The turn engine fully implements all chess rules so it could be used to play chess or to make chess simulations.
The 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 simplicity's sake, one can use the AvailableTurn
struct to
transform a simple layman's turn Move piece from square A to square B into a
chess notation turn.
The 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.
b
: Black playerw
: White playerP
: PawnN
: KnightB
: BishopR
: RookK
: KingQ
: Queen
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
Note: colors are not visible in documentation pages
8 ♜ ♞ ♝ ♛ ♚ ♝ ♞ ♜
7 ♟ ♟ ♟ ♟ ♟ ♟ ♟ ♟
6
5
4
3
2 ♙ ♙ ♙ ♙ ♙ ♙ ♙ ♙
1 ♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖
a b c d e f g h
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
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
I don't really play chess that much, but I needed something to practice my Rust skills, so this was sort of a fun project. This particular crate was created for the purpose of Pacifist chess simulation.