fix: resolve compilation errors, add tests, fix configs, update docs
- Fix 9 CS0101 duplicate classes between Mono/ and Mono/Classic/ - BoardManager -> ClassicBoardManager, SquareClick -> ClassicSquareClick - Delete duplicate Piece/Pawn/King/Queen/Rook/Bishop/Knight from Classic/ - Merge GetAttackSquares into Piece base class with overrides - Fix King castling: reject castling through/while in check - Assign URP pipeline to QualitySettings (6 levels) and GraphicsSettings - Fix template identifiers (DefaultCompany -> EarthGenesisGames) - Delete orphaned SampleScene.unity and duplicate URP assets - Fix test assembly reference (Assembly-CSharp -> AjedrezPurgatorio.Runtime) - Remove 11 unused packages (multiplayer, visualscripting, terrain, etc.) - Update BoardInputSystemSpike for ClassicSquareClick - Write unit tests: CheckDetector, DrawDetector, MoveValidator - Fix BalanceConfig JSON structure to match C# class fields - Update stale documentation (~30 files) - architecture.md, ADR-0001, roadmap, gate-check, EPIC.md - PROJECT_STATUS.md, BLOQUEADORES_JUGABILIDAD.md - tech-debt-register.md - Add Unity Editor setup guide (production/UNITY_EDITOR_SETUP.md)
@@ -0,0 +1 @@
|
||||
{"sessionId":"8af39b73-92f0-40ce-85a3-934d4686b4a7","pid":28828,"acquiredAt":1782012372047}
|
||||
@@ -1,141 +0,0 @@
|
||||
# === IDE and Editor ===
|
||||
.vs/
|
||||
.vscode/settings.json
|
||||
.idea/
|
||||
*.swp
|
||||
*.swo
|
||||
*~
|
||||
.DS_Store
|
||||
Thumbs.db
|
||||
Desktop.ini
|
||||
|
||||
# === Claude Code Local ===
|
||||
.claude/settings.local.json
|
||||
CLAUDE.local.md
|
||||
production/session-logs/
|
||||
|
||||
# === Internal Planning (not for public) ===
|
||||
|
||||
expansions/
|
||||
|
||||
# === Runtime Artifacts (auto-generated, start empty on fresh clone) ===
|
||||
# Created on first use by /consistency-check and /architecture-review
|
||||
docs/consistency-failures.md
|
||||
|
||||
# === Build Output ===
|
||||
build/
|
||||
builds/
|
||||
bin/
|
||||
obj/
|
||||
out/
|
||||
dist/
|
||||
*.exe
|
||||
*.dll
|
||||
*.so
|
||||
*.dylib
|
||||
*.app
|
||||
|
||||
# === Engine: Godot ===
|
||||
.godot/
|
||||
*.translation
|
||||
export_presets.cfg
|
||||
# Uncomment if using Godot:
|
||||
# *.import
|
||||
|
||||
# === Engine: Unity ===
|
||||
[Ll]ibrary/
|
||||
[Tt]emp/
|
||||
[Oo]bj/
|
||||
[Bb]uild/
|
||||
[Bb]uilds/
|
||||
[Ll]ogs/
|
||||
[Uu]ser[Ss]ettings/
|
||||
*.csproj
|
||||
*.unityproj
|
||||
*.sln
|
||||
*.suo
|
||||
*.tmp
|
||||
*.user
|
||||
*.userprefs
|
||||
*.pidb
|
||||
*.booproj
|
||||
*.svd
|
||||
*.pdb
|
||||
*.mdb
|
||||
*.opendb
|
||||
*.VC.db
|
||||
crashlytics-buildid.txt
|
||||
sysinfo.txt
|
||||
# Uncomment if using Unity:
|
||||
# [Aa]ssets/[Aa]sset[Ss]tore[Tt]ools/
|
||||
|
||||
# === Engine: Unreal ===
|
||||
Binaries/
|
||||
DerivedDataCache/
|
||||
Intermediate/
|
||||
Saved/
|
||||
*.VC.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
# Uncomment if using Unreal:
|
||||
# *.uasset
|
||||
# *.umap
|
||||
|
||||
# === Compiled Shaders ===
|
||||
*.spv
|
||||
*.cso
|
||||
*.dxbc
|
||||
|
||||
# === Temporary and Cache ===
|
||||
*.tmp
|
||||
*.temp
|
||||
*.cache
|
||||
*.log
|
||||
__pycache__/
|
||||
*.pyc
|
||||
node_modules/
|
||||
.npm/
|
||||
|
||||
# === Archives ===
|
||||
*.zip
|
||||
*.tar.gz
|
||||
*.rar
|
||||
*.7z
|
||||
|
||||
# === Secrets and Environment ===
|
||||
.env
|
||||
.env.local
|
||||
.env.*.local
|
||||
*.pem
|
||||
*.key
|
||||
credentials.json
|
||||
secrets.json
|
||||
|
||||
# === Large Binary Assets (use Git LFS instead) ===
|
||||
# Uncomment and configure with Git LFS for your project:
|
||||
# *.png
|
||||
# *.jpg
|
||||
# *.jpeg
|
||||
# *.wav
|
||||
# *.mp3
|
||||
# *.ogg
|
||||
# *.fbx
|
||||
# *.blend
|
||||
# *.psd
|
||||
# *.tga
|
||||
# *.exr
|
||||
# *.hdr
|
||||
|
||||
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|
||||
ehthumbs.db
|
||||
ehthumbs_vista.db
|
||||
[Dd]esktop.ini
|
||||
$RECYCLE.BIN/
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
*.lnk
|
||||
@@ -1,4 +1,36 @@
|
||||
<Solution>
|
||||
<Project Path="AjedrezPurgatorio.Runtime.csproj" />
|
||||
<Project Path="Unity.Multiplayer.Center.Editor.csproj" />
|
||||
<Project Path="Unity.VisualScripting.Core.Editor.csproj" />
|
||||
<Project Path="Unity.Notifications.iOS.csproj" />
|
||||
<Project Path="Unity.VisualScripting.Flow.Editor.csproj" />
|
||||
<Project Path="Unity.Notifications.Android.csproj" />
|
||||
<Project Path="Unity.VisualScripting.Core.csproj" />
|
||||
<Project Path="Unity.VisualScripting.State.Editor.csproj" />
|
||||
<Project Path="Unity.VisualScripting.Flow.csproj" />
|
||||
<Project Path="Assembly-CSharp.csproj" />
|
||||
<Project Path="Unity.Mobile.AndroidLogcat.Editor.csproj" />
|
||||
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|
||||
<Project Path="Unity.Notifications.csproj" />
|
||||
<Project Path="Unity.AdaptivePerformance.csproj" />
|
||||
<Project Path="Assembly-CSharp-Editor.csproj" />
|
||||
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|
||||
<Project Path="Unity.Notifications.Unified.csproj" />
|
||||
<Project Path="Unity.Multiplayer.Center.Editor.Tests.csproj" />
|
||||
<Project Path="Unity.Mobile.AndroidLogcat.Editor.Tests.csproj" />
|
||||
<Project Path="Unity.VisualScripting.SettingsProvider.Editor.csproj" />
|
||||
<Project Path="Unity.Notifications.Tests.csproj" />
|
||||
<Project Path="Unity.VisualScripting.Shared.Editor.csproj" />
|
||||
<Project Path="Unity.iOS.Notifications.Tests.csproj" />
|
||||
<Project Path="Unity.Mobile.AndroidLogcat.Integration.Editor.Tests.csproj" />
|
||||
<Project Path="Unity.AdaptivePerformance.Tests.csproj" />
|
||||
<Project Path="EditModeTests.csproj" />
|
||||
<Project Path="Unity.Multiplayer.Center.Tests.csproj" />
|
||||
<Project Path="Unity.Mobile.AndroidLogcat.Shared.Editor.Tests.csproj" />
|
||||
<Project Path="Unity.VisualScripting.DocCodeExamples.csproj" />
|
||||
<Project Path="Unity.Mobile.AndroidLogcat.Runtime.Tests.csproj" />
|
||||
<Project Path="Unity.Android.Notifications.Tests.csproj" />
|
||||
<Project Path="Unity.Notifications.Unified.Tests.csproj" />
|
||||
<Project Path="Unity.Mobile.AndroidLogcat.Performance.Editor.Tests.csproj" />
|
||||
<Project Path="AjedrezPurgatorio.Spikes.csproj" />
|
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</Solution>
|
||||
|
||||
@@ -0,0 +1,2 @@
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|
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|
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|
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|
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|
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using UnityEngine;
|
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#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
public class ClassicBoardManager : MonoBehaviour
|
||||
{
|
||||
[Header("Prefabs de Piezas")]
|
||||
public GameObject whitePawnPrefab;
|
||||
public GameObject whiteRookPrefab;
|
||||
public GameObject whiteKnightPrefab;
|
||||
public GameObject whiteBishopPrefab;
|
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public GameObject whiteQueenPrefab;
|
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public GameObject whiteKingPrefab;
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public GameObject blackPawnPrefab;
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public GameObject blackRookPrefab;
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public GameObject blackKnightPrefab;
|
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public GameObject blackBishopPrefab;
|
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public GameObject blackQueenPrefab;
|
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public GameObject blackKingPrefab;
|
||||
|
||||
[Header("Prefabs de Casillas")]
|
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public GameObject brownPrefab;
|
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public GameObject grayPrefab;
|
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|
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[Header("Indicadores de Movimiento")]
|
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public GameObject moveIndicatorPrefab;
|
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public GameObject[,] indicators = new GameObject[8, 8];
|
||||
|
||||
public Transform boardParent;
|
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public float tileSize = 10.24f;
|
||||
public GameObject[,] squares = new GameObject[8, 8];
|
||||
|
||||
public static ClassicBoardManager Instance;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
GenerateBoard();
|
||||
GenerateIndicators();
|
||||
PlacePieces();
|
||||
}
|
||||
|
||||
void GenerateBoard()
|
||||
{
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
for (int y = 0; y < 8; y++)
|
||||
{
|
||||
bool isBrown = (x + y) % 2 == 0;
|
||||
GameObject prefabToUse = isBrown ? brownPrefab : grayPrefab;
|
||||
Vector3 position = new Vector3(x * tileSize, y * tileSize, 0f);
|
||||
GameObject square = Instantiate(prefabToUse, position, Quaternion.identity, boardParent);
|
||||
square.name = $"Square_{x}_{y}";
|
||||
squares[x, y] = square;
|
||||
|
||||
var squareClick = square.AddComponent<ClassicSquareClick>();
|
||||
squareClick.position = new Vector2Int(x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlacePiece(GameObject prefab, int x, int y, bool isWhite)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
string message = $"ClassicBoardManager: falta asignar el prefab en ({x}, {y}).";
|
||||
Debug.LogError(message);
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.isPlaying = false;
|
||||
#endif
|
||||
throw new System.InvalidOperationException(message);
|
||||
}
|
||||
|
||||
Vector3 position = new Vector3(x * tileSize, y * tileSize, -1f);
|
||||
GameObject pieceObj = Instantiate(prefab, position, Quaternion.identity);
|
||||
|
||||
Piece piece = pieceObj.GetComponent<Piece>();
|
||||
if (piece == null)
|
||||
{
|
||||
Debug.LogError($"El prefab '{prefab.name}' no tiene el script 'Piece'");
|
||||
return;
|
||||
}
|
||||
|
||||
piece.currentPos = new Vector2Int(x, y);
|
||||
piece.isWhite = isWhite;
|
||||
|
||||
GameManagerClassic.Instance.board[x, y] = piece;
|
||||
}
|
||||
|
||||
void PlacePieces()
|
||||
{
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
PlacePiece(whitePawnPrefab, x, 1, true);
|
||||
PlacePiece(blackPawnPrefab, x, 6, false);
|
||||
}
|
||||
|
||||
PlacePiece(whiteRookPrefab, 0, 0, true);
|
||||
PlacePiece(whiteKnightPrefab, 1, 0, true);
|
||||
PlacePiece(whiteBishopPrefab, 2, 0, true);
|
||||
PlacePiece(whiteQueenPrefab, 3, 0, true);
|
||||
PlacePiece(whiteKingPrefab, 4, 0, true);
|
||||
PlacePiece(whiteBishopPrefab, 5, 0, true);
|
||||
PlacePiece(whiteKnightPrefab, 6, 0, true);
|
||||
PlacePiece(whiteRookPrefab, 7, 0, true);
|
||||
|
||||
PlacePiece(blackRookPrefab, 0, 7, false);
|
||||
PlacePiece(blackKnightPrefab, 1, 7, false);
|
||||
PlacePiece(blackBishopPrefab, 2, 7, false);
|
||||
PlacePiece(blackQueenPrefab, 3, 7, false);
|
||||
PlacePiece(blackKingPrefab, 4, 7, false);
|
||||
PlacePiece(blackBishopPrefab, 5, 7, false);
|
||||
PlacePiece(blackKnightPrefab, 6, 7, false);
|
||||
PlacePiece(blackRookPrefab, 7, 7, false);
|
||||
}
|
||||
|
||||
public void ShowIndicator(Vector2Int pos)
|
||||
{
|
||||
if (IsInsideBoard(pos))
|
||||
indicators[pos.x, pos.y].SetActive(true);
|
||||
}
|
||||
|
||||
public void HideAllIndicators()
|
||||
{
|
||||
foreach (var indicator in indicators)
|
||||
{
|
||||
if (indicator != null)
|
||||
indicator.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsInsideBoard(Vector2Int pos)
|
||||
{
|
||||
return pos.x >= 0 && pos.x < 8 && pos.y >= 0 && pos.y < 8;
|
||||
}
|
||||
|
||||
public void GenerateIndicators()
|
||||
{
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
for (int y = 0; y < 8; y++)
|
||||
{
|
||||
Vector3 position = new Vector3(x * tileSize, y * tileSize, -0.5f);
|
||||
GameObject indicator = Instantiate(moveIndicatorPrefab, position, Quaternion.identity, boardParent);
|
||||
indicator.SetActive(false);
|
||||
indicators[x, y] = indicator;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0db4ad0b948333d4d9acca111aadd412
|
||||
@@ -0,0 +1,225 @@
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class GameManagerClassic : MonoBehaviour
|
||||
{
|
||||
public static GameManagerClassic Instance;
|
||||
public bool modoIA = true;
|
||||
public bool whiteTurn = true;
|
||||
|
||||
[Header("UI de Promoción")]
|
||||
public GameObject promotionPanel;
|
||||
private Piece pawnToPromote;
|
||||
private bool isPromotionPending = false;
|
||||
|
||||
[Header("Estado del Tablero")]
|
||||
public Piece[,] board = new Piece[8, 8];
|
||||
public Piece selectedPiece = null;
|
||||
private bool waitingForAIMove = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (modoIA && !whiteTurn && !waitingForAIMove && !isPromotionPending)
|
||||
{
|
||||
waitingForAIMove = true;
|
||||
Invoke("MakeAIMove", 0.6f);
|
||||
}
|
||||
}
|
||||
|
||||
public void SelectPiece(Piece piece)
|
||||
{
|
||||
if (isPromotionPending || (modoIA && !whiteTurn)) return;
|
||||
if (selectedPiece == piece) { HidePieceMoves(selectedPiece); selectedPiece = null; return; }
|
||||
|
||||
if (piece != null && piece.isWhite == whiteTurn)
|
||||
{
|
||||
if (selectedPiece != null) HidePieceMoves(selectedPiece);
|
||||
selectedPiece = piece;
|
||||
ShowPieceMoves(selectedPiece);
|
||||
}
|
||||
}
|
||||
|
||||
public void TryMoveTo(Vector2Int targetPos)
|
||||
{
|
||||
if (selectedPiece == null || isPromotionPending) return;
|
||||
var availableMoves = selectedPiece.GetAvailableMoves(board);
|
||||
if (availableMoves.Contains(targetPos) && IsLegalMove(selectedPiece, targetPos))
|
||||
{
|
||||
HidePieceMoves(selectedPiece);
|
||||
MovePiece(selectedPiece, targetPos);
|
||||
selectedPiece = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void ShowPieceMoves(Piece piece)
|
||||
{
|
||||
if (ClassicBoardManager.Instance == null) return;
|
||||
var moves = piece.GetAvailableMoves(board);
|
||||
ClassicBoardManager.Instance.HideAllIndicators();
|
||||
foreach (var move in moves)
|
||||
{
|
||||
ClassicBoardManager.Instance.ShowIndicator(move);
|
||||
}
|
||||
}
|
||||
|
||||
private void HidePieceMoves(Piece piece)
|
||||
{
|
||||
if (ClassicBoardManager.Instance == null) return;
|
||||
ClassicBoardManager.Instance.HideAllIndicators();
|
||||
}
|
||||
|
||||
public void MovePiece(Piece piece, Vector2Int newPos)
|
||||
{
|
||||
Vector2Int oldPos = piece.currentPos;
|
||||
bool isCastling = (piece is King) && Mathf.Abs(newPos.x - oldPos.x) == 2;
|
||||
|
||||
// --- Lógica de Captura y Puntaje ---
|
||||
Piece captured = board[newPos.x, newPos.y];
|
||||
if (captured != null)
|
||||
{
|
||||
if (ScoreManager.Instance != null)
|
||||
ScoreManager.Instance.RegisterCapture(piece, captured);
|
||||
|
||||
Destroy(captured.gameObject);
|
||||
}
|
||||
|
||||
board[oldPos.x, oldPos.y] = null;
|
||||
board[newPos.x, newPos.y] = piece;
|
||||
piece.transform.position = new Vector3(newPos.x * ClassicBoardManager.Instance.tileSize, newPos.y * ClassicBoardManager.Instance.tileSize, -1f);
|
||||
piece.currentPos = newPos;
|
||||
piece.hasMoved = true;
|
||||
|
||||
if (isCastling) HandleCastlingRook(newPos);
|
||||
|
||||
if (piece is Pawn && (newPos.y == 7 || newPos.y == 0))
|
||||
{
|
||||
if (piece.isWhite) { PreparePromotion(piece); return; }
|
||||
else { pawnToPromote = piece; OnSelectPromotion("Queen"); return; }
|
||||
}
|
||||
|
||||
FinishTurn();
|
||||
}
|
||||
|
||||
private void HandleCastlingRook(Vector2Int kingPos)
|
||||
{
|
||||
int rookOldX = (kingPos.x == 6) ? 7 : 0;
|
||||
int rookNewX = (kingPos.x == 6) ? 5 : 3;
|
||||
Piece rook = board[rookOldX, kingPos.y];
|
||||
board[rookOldX, kingPos.y] = null;
|
||||
board[rookNewX, kingPos.y] = rook;
|
||||
rook.transform.position = new Vector3(rookNewX * ClassicBoardManager.Instance.tileSize, kingPos.y * ClassicBoardManager.Instance.tileSize, -1f);
|
||||
rook.currentPos = new Vector2Int(rookNewX, kingPos.y);
|
||||
rook.hasMoved = true;
|
||||
}
|
||||
|
||||
// --- PARCHE DE PROMOCIÓN CORREGIDO ---
|
||||
public void OnSelectPromotion(string pieceType)
|
||||
{
|
||||
Vector2Int pos = pawnToPromote.currentPos;
|
||||
bool isWhiteFlag = pawnToPromote.isWhite;
|
||||
Destroy(pawnToPromote.gameObject);
|
||||
|
||||
GameObject prefab = pieceType switch {
|
||||
"Queen" => isWhiteFlag ? ClassicBoardManager.Instance.whiteQueenPrefab : ClassicBoardManager.Instance.blackQueenPrefab,
|
||||
"Rook" => isWhiteFlag ? ClassicBoardManager.Instance.whiteRookPrefab : ClassicBoardManager.Instance.blackRookPrefab,
|
||||
"Knight" => isWhiteFlag ? ClassicBoardManager.Instance.whiteKnightPrefab : ClassicBoardManager.Instance.blackKnightPrefab,
|
||||
"Bishop" => isWhiteFlag ? ClassicBoardManager.Instance.whiteBishopPrefab : ClassicBoardManager.Instance.blackBishopPrefab,
|
||||
_ => isWhiteFlag ? ClassicBoardManager.Instance.whiteQueenPrefab : ClassicBoardManager.Instance.blackQueenPrefab
|
||||
};
|
||||
|
||||
GameObject newPieceObj = Instantiate(prefab, new Vector3(pos.x * ClassicBoardManager.Instance.tileSize, pos.y * ClassicBoardManager.Instance.tileSize, -1f), Quaternion.identity);
|
||||
Piece newPiece = newPieceObj.GetComponent<Piece>();
|
||||
newPiece.currentPos = pos;
|
||||
newPiece.isWhite = isWhiteFlag;
|
||||
board[pos.x, pos.y] = newPiece;
|
||||
|
||||
if (promotionPanel != null) promotionPanel.SetActive(false);
|
||||
isPromotionPending = false;
|
||||
pawnToPromote = null;
|
||||
|
||||
if (ScoreManager.Instance != null) ScoreManager.Instance.AddPromotionScore(isWhiteFlag);
|
||||
|
||||
FinishTurn();
|
||||
}
|
||||
|
||||
private void PreparePromotion(Piece pawn)
|
||||
{
|
||||
isPromotionPending = true;
|
||||
pawnToPromote = pawn;
|
||||
if (promotionPanel != null) promotionPanel.SetActive(true);
|
||||
}
|
||||
|
||||
public void FinishTurn()
|
||||
{
|
||||
whiteTurn = !whiteTurn;
|
||||
if (IsCheckmate(whiteTurn)) Debug.LogWarning("JAQUE MATE");
|
||||
}
|
||||
|
||||
public bool IsLegalMove(Piece piece, Vector2Int move)
|
||||
{
|
||||
Vector2Int oldPos = piece.currentPos;
|
||||
Piece target = board[move.x, move.y];
|
||||
board[oldPos.x, oldPos.y] = null;
|
||||
board[move.x, move.y] = piece;
|
||||
piece.currentPos = move;
|
||||
bool inCheck = IsInCheck(piece.isWhite);
|
||||
piece.currentPos = oldPos;
|
||||
board[oldPos.x, oldPos.y] = piece;
|
||||
board[move.x, move.y] = target;
|
||||
return !inCheck;
|
||||
}
|
||||
|
||||
public bool IsInCheck(bool forWhite)
|
||||
{
|
||||
Vector2Int kingPos = Vector2Int.zero;
|
||||
bool found = false;
|
||||
foreach (var p in board) if (p is King && p.isWhite == forWhite) { kingPos = p.currentPos; found = true; break; }
|
||||
return found && IsSquareUnderAttack(kingPos, !forWhite);
|
||||
}
|
||||
|
||||
public bool IsSquareUnderAttack(Vector2Int pos, bool byWhite)
|
||||
{
|
||||
// Each piece defines its own attack squares (TD-003/TD-008) -- King and
|
||||
// Pawn override GetAttackSquares because their attack set differs from
|
||||
// GetAvailableMoves; everything else's attack set equals its move set.
|
||||
foreach (var p in board)
|
||||
{
|
||||
if (p != null && p.isWhite == byWhite && p.GetAttackSquares(board).Contains(pos))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsCheckmate(bool forWhite)
|
||||
{
|
||||
if (!IsInCheck(forWhite)) return false;
|
||||
foreach (var p in board) if (p != null && p.isWhite == forWhite) if (p.GetAvailableMoves(board).Any(m => IsLegalMove(p, m))) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void MakeAIMove()
|
||||
{
|
||||
waitingForAIMove = false;
|
||||
List<Piece> blackPieces = new List<Piece>();
|
||||
foreach (var p in board) if (p != null && !p.isWhite) blackPieces.Add(p);
|
||||
System.Random rand = new System.Random();
|
||||
foreach (var piece in blackPieces.OrderBy(x => rand.Next()))
|
||||
{
|
||||
var moves = piece.GetAvailableMoves(board);
|
||||
var legalMoves = moves.Where(m => IsLegalMove(piece, m)).ToList();
|
||||
if (legalMoves.Count > 0)
|
||||
{
|
||||
var captures = legalMoves.Where(m => board[m.x, m.y] != null).ToList();
|
||||
MovePiece(piece, captures.Count > 0 ? captures[rand.Next(captures.Count)] : legalMoves[rand.Next(legalMoves.Count)]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e2d4f1d894458eb42bcef62be12813ef
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 73b59f24ffd515f48a9c750c9738b704
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,20 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class ClassicSquareClick : MonoBehaviour
|
||||
{
|
||||
public Vector2Int position;
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
Piece piece = GameManagerClassic.Instance.board[position.x, position.y];
|
||||
|
||||
if (piece != null && piece.isWhite == GameManagerClassic.Instance.whiteTurn)
|
||||
{
|
||||
GameManagerClassic.Instance.SelectPiece(piece);
|
||||
}
|
||||
else
|
||||
{
|
||||
GameManagerClassic.Instance.TryMoveTo(position);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba179e0832ea8a74899f21f052e17812
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 82e5907bab8464dac9fa936c26570738
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,126 @@
|
||||
|
||||
|
||||
// ✅ BoardManagerCombat.cs
|
||||
using UnityEngine;
|
||||
|
||||
public class BoardManagerCombat : MonoBehaviour
|
||||
{
|
||||
[Header("Prefabs de Piezas")]
|
||||
public GameObject whitePawnPrefab, whiteRookPrefab, whiteKnightPrefab, whiteBishopPrefab, whiteQueenPrefab, whiteKingPrefab;
|
||||
public GameObject blackPawnPrefab, blackRookPrefab, blackKnightPrefab, blackBishopPrefab, blackQueenPrefab, blackKingPrefab;
|
||||
|
||||
[Header("Prefabs de Casillas")]
|
||||
public GameObject brownPrefab, grayPrefab;
|
||||
|
||||
[Header("Indicadores de Movimiento")]
|
||||
public GameObject moveIndicatorPrefab;
|
||||
public GameObject[,] indicators = new GameObject[8, 8];
|
||||
|
||||
public Transform boardParent;
|
||||
public float tileSize = 10.24f;
|
||||
public GameObject[,] squares = new GameObject[8, 8];
|
||||
|
||||
public static BoardManagerCombat Instance;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
GenerateBoard();
|
||||
GenerateIndicators();
|
||||
PlacePieces();
|
||||
}
|
||||
|
||||
void GenerateBoard()
|
||||
{
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
for (int y = 0; y < 8; y++)
|
||||
{
|
||||
GameObject prefabToUse = (x + y) % 2 == 0 ? brownPrefab : grayPrefab;
|
||||
Vector3 pos = new(x * tileSize, y * tileSize, 0f);
|
||||
GameObject square = Instantiate(prefabToUse, pos, Quaternion.identity, boardParent);
|
||||
square.name = $"Square_{x}_{y}";
|
||||
squares[x, y] = square;
|
||||
|
||||
var click = square.AddComponent<SquareClickCombat>();
|
||||
click.position = new Vector2Int(x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlacePiece(GameObject prefab, int x, int y, bool isWhite)
|
||||
{
|
||||
if (!prefab) { Debug.LogError($"Prefab faltante en ({x},{y})"); return; }
|
||||
|
||||
Vector3 pos = new(x * tileSize, y * tileSize, -1f);
|
||||
GameObject pieceObj = Instantiate(prefab, pos, Quaternion.identity);
|
||||
|
||||
PieceCombat piece = pieceObj.GetComponent<PieceCombat>();
|
||||
if (!piece) { Debug.LogError($"El prefab {prefab.name} no tiene el script PieceCombat"); return; }
|
||||
|
||||
piece.currentPos = new Vector2Int(x, y);
|
||||
piece.isWhite = isWhite;
|
||||
|
||||
GameManagerCombat.Instance.board[x, y] = piece;
|
||||
}
|
||||
|
||||
void PlacePieces()
|
||||
{
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
PlacePiece(whitePawnPrefab, x, 1, true);
|
||||
PlacePiece(blackPawnPrefab, x, 6, false);
|
||||
}
|
||||
|
||||
PlacePiece(whiteRookPrefab, 0, 0, true);
|
||||
PlacePiece(whiteKnightPrefab, 1, 0, true);
|
||||
PlacePiece(whiteBishopPrefab, 2, 0, true);
|
||||
PlacePiece(whiteQueenPrefab, 3, 0, true);
|
||||
PlacePiece(whiteKingPrefab, 4, 0, true);
|
||||
PlacePiece(whiteBishopPrefab, 5, 0, true);
|
||||
PlacePiece(whiteKnightPrefab, 6, 0, true);
|
||||
PlacePiece(whiteRookPrefab, 7, 0, true);
|
||||
|
||||
PlacePiece(blackRookPrefab, 0, 7, false);
|
||||
PlacePiece(blackKnightPrefab, 1, 7, false);
|
||||
PlacePiece(blackBishopPrefab, 2, 7, false);
|
||||
PlacePiece(blackQueenPrefab, 3, 7, false);
|
||||
PlacePiece(blackKingPrefab, 4, 7, false);
|
||||
PlacePiece(blackBishopPrefab, 5, 7, false);
|
||||
PlacePiece(blackKnightPrefab, 6, 7, false);
|
||||
PlacePiece(blackRookPrefab, 7, 7, false);
|
||||
}
|
||||
|
||||
public void ShowIndicator(Vector2Int pos)
|
||||
{
|
||||
if (IsInsideBoard(pos)) indicators[pos.x, pos.y].SetActive(true);
|
||||
}
|
||||
|
||||
public void HideAllIndicators()
|
||||
{
|
||||
foreach (var indicator in indicators)
|
||||
if (indicator != null) indicator.SetActive(false);
|
||||
}
|
||||
|
||||
bool IsInsideBoard(Vector2Int pos)
|
||||
{
|
||||
return pos.x >= 0 && pos.x < 8 && pos.y >= 0 && pos.y < 8;
|
||||
}
|
||||
|
||||
void GenerateIndicators()
|
||||
{
|
||||
for (int x = 0; x < 8; x++)
|
||||
for (int y = 0; y < 8; y++)
|
||||
{
|
||||
Vector3 pos = new(x * tileSize, y * tileSize, -0.5f);
|
||||
GameObject indicator = Instantiate(moveIndicatorPrefab, pos, Quaternion.identity, boardParent);
|
||||
indicator.SetActive(false);
|
||||
indicators[x, y] = indicator;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9b4e7cad7eaff4b03bf65d07561643d1
|
||||
@@ -0,0 +1,142 @@
|
||||
// ✅ GameManagerCombat.cs
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class GameManagerCombat : MonoBehaviour
|
||||
{
|
||||
public static GameManagerCombat Instance;
|
||||
public PieceCombat[,] board = new PieceCombat[8, 8];
|
||||
public bool whiteTurn = true;
|
||||
public bool modoIA = true;
|
||||
public PieceCombat selectedPiece = null;
|
||||
private bool waitingForAIMove = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (modoIA && !whiteTurn && !waitingForAIMove)
|
||||
{
|
||||
waitingForAIMove = true;
|
||||
Invoke(nameof(MakeAIMove), 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
void MakeAIMove()
|
||||
{
|
||||
waitingForAIMove = false;
|
||||
var pieces = board.Cast<PieceCombat>().Where(p => p != null && !p.isWhite).ToList();
|
||||
System.Random rand = new();
|
||||
|
||||
foreach (var piece in pieces.OrderBy(_ => rand.Next()))
|
||||
{
|
||||
var moves = piece.GetAvailableMoves(board);
|
||||
foreach (var move in moves.Where(m => board[m.x, m.y] != null && board[m.x, m.y].isWhite))
|
||||
{
|
||||
if (IsLegalMove(piece, move)) { MovePiece(piece, move); return; }
|
||||
}
|
||||
foreach (var move in moves)
|
||||
{
|
||||
if (IsLegalMove(piece, move)) { MovePiece(piece, move); return; }
|
||||
}
|
||||
}
|
||||
Debug.Log("La IA no tiene movimientos legales.");
|
||||
}
|
||||
|
||||
public void SelectPiece(PieceCombat piece)
|
||||
{
|
||||
if (selectedPiece == piece) { piece.HideMoves(); selectedPiece = null; return; }
|
||||
if (piece.isWhite == whiteTurn)
|
||||
{
|
||||
selectedPiece?.HideMoves();
|
||||
selectedPiece = piece;
|
||||
piece.ShowMoves();
|
||||
}
|
||||
}
|
||||
|
||||
public void TryMoveTo(Vector2Int targetPos)
|
||||
{
|
||||
if (selectedPiece == null) return;
|
||||
var available = selectedPiece.GetAvailableMoves(board);
|
||||
if (!available.Contains(targetPos)) return;
|
||||
|
||||
Vector2Int oldPos = selectedPiece.currentPos;
|
||||
PieceCombat captured = board[targetPos.x, targetPos.y];
|
||||
board[oldPos.x, oldPos.y] = null;
|
||||
board[targetPos.x, targetPos.y] = selectedPiece;
|
||||
selectedPiece.currentPos = targetPos;
|
||||
|
||||
if (IsInCheck(selectedPiece.isWhite))
|
||||
{
|
||||
board[targetPos.x, targetPos.y] = captured;
|
||||
board[oldPos.x, oldPos.y] = selectedPiece;
|
||||
selectedPiece.currentPos = oldPos;
|
||||
Debug.Log("Movimiento inválido: deja en jaque.");
|
||||
return;
|
||||
}
|
||||
|
||||
MovePiece(selectedPiece, targetPos);
|
||||
selectedPiece.HideMoves();
|
||||
selectedPiece = null;
|
||||
}
|
||||
|
||||
public void MovePiece(PieceCombat piece, Vector2Int newPos)
|
||||
{
|
||||
Vector2Int oldPos = piece.currentPos;
|
||||
PieceCombat captured = board[newPos.x, newPos.y];
|
||||
if (captured != null) Destroy(captured.gameObject);
|
||||
|
||||
board[oldPos.x, oldPos.y] = null;
|
||||
board[newPos.x, newPos.y] = piece;
|
||||
piece.transform.position = new Vector3(newPos.x * BoardManagerCombat.Instance.tileSize, newPos.y * BoardManagerCombat.Instance.tileSize, -1f);
|
||||
piece.currentPos = newPos;
|
||||
piece.hasMoved = true;
|
||||
|
||||
whiteTurn = !whiteTurn;
|
||||
}
|
||||
|
||||
bool IsLegalMove(PieceCombat piece, Vector2Int move)
|
||||
{
|
||||
Vector2Int oldPos = piece.currentPos;
|
||||
PieceCombat target = board[move.x, move.y];
|
||||
board[oldPos.x, oldPos.y] = null;
|
||||
board[move.x, move.y] = piece;
|
||||
piece.currentPos = move;
|
||||
|
||||
bool legal = !IsInCheck(piece.isWhite);
|
||||
|
||||
board[move.x, move.y] = target;
|
||||
board[oldPos.x, oldPos.y] = piece;
|
||||
piece.currentPos = oldPos;
|
||||
return legal;
|
||||
}
|
||||
|
||||
public bool IsInCheck(bool forWhite)
|
||||
{
|
||||
PieceCombat king = null;
|
||||
foreach (var p in board)
|
||||
{
|
||||
if (p != null && p is KingCombat && p.isWhite == forWhite)
|
||||
{
|
||||
king = p;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (king == null) return false;
|
||||
|
||||
foreach (var p in board)
|
||||
{
|
||||
if (p != null && p.isWhite != forWhite)
|
||||
{
|
||||
var moves = p.GetAvailableMoves(board);
|
||||
if (moves.Contains(king.currentPos)) return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a8a81294d85a4108a35e3575c0615f9
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 701633aafea0440bba720154c9e7683c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,36 @@
|
||||
// ✅ BishopCombat.cs
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BishopCombat : PieceCombat
|
||||
{
|
||||
public override List<Vector2Int> GetAvailableMoves(PieceCombat[,] board)
|
||||
{
|
||||
List<Vector2Int> moves = new();
|
||||
Vector2Int[] directions = {
|
||||
new Vector2Int(1, 1), new Vector2Int(-1, 1),
|
||||
new Vector2Int(1, -1), new Vector2Int(-1, -1)
|
||||
};
|
||||
|
||||
foreach (var dir in directions)
|
||||
{
|
||||
Vector2Int pos = currentPos + dir;
|
||||
while (IsInsideBoard(pos))
|
||||
{
|
||||
if (board[pos.x, pos.y] == null)
|
||||
{
|
||||
moves.Add(pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (board[pos.x, pos.y].isWhite != isWhite)
|
||||
moves.Add(pos);
|
||||
break;
|
||||
}
|
||||
pos += dir;
|
||||
}
|
||||
}
|
||||
|
||||
return moves;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8dbb7d72c7644c11b5979f910e4c411
|
||||
@@ -0,0 +1,31 @@
|
||||
|
||||
|
||||
// ✅ KingCombat.cs
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class KingCombat : PieceCombat
|
||||
{
|
||||
public override List<Vector2Int> GetAvailableMoves(PieceCombat[,] board)
|
||||
{
|
||||
List<Vector2Int> moves = new();
|
||||
Vector2Int[] directions = {
|
||||
Vector2Int.up, Vector2Int.down, Vector2Int.left, Vector2Int.right,
|
||||
new Vector2Int(1, 1), new Vector2Int(-1, 1),
|
||||
new Vector2Int(1, -1), new Vector2Int(-1, -1)
|
||||
};
|
||||
|
||||
foreach (var dir in directions)
|
||||
{
|
||||
Vector2Int pos = currentPos + dir;
|
||||
if (IsInsideBoard(pos))
|
||||
{
|
||||
var target = board[pos.x, pos.y];
|
||||
if (target == null || target.isWhite != isWhite)
|
||||
moves.Add(pos);
|
||||
}
|
||||
}
|
||||
|
||||
return moves;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 121922d110a00437192c99f34fa110ef
|
||||
@@ -0,0 +1,30 @@
|
||||
// ✅ KnightCombat.cs
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class KnightCombat : PieceCombat
|
||||
{
|
||||
public override List<Vector2Int> GetAvailableMoves(PieceCombat[,] board)
|
||||
{
|
||||
List<Vector2Int> moves = new();
|
||||
Vector2Int[] offsets = {
|
||||
new Vector2Int(1, 2), new Vector2Int(2, 1),
|
||||
new Vector2Int(-1, 2), new Vector2Int(-2, 1),
|
||||
new Vector2Int(1, -2), new Vector2Int(2, -1),
|
||||
new Vector2Int(-1, -2), new Vector2Int(-2, -1)
|
||||
};
|
||||
|
||||
foreach (var offset in offsets)
|
||||
{
|
||||
Vector2Int target = currentPos + offset;
|
||||
if (IsInsideBoard(target))
|
||||
{
|
||||
var piece = board[target.x, target.y];
|
||||
if (piece == null || piece.isWhite != isWhite)
|
||||
moves.Add(target);
|
||||
}
|
||||
}
|
||||
|
||||
return moves;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8026fb1c1cc6b4b1083da1badd854898
|
||||
@@ -0,0 +1,36 @@
|
||||
|
||||
// ✅ PawnCombat.cs
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PawnCombat : PieceCombat
|
||||
{
|
||||
public override List<Vector2Int> GetAvailableMoves(PieceCombat[,] board)
|
||||
{
|
||||
List<Vector2Int> moves = new();
|
||||
int dir = isWhite ? 1 : -1;
|
||||
|
||||
Vector2Int fwd = new(currentPos.x, currentPos.y + dir);
|
||||
if (IsInsideBoard(fwd) && board[fwd.x, fwd.y] == null)
|
||||
{
|
||||
moves.Add(fwd);
|
||||
Vector2Int dblFwd = new(currentPos.x, currentPos.y + 2 * dir);
|
||||
if (!hasMoved && board[dblFwd.x, dblFwd.y] == null)
|
||||
moves.Add(dblFwd);
|
||||
}
|
||||
|
||||
Vector2Int[] diagonals =
|
||||
{
|
||||
new(currentPos.x - 1, currentPos.y + dir),
|
||||
new(currentPos.x + 1, currentPos.y + dir)
|
||||
};
|
||||
|
||||
foreach (var diag in diagonals)
|
||||
{
|
||||
if (IsInsideBoard(diag) && board[diag.x, diag.y] != null && board[diag.x, diag.y].isWhite != isWhite)
|
||||
moves.Add(diag);
|
||||
}
|
||||
|
||||
return moves;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60bb34813f71b46b583da415ef0eaac7
|
||||
@@ -0,0 +1,37 @@
|
||||
|
||||
|
||||
// ✅ PieceCombat.cs
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PieceCombat : MonoBehaviour
|
||||
{
|
||||
public bool isWhite;
|
||||
public Vector2Int currentPos;
|
||||
public bool hasMoved = false;
|
||||
|
||||
public virtual List<Vector2Int> GetAvailableMoves(PieceCombat[,] board)
|
||||
{
|
||||
return new List<Vector2Int>();
|
||||
}
|
||||
|
||||
protected bool IsInsideBoard(Vector2Int pos)
|
||||
{
|
||||
return pos.x >= 0 && pos.x < 8 && pos.y >= 0 && pos.y < 8;
|
||||
}
|
||||
|
||||
public void ShowMoves()
|
||||
{
|
||||
var moves = GetAvailableMoves(GameManagerCombat.Instance.board);
|
||||
BoardManagerCombat.Instance.HideAllIndicators();
|
||||
foreach (var move in moves)
|
||||
{
|
||||
BoardManagerCombat.Instance.ShowIndicator(move);
|
||||
}
|
||||
}
|
||||
|
||||
public void HideMoves()
|
||||
{
|
||||
BoardManagerCombat.Instance.HideAllIndicators();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27e6e8cfa73124e5f87784b32f771be4
|
||||
@@ -0,0 +1,38 @@
|
||||
|
||||
// ✅ QueenCombat.cs
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class QueenCombat : PieceCombat
|
||||
{
|
||||
public override List<Vector2Int> GetAvailableMoves(PieceCombat[,] board)
|
||||
{
|
||||
List<Vector2Int> moves = new();
|
||||
Vector2Int[] directions = {
|
||||
Vector2Int.up, Vector2Int.down, Vector2Int.left, Vector2Int.right,
|
||||
new Vector2Int(1, 1), new Vector2Int(-1, 1),
|
||||
new Vector2Int(1, -1), new Vector2Int(-1, -1)
|
||||
};
|
||||
|
||||
foreach (var dir in directions)
|
||||
{
|
||||
Vector2Int pos = currentPos + dir;
|
||||
while (IsInsideBoard(pos))
|
||||
{
|
||||
if (board[pos.x, pos.y] == null)
|
||||
{
|
||||
moves.Add(pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (board[pos.x, pos.y].isWhite != isWhite)
|
||||
moves.Add(pos);
|
||||
break;
|
||||
}
|
||||
pos += dir;
|
||||
}
|
||||
}
|
||||
|
||||
return moves;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 84575b4c987514e94abe4faea4a1803f
|
||||
@@ -0,0 +1,35 @@
|
||||
// ✅ RookCombat.cs
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RookCombat : PieceCombat
|
||||
{
|
||||
public override List<Vector2Int> GetAvailableMoves(PieceCombat[,] board)
|
||||
{
|
||||
List<Vector2Int> moves = new();
|
||||
Vector2Int[] directions = {
|
||||
Vector2Int.up, Vector2Int.down, Vector2Int.left, Vector2Int.right
|
||||
};
|
||||
|
||||
foreach (var dir in directions)
|
||||
{
|
||||
Vector2Int pos = currentPos + dir;
|
||||
while (IsInsideBoard(pos))
|
||||
{
|
||||
if (board[pos.x, pos.y] == null)
|
||||
{
|
||||
moves.Add(pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (board[pos.x, pos.y].isWhite != isWhite)
|
||||
moves.Add(pos);
|
||||
break;
|
||||
}
|
||||
pos += dir;
|
||||
}
|
||||
}
|
||||
|
||||
return moves;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d87f7bee90a64b318144f022a563709
|
||||
@@ -0,0 +1,22 @@
|
||||
|
||||
// ✅ SquareClickCombat.cs
|
||||
using UnityEngine;
|
||||
|
||||
public class SquareClickCombat : MonoBehaviour
|
||||
{
|
||||
public Vector2Int position;
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
PieceCombat piece = GameManagerCombat.Instance.board[position.x, position.y];
|
||||
|
||||
if (piece != null && piece.isWhite == GameManagerCombat.Instance.whiteTurn)
|
||||
{
|
||||
GameManagerCombat.Instance.SelectPiece(piece);
|
||||
}
|
||||
else
|
||||
{
|
||||
GameManagerCombat.Instance.TryMoveTo(position);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e17439df402a6492faca34a655b7657e
|
||||
@@ -4,22 +4,16 @@ using AjedrezPurgatorio.Data;
|
||||
|
||||
public class King : Piece
|
||||
{
|
||||
/// <summary>
|
||||
/// Optional Dead King data. Set when this King represents a defeated player.
|
||||
/// </summary>
|
||||
[Header("Dead King")]
|
||||
[Tooltip("If set, this King is a Dead King with player data")]
|
||||
public DeadKingData deadKingData = null;
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if this King is a Dead King (has player data).
|
||||
/// </summary>
|
||||
public bool IsDeadKing => deadKingData != null;
|
||||
|
||||
public override List<Vector2Int> GetAvailableMoves(Piece[,] board)
|
||||
{
|
||||
List<Vector2Int> moves = new List<Vector2Int>();
|
||||
|
||||
// Movimientos normales (1 casilla alrededor)
|
||||
Vector2Int[] directions = {
|
||||
Vector2Int.up, Vector2Int.down, Vector2Int.left, Vector2Int.right,
|
||||
new Vector2Int(1, 1), new Vector2Int(-1, 1), new Vector2Int(1, -1), new Vector2Int(-1, -1)
|
||||
@@ -36,50 +30,71 @@ public class King : Piece
|
||||
}
|
||||
}
|
||||
|
||||
// Enroque (si el rey no se ha movido)
|
||||
if (!hasMoved)
|
||||
bool kingInCheck = false;
|
||||
if (GameManager.Instance != null)
|
||||
kingInCheck = GameManager.Instance.IsInCheck(isWhite);
|
||||
else if (GameManagerClassic.Instance != null)
|
||||
kingInCheck = GameManagerClassic.Instance.IsInCheck(isWhite);
|
||||
|
||||
if (!hasMoved && !kingInCheck)
|
||||
{
|
||||
int y = currentPos.y;
|
||||
|
||||
// Enroque corto (torre derecha)
|
||||
if (IsClearAndSafeForCastling(board, currentPos, new Vector2Int(7, y)))
|
||||
moves.Add(new Vector2Int(6, y)); // El rey va a x=6
|
||||
|
||||
// Enroque largo (torre izquierda)
|
||||
if (IsClearAndSafeForCastling(board, currentPos, new Vector2Int(0, y)))
|
||||
moves.Add(new Vector2Int(2, y)); // El rey va a x=2
|
||||
if (CanCastle(board, 7, y, new int[] { 5, 6 }))
|
||||
moves.Add(new Vector2Int(6, y));
|
||||
if (CanCastle(board, 0, y, new int[] { 1, 2, 3 }))
|
||||
moves.Add(new Vector2Int(2, y));
|
||||
}
|
||||
|
||||
return moves;
|
||||
}
|
||||
|
||||
private bool IsClearAndSafeForCastling(Piece[,] board, Vector2Int kingPos, Vector2Int rookPos)
|
||||
public override List<Vector2Int> GetAttackSquares(Piece[,] board)
|
||||
{
|
||||
Piece rook = board[rookPos.x, rookPos.y];
|
||||
List<Vector2Int> attacks = new List<Vector2Int>();
|
||||
Vector2Int[] directions = {
|
||||
Vector2Int.up, Vector2Int.down, Vector2Int.left, Vector2Int.right,
|
||||
new Vector2Int(1, 1), new Vector2Int(-1, 1), new Vector2Int(1, -1), new Vector2Int(-1, -1)
|
||||
};
|
||||
|
||||
foreach (var dir in directions)
|
||||
{
|
||||
Vector2Int pos = currentPos + dir;
|
||||
if (IsInsideBoard(pos)) attacks.Add(pos);
|
||||
}
|
||||
|
||||
return attacks;
|
||||
}
|
||||
|
||||
private bool CanCastle(Piece[,] board, int rookX, int y, int[] middleSquares)
|
||||
{
|
||||
Piece rook = board[rookX, y];
|
||||
if (rook == null || !(rook is Rook) || rook.hasMoved || rook.isWhite != isWhite)
|
||||
return false;
|
||||
|
||||
int direction = (rookPos.x - kingPos.x) > 0 ? 1 : -1;
|
||||
for (int i = 1; i < Mathf.Abs(rookPos.x - kingPos.x); i++)
|
||||
foreach (int x in middleSquares)
|
||||
{
|
||||
int x = kingPos.x + direction * i;
|
||||
Vector2Int checkPos = new Vector2Int(x, kingPos.y);
|
||||
if (board[x, kingPos.y] != null)
|
||||
return false;
|
||||
|
||||
// Simula movimiento y verifica si el rey estaría en jaque en el trayecto
|
||||
if (i <= 2)
|
||||
{
|
||||
Vector2Int simPos = new Vector2Int(x, kingPos.y);
|
||||
Piece[,] simBoard = (Piece[,])board.Clone();
|
||||
simBoard[kingPos.x, kingPos.y] = null;
|
||||
simBoard[simPos.x, simPos.y] = this;
|
||||
|
||||
if (GameManager.Instance.IsInCheckSimulated(simBoard, isWhite))
|
||||
return false;
|
||||
}
|
||||
if (board[x, y] != null) return false;
|
||||
}
|
||||
|
||||
int checkX1 = (rookX == 7) ? 5 : 3;
|
||||
int checkX2 = (rookX == 7) ? 6 : 2;
|
||||
|
||||
if (IsSquareAttackedBy(board, new Vector2Int(checkX1, y), !isWhite)) return false;
|
||||
if (IsSquareAttackedBy(board, new Vector2Int(checkX2, y), !isWhite)) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsSquareAttackedBy(Piece[,] board, Vector2Int pos, bool byWhite)
|
||||
{
|
||||
foreach (var piece in board)
|
||||
{
|
||||
if (piece != null && piece.isWhite == byWhite)
|
||||
{
|
||||
if (piece.GetAttackSquares(board).Contains(pos))
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -63,4 +63,18 @@ public class Pawn : Piece
|
||||
|
||||
return moves;
|
||||
}
|
||||
|
||||
public override List<Vector2Int> GetAttackSquares(Piece[,] board)
|
||||
{
|
||||
List<Vector2Int> attacks = new List<Vector2Int>();
|
||||
int direction = isWhite ? 1 : -1;
|
||||
|
||||
Vector2Int diagLeft = new Vector2Int(currentPos.x - 1, currentPos.y + direction);
|
||||
Vector2Int diagRight = new Vector2Int(currentPos.x + 1, currentPos.y + direction);
|
||||
|
||||
if (IsInsideBoard(diagLeft)) attacks.Add(diagLeft);
|
||||
if (IsInsideBoard(diagRight)) attacks.Add(diagRight);
|
||||
|
||||
return attacks;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,23 +33,42 @@ public class Piece : MonoBehaviour
|
||||
set => _identity = value;
|
||||
}
|
||||
|
||||
public int pieceValue
|
||||
{
|
||||
get
|
||||
{
|
||||
return this switch
|
||||
{
|
||||
Pawn => 1,
|
||||
Knight => 3,
|
||||
Bishop => 3,
|
||||
Rook => 5,
|
||||
Queen => 9,
|
||||
King => 0,
|
||||
_ => 0
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public virtual List<Vector2Int> GetAvailableMoves(Piece[,] board)
|
||||
{
|
||||
return new List<Vector2Int>();
|
||||
}
|
||||
|
||||
public virtual List<Vector2Int> GetAttackSquares(Piece[,] board)
|
||||
{
|
||||
return GetAvailableMoves(board);
|
||||
}
|
||||
|
||||
protected bool IsInsideBoard(Vector2Int pos)
|
||||
{
|
||||
return pos.x >= 0 && pos.x < 8 && pos.y >= 0 && pos.y < 8;
|
||||
}
|
||||
|
||||
public void ShowMoves()
|
||||
public virtual void ShowMoves()
|
||||
{
|
||||
if (GameManager.Instance == null || BoardManager.Instance == null)
|
||||
{
|
||||
Debug.LogError("[Piece] GameManager o BoardManager no disponible.");
|
||||
return;
|
||||
}
|
||||
|
||||
var moves = GetAvailableMoves(GameManager.Instance.board);
|
||||
BoardManager.Instance.HideAllIndicators();
|
||||
@@ -59,13 +78,10 @@ public class Piece : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void HideMoves()
|
||||
public virtual void HideMoves()
|
||||
{
|
||||
if (BoardManager.Instance == null)
|
||||
{
|
||||
Debug.LogError("[Piece] BoardManager no disponible.");
|
||||
return;
|
||||
}
|
||||
|
||||
BoardManager.Instance.HideAllIndicators();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ScoreManager : MonoBehaviour
|
||||
{
|
||||
public static ScoreManager Instance;
|
||||
|
||||
[Header("UI de Puntuación")]
|
||||
public TextMeshProUGUI whiteScoreText;
|
||||
public TextMeshProUGUI blackScoreText;
|
||||
public TextMeshProUGUI advantageText; // Campo para el texto de ventaja (+3, -2, etc)
|
||||
|
||||
[Header("Contenedores de Capturas")]
|
||||
public Transform whiteCapturedContainer; // Julian (Blancas)
|
||||
public Transform blackCapturedContainer; // Coleccionista (Negras)
|
||||
|
||||
[Header("Prefabs de UI")]
|
||||
public GameObject capturedImagePrefab; // Prefab con un componente Image
|
||||
|
||||
private int whiteScore = 0;
|
||||
private int blackScore = 0;
|
||||
|
||||
void Awake() { Instance = this; }
|
||||
|
||||
public void RegisterCapture(Piece attacker, Piece victim)
|
||||
{
|
||||
// Usamos el pieceValue que agregaste en Piece.cs
|
||||
int value = victim.pieceValue;
|
||||
|
||||
if (attacker.isWhite)
|
||||
{
|
||||
whiteScore += value;
|
||||
AddPieceToUI(victim, whiteCapturedContainer);
|
||||
}
|
||||
else
|
||||
{
|
||||
blackScore += value;
|
||||
AddPieceToUI(victim, blackCapturedContainer);
|
||||
}
|
||||
|
||||
UpdateScoreUI();
|
||||
}
|
||||
|
||||
public void AddPromotionScore(bool isWhite)
|
||||
{
|
||||
// Al promocionar, el peón (1) se vuelve Reina (9). Sumamos la diferencia.
|
||||
if (isWhite) whiteScore += 8;
|
||||
else blackScore += 8;
|
||||
|
||||
UpdateScoreUI();
|
||||
}
|
||||
|
||||
void AddPieceToUI(Piece victim, Transform container)
|
||||
{
|
||||
if (capturedImagePrefab == null || container == null) return;
|
||||
|
||||
GameObject icon = Instantiate(capturedImagePrefab, container);
|
||||
Image img = icon.GetComponent<Image>();
|
||||
SpriteRenderer sr = victim.GetComponent<SpriteRenderer>();
|
||||
|
||||
if (img != null && sr != null)
|
||||
{
|
||||
img.sprite = sr.sprite;
|
||||
img.color = sr.color; // Mantiene el color original
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateScoreUI()
|
||||
{
|
||||
if (whiteScoreText != null) whiteScoreText.text = "Julian: " + whiteScore;
|
||||
if (blackScoreText != null) blackScoreText.text = "Coleccionista: " + blackScore;
|
||||
|
||||
if (advantageText != null)
|
||||
{
|
||||
int ventaja = whiteScore - blackScore;
|
||||
if (ventaja > 0) advantageText.text = "+" + ventaja;
|
||||
else if (ventaja < 0) advantageText.text = "-" + Mathf.Abs(ventaja);
|
||||
else advantageText.text = "0";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22dfaaa0c1cda4726b42d73c801b9146
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6a2caa0923674cf2a750447c2bb5e02
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f72d895826b6d2e40b074114f2907c37
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"name": "AjedrezPurgatorio.Spikes",
|
||||
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using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
// SPIKE (TD-005 / Sprint 1 S1-6) -- exploratory only.
|
||||
//
|
||||
// Demonstrates replacing the legacy OnMouseDown collider-click path
|
||||
// (SquareClick.cs) with com.unity.inputsystem for Classic Mode square
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||||
// selection. Not wired into any scene or prefab -- SquareClick.cs is
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|
||||
// production/session-logs/spike-input-system-2026-06-20.md for the
|
||||
// feasibility write-up.
|
||||
//
|
||||
// To try it manually: add this component to the same GameObject as
|
||||
// BoardManager (or any always-active object in the scene) and assign a
|
||||
// camera, then enter Play Mode and click a square.
|
||||
public class BoardInputSystemSpike : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Camera _boardCamera;
|
||||
|
||||
private void Update()
|
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{
|
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|
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|
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|
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|
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|
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Collider2D hit = Physics2D.OverlapPoint(worldPos);
|
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if (hit == null) return;
|
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|
||||
SquareClick square = hit.GetComponent<SquareClick>();
|
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if (square == null)
|
||||
{
|
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ClassicSquareClick classicSquare = hit.GetComponent<ClassicSquareClick>();
|
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if (classicSquare == null) return;
|
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HandleSquareClicked(classicSquare.position);
|
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return;
|
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}
|
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|
||||
HandleSquareClicked(square.position);
|
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|
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private void HandleSquareClicked(Vector2Int position)
|
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{
|
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|
||||
|
||||
Piece piece = GameManagerClassic.Instance.board[position.x, position.y];
|
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|
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{
|
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GameManagerClassic.Instance.SelectPiece(piece);
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|
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GameManagerClassic.Instance.TryMoveTo(position);
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