000000000000FF00);
fn sliding_piece_bb(&self, player: Player) -> BitBoard
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Returns the BitBoard of the Queens and Rooks of a given player.
Examples
use pleco::{Board,Player,BitBoard}; use pleco::core::bit_twiddles::*; let chessboard = Board::default(); assert_eq!(chessboard.sliding_piece_bb(Player::White).count_bits(), 3);
fn diagonal_piece_bb(&self, player: Player) -> BitBoard
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Returns the BitBoard of the Queens and Bishops of a given player.
Examples
use pleco::{Board,Player,BitBoard}; use pleco::core::bit_twiddles::*; let chessboard = Board::default(); assert_eq!(chessboard.diagonal_piece_bb(Player::White).count_bits(), 3);
fn piece_bb_both_players(&self, piece: Piece) -> BitBoard
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Returns the combined BitBoard of both players for a given piece.
Examples
use pleco::{Board,Piece}; let chessboard = Board::default(); assert_eq!(chessboard.piece_bb_both_players(Piece::P).0, 0x00FF00000000FF00);
fn piece_two_bb_both_players(&self, piece: Piece, piece2: Piece) -> BitBoard
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Returns the combined BitBoard of both players for two pieces.
Examples
use pleco::{Board,Piece,BitBoard}; use pleco::core::bit_twiddles::*; let chessboard = Board::default(); assert_eq!(chessboard.piece_two_bb_both_players(Piece::Q,Piece::K).count_bits(), 4);
fn piece_two_bb(&self, piece: Piece, piece2: Piece, player: Player) -> BitBoard
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Returns the BitBoard
containing the locations of two given types of pieces for the given
player.
fn count_piece(&self, player: Player, piece: Piece) -> u8
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Get the total number of pieces of the given piece and player.
Examples
use pleco::{Board,Player,Piece}; let chessboard = Board::default(); assert_eq!(chessboard.count_piece(Player::White, Piece::P), 8);
fn count_pieces_player(&self, player: Player) -> u8
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Get the total number of pieces a given player has.
Examples
use pleco::{Board,Player,Piece}; use pleco::core::bit_twiddles::*; let chessboard = Board::default(); assert_eq!(chessboard.count_pieces_player(Player::White), 16);
fn count_all_pieces(&self) -> u8
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Get the total number of pieces on the board.
Examples
use pleco::{Board,Player,Piece}; use pleco::core::bit_twiddles::*; let chessboard = Board::default(); assert_eq!(chessboard.count_all_pieces(), 32);
fn piece_at_sq(&self, sq: SQ) -> Option<Piece>
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fn color_of_sq(&self, sq: SQ) -> Option<Player>
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fn player_at_sq(&self, s: SQ) -> Option<Player>
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Returns the player, if any, at the square.
fn king_sq(&self, player: Player) -> SQ
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Returns the square of the King for a given player.
fn pinned_pieces(&self, player: Player) -> BitBoard
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Returns the pinned pieces of the given player.
Pinned is defined as pinned to the same players king
fn all_pinned_pieces(&self, player: Player) -> BitBoard
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Returns the pinned pieces for a given players king. Can contain piece of from both players, but all are guaranteed to be pinned to the given player's king.
fn pinning_pieces(&self, player: Player) -> BitBoard
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Returns the pinning pieces of a given player. e.g, pieces that are pinning a piece to the opponent's king. This will return the pinned pieces of both players, pinned to the given player's king.
fn can_castle(&self, player: Player, castle_type: CastleType) -> bool
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Return if a player has the possibility of castling for a given CastleType. This does not ensure a castling is possible for the player, just that the player has the castling-right available.
fn castle_impeded(&self, castle_type: CastleType) -> bool
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Check if the castle path is impeded for the current player. Does not assume that the current player has the ability to castle, whether by having the castling-rights to, or having the rook and king be in the correct square.
fn castling_rook_square(&self, castle_type: CastleType) -> SQ
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Square of the Rook that is involved with the current player's castle.
fn last_move(&self) -> Option<BitMove>
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Return the last move played, if any.
fn has_castled(&self, player: Player) -> bool
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Returns if the current player has castled ever.
fn piece_last_captured(&self) -> Option<Piece>
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Returns if the piece (if any) that was captured last move. This method does not distinguish between not having any last move played and not having a piece last captured.
fn in_check(&self) -> bool
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Returns if current side to move is in check.
fn checkmate(&self) -> bool
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Return if the current side to move is in check mate.
This method can be computationally expensive, do not use outside of Engines.
fn stalemate(&self) -> bool
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Returns if the current side to move is in stalemate.
This method can be computationally expensive, do not use outside of Engines.
fn checkers(&self) -> BitBoard
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Return the BitBoard
of all checks on the current player's king. If the current side
to move is not in check, the BitBoard
will be empty.
fn discovered_check_candidates(&self) -> BitBoard
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Returns the BitBoard
of pieces the current side can move to discover check.
Discovered check candidates are pieces for the current side to move, that are currently
blocking a check from another piece of the same color.
fn pieces_pinned(&self, player: Player) -> BitBoard
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Gets the Pinned pieces for the given player. A pinned piece is defined as a piece that if suddenly removed, the player would find itself in check.
fn attackers_to(&self, sq: SQ, occupied: BitBoard) -> BitBoard
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Returns a BitBoard of possible attacks / defends to a square with a given occupancy. Includes pieces from both players.
fn legal_move(&self, m: BitMove) -> bool
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Tests if a given move is a legal. This is mostly for checking the legality of moves that were generated in a pseudo-legal fashion. Generating moves like this is faster, but doesn't guarantee legality due to the possibility of a discovered check happening.
Safety
Assumes the move is legal for the current board.
fn gives_check(&self, m: BitMove) -> bool
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Returns if a move gives check to the opposing player's King.
Safety
Assumes the move is legal for the current board.
fn moved_piece(&self, m: BitMove) -> Piece
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Returns the piece that was moved from a given BitMove.
Safety
Assumes the move is legal for the current board.
fn captured_piece(&self, m: BitMove) -> Option<Piece>
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Returns the piece that was captured, if any from a given BitMove.
Safety
Assumes the move is legal for the current board.
fn pretty_string(&self) -> String
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Returns a prettified String of the current Board
, for easy command line displaying.
Capital Letters represent white pieces, while lower case represents black pieces.
fn get_piece_locations(&self) -> PieceLocations
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Returns a clone of the current PieceLocations
.
fn print_debug_info(&self)
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Get Debug Information.
fn pretty_print(&self)
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Prints a prettified representation of the board.
fn fancy_print(&self)
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Print the board alongside useful information.
Mostly for Debugging useage.
impl Board
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fn is_ok_quick(&self) -> bool
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Checks the basic status of the board, returning false if something is wrong.
fn is_okay(&self) -> Result<(), BoardError>
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Checks if the current state of the Board is okay.
Trait Implementations
impl Display for Board
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fn fmt(&self, f: &mut Formatter) -> Result
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Formats the value using the given formatter. Read more
impl Debug for Board
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impl PartialEq for Board
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fn eq(&self, other: &Board) -> bool
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This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &Rhs) -> bool
1.0.0[src]
This method tests for !=
.