{
if (moves.length == 0)
return [];
- let color = this.turn;
- return moves.filter(m => { return !this.underCheck(m, color); });
+ return moves.filter(m => { return !this.underCheck(m); });
}
// Search for all valid moves considering current turn (for engine and game end)
getComputerMove()
{
const color = this.turn;
-
- // Rank moves using a min-max at depth 2
let moves1 = this.getAllValidMoves();
+ // Rank moves using a min-max at depth 2
for (let i=0; i<moves1.length; i++)
{
moves1[i].eval = (color=="w" ? -1 : 1) * 1000; //very low, I'm checkmated