mirror of
https://github.com/Earth-Genesis-Games/Ajedrez_Purgatorio.git
synced 2026-09-11 09:47:35 +00:00
The May 10 commit (8a1db81) contained a much more mature, tested implementation
than the local Classic/Combat refactor done earlier today: Piece Identity System,
Dice/Purgatory mechanic, Dead Kings async pool, Dialogue System, Campaign System,
AI with Easy/Medium/Hard strategies, full chess rules (checkmate, stalemate, en
passant, castling, draw detection), and NUnit unit tests. The Classic/Combat
scaffold built today was a more primitive duplicate, created without awareness
of this prior work.
Per explicit user decision: restore the full May tree (code, tests, and the 9
design/gdd/* documents), and remove the Classic/Combat code along with the
GDD/ADR/control-manifest that documented it (now describing discarded code).
Reapplied on top of the restored May state (unrelated to the code decision):
- Fix CLAUDE.md / docs/CLAUDE.md engine-reference import (was still pointing at
docs/engine-reference/godot/VERSION.md)
- Remove unused docs/engine-reference/godot/ and unreal/ (project is Unity-only)
- Fill in technical-preferences.md naming conventions, specialist routing, and
testing framework (NUnit) entries that were left as [TO BE CONFIGURED]
- Add Version Awareness section to unity-specialist agent
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
142 lines
1.7 KiB
Plaintext
142 lines
1.7 KiB
Plaintext
# === IDE and Editor ===
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.vs/
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.vscode/settings.json
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.idea/
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*.swp
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*.swo
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*~
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.DS_Store
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Thumbs.db
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Desktop.ini
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# === Claude Code Local ===
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.claude/settings.local.json
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CLAUDE.local.md
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production/session-logs/
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# === Internal Planning (not for public) ===
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expansions/
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# === Runtime Artifacts (auto-generated, start empty on fresh clone) ===
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# Created on first use by /consistency-check and /architecture-review
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docs/consistency-failures.md
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# === Build Output ===
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build/
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builds/
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bin/
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obj/
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out/
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dist/
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*.exe
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*.dll
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*.so
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*.dylib
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*.app
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# === Engine: Godot ===
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.godot/
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*.translation
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export_presets.cfg
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# Uncomment if using Godot:
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# *.import
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# === Engine: Unity ===
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[Ll]ibrary/
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[Tt]emp/
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[Oo]bj/
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[Bb]uild/
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[Bb]uilds/
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[Ll]ogs/
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[Uu]ser[Ss]ettings/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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crashlytics-buildid.txt
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sysinfo.txt
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# Uncomment if using Unity:
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# [Aa]ssets/[Aa]sset[Ss]tore[Tt]ools/
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# === Engine: Unreal ===
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Binaries/
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DerivedDataCache/
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Intermediate/
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Saved/
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*.VC.opendb
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*.opensdf
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*.sdf
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*.cachefile
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*.VC.db
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# Uncomment if using Unreal:
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# *.uasset
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# *.umap
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# === Compiled Shaders ===
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*.spv
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*.cso
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*.dxbc
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# === Temporary and Cache ===
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*.tmp
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*.temp
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*.cache
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*.log
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__pycache__/
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*.pyc
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node_modules/
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.npm/
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# === Archives ===
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*.zip
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*.tar.gz
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*.rar
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*.7z
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# === Secrets and Environment ===
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.env
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.env.local
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.env.*.local
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*.pem
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*.key
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credentials.json
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secrets.json
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# === Large Binary Assets (use Git LFS instead) ===
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# Uncomment and configure with Git LFS for your project:
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# *.png
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# *.jpg
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# *.jpeg
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# *.wav
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# *.mp3
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# *.ogg
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# *.fbx
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# *.blend
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# *.psd
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# *.tga
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# *.exr
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# *.hdr
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# === OS Generated ===
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ehthumbs.db
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ehthumbs_vista.db
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[Dd]esktop.ini
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$RECYCLE.BIN/
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*.cab
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*.msi
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*.msix
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*.msm
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*.msp
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*.lnk
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