- this.play(moves1[i]);
- const score1 = this.getCurrentScore();
- let eval2 = undefined;
- if (score1 == "*") {
- // Initial enemy evaluation is very low too, for him
- eval2 = (color == "w" ? 1 : -1) * maxeval;
- // Second half-move:
- let moves2 = this.getAllValidMoves();
- for (let j = 0; j < moves2.length; j++) {
- this.play(moves2[j]);
- const score2 = this.getCurrentScore();
- let evalPos = 0; //1/2 value
- switch (score2) {
- case "*":
- evalPos = this.evalPosition();
- break;
- case "1-0":
- evalPos = maxeval;
- break;
- case "0-1":
- evalPos = -maxeval;
- break;
- }
- if (
- (color == "w" && evalPos < eval2) ||
- (color == "b" && evalPos > eval2)
- ) {
- eval2 = evalPos;
- }
- this.undo(moves2[j]);
+ // Initial enemy evaluation is very low too, for him
+ let eval2 = (color == "w" ? 1 : -1) * maxeval;
+ // Second half-move:
+ let moves2 = this.getAllValidMoves();
+ for (let j = 0; j < moves2.length; j++) {
+ this.play(moves2[j]);
+ const score2 = this.getCurrentScore();
+ let evalPos = 0; //1/2 value
+ switch (score2) {
+ case "*":
+ evalPos = this.evalPosition();
+ break;
+ case "1-0":
+ evalPos = maxeval;
+ break;
+ case "0-1":
+ evalPos = -maxeval;
+ break;