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.
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 formatb
: Black playerw
: White playerP
: PawnN
: KnightB
: BishopR
: RookK
: KingQ
: Queen
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 formatNote: colors are not visible in documentation pages
text
8 ♜ ♞ ♝ ♛ ♚ ♝ ♞ ♜
7 ♟ ♟ ♟ ♟ ♟ ♟ ♟ ♟
6
5
4
3
2 ♙ ♙ ♙ ♙ ♙ ♙ ♙ ♙
1 ♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖
a b c d e f g h
``` use chessturnengine::{ ChessTurnEngine, DisplayOption, Setup, ViewMode, Gamestate };
let mut cte = ChessTurnEngine::new(Setup::Normal).unwrap(); let turns = ["h4", "Na6", "h5", "b5", "d3", "g6"];
turns.iter().foreach(|turn| { cte.playturn(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 ```
``` let mut cte = ChessTurnEngine::new(Setup::Normal).unwrap(); assert!(cte.playturn("d4").isok()); // Play "d4", starting turn
// Play a random turn for the black player let mut nextrandomturn = String::from(cte.availableturns().first().unwrap().getturn()); assert!(cte.playturn(&nextrandomturn).isok());
// Play "a3" turn using only info about the source and destination squares for turn in cte.availableturns() { if turn.src != String::from("a2") && turn.dst != String::from("a3") { continue; } nextrandomturn = String::from(turn.getturn()); break; } assert!(cte.playturn(&nextrandomturn).isok()); assert_eq!(cte.gamestate(), Gamestate::Ongoing);
cte.displayonscreen(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 ```