#' Check if the king can move
#'
#' This function checks if the king has any legal moves.
#'
#' @details See [rbitr::fen_to_board()] for details of the chess board format.
#' This function is used by other functions when testing for checkmate or
#' stalemate. `can_king_move()` is an alias for `king_can_move()`.
#'
#' @param board A list containing the current state of the chess board.
#' @param color An optional character vector giving the color of the king.
#' Defaults to the color of the player whose turn it is to move.
#'
#' @return A logical value indicating whether the king can move. Returns TRUE if
#' the king has at least one valid move, and FALSE otherwise.
#'
#' @examples
#' board <- fen_to_board() # Starting position
#' king_can_move(board)
#'
#' @export
king_can_move <- function(board, color = board$to_move) {
# Validate input
assertthat::assert_that(class(board) == "list")
assertthat::assert_that(all(dim(board$board) == c(8L, 8L)))
# Set color
if (color == "w") {
color <- "white"
} else if (color == "b") {
color <- "black"
}
assertthat::assert_that(color %in% c("white", "black"))
# Define the piece representation for the king
king <- ifelse(color == "black", "k", "K")
# Find the current position of the king
king_pos <- which(board$board == king, arr.ind = TRUE)
# Define all possible moves for the king
moves <- expand.grid(king_pos[1] + -1:1, king_pos[2] + -1:1)
# Remove the current position of the king from the possible moves
moves <- moves[!apply(moves == king_pos, 1, all), ]
# Remove moves that are off the board
moves <- moves[moves[,1] %in% 1:8 & moves[,2] %in% 1:8, ]
# Define the friendly pieces
if(board$to_move == "b") {
friendly_pieces <- c("p", "n", "b", "r", "q")
} else {
friendly_pieces <- c("P", "N", "B", "R", "Q")
}
# Delete moves to squares occupied by friendly pieces
# Apply a function to each row of the moves data frame
moves <- moves[!apply(moves, 1, function(move) {
# Convert the move to a coordinate
coord <- c(move["Var1"], move["Var2"])
# Check if the cell in the board at the coordinate contains a friendly piece
piece <- board$board[coord[1], coord[2]]
return(piece %in% friendly_pieces)
}), ]
# If there are no moves left, return FALSE
if(nrow(moves) == 0) {
return(FALSE)
}
# See if any of the remaining moves don't put the king in check. After
# updating the board with a move use is_check(updated_board$board, color) to
# check if the king is in check. If any move is found that doesn't put the
# king in check, immediately return TRUE.
enemy_king <- ifelse(color == "white", "k", "K")
for(i in 1:nrow(moves)) {
# Get the move
move <- moves[1, ]
# Get the coordinates of the move
coord <- c(move[["Var1"]], move[["Var2"]])
# Update the board with the move by first replacing the destination square
# with the king, then replacing the king's original square with an empty
# square.
updated_board <- board
updated_board$board[coord[1], coord[2]] <- king
updated_board$board[king_pos[1], king_pos[2]] <- ""
# If the move puts the king next to the enemy king it is not legal
# Check all neighboring squares for an enemy king
i <- coord[1]
j <- coord[2]
if(any(board$board[max(1, i-1):min(nrow(board$board), i+1), max(1, j-1):min(ncol(board$board), j+1)] == enemy_king)) {
# Remove the move from the list of possible moves
moves <- moves[-1, ]
next
}
# See if the king is in check
if(!is_check(updated_board$board, color)) {
return(TRUE)
} else {
# If the king is in check, remove the move from the list of possible moves
moves <- moves[-1, ]
}
}
# If any rows are left in moves, return TRUE, else FALSE
return(nrow(moves) > 0)
}
#' @rdname king_can_move
#' @export
can_king_move <- function(board) {
king_can_move(board)
}
Add the following code to your website.
For more information on customizing the embed code, read Embedding Snippets.