Before we start, I'd like to talk a bit about writing idiomatic code. Every programming language has its own way of doing things. Some programming patterns occur over and over again and are considered the 'correct way.' This is called "idiomatic", and most programmers try to follow the idioms of the language they are writing in.
So it is with Rustic. When I started this engine, I didn't know a lot about Rust, but I was well versed in C. Therefore if you look at early versions of Rustic, you may see many things of which more experienced Rust programmers would say: "This is not idiomatic Rust; this looks like C." They would be correct.
Over time, Rustic became more idiomatic: more and more C-like constructs where removed and replaced by Rust features. Consider for example the printing of a struct's values to the screen in a pretty way, or converting them into a string, so they can be appended to the end of another string. To achieve this, I implemented ".print()" and ".to_string()" for some structs. Sometimes there were even completely seperate functions for printing, carried over from the very first versions of the engine.
The idiomatic way to do this, is to implement the trait Display. This has the advantage that the struct can be printed, but it also automatically gets the ".to_string()" function for free.
For Rustic 4,a big push has been made to make the engine as idiomatic as possible without compromising readability and maintainability. I can hear you saying: "Make it as idiomatic as possible? Why not make everything idiomatic, and why would that harm readability and maintainability?" Allow me to try and explain with an example.
Rust is statically typed and has great type saftey. This means that you cannot assign a value of type X to a variable that is of type Y, without casting from X to Y first. Rustic tries to take advantage of this as much as possible. However, in a chess program, both pieces and squares are often (but not always) represented as 8-bit integers. This means that these can accidentally be swapped around when calling a function. (Even if you use a type alias.)
It is possible to create new types for squares and pieces by wrapping them into a struct or an enum. However, it will later turn out that bitwise operations need to be done on these values, constantly, in many different places. Because we wrapped the u8 into a struct or an enum, we would need to implement all the bitwise operators for these new types, so they can be used as if they were integeres. What we are basically doing is re-implementing the u8 type from scratch, but wrapped into a struct or enum, just to create a different type.
This makes the code very verbose, hard to understand and harder to maintain, because it is an extra struct/enum layer on top of the u8 type we need. Therefore I did not do any of these wrappings to keep all the u8 types seperated and chose to just keep my eyes open and make sure I don't swap (for example) squares and pieces.
One place where you may encounter an "old-fashioned" way of doing things is when Rustic iterates over the move list. It uses a for-loop, instead of an iterator. The reason is that the this list is an array backed with a counter, so it can be stored on the stack. (In case of a Vec, it would be stored on the heap, which is slower.) When I implemeted Iterator for MoveList the engine's speed dropped by 10% because of the Some/None check that comes with an iterator. Therefore I just use a for-loop.
I'm always open for suggestions that can improve the engine to adhere to idiomatic Rust, but please take into account that it is possible that it doesn't follow idiomatic style by choice, because it has some sort of disadvantage in the specific case of a chess engine: either speed, maintainability or readability.