Files
Ajedrez_Purgatorio/Assets/Tests/EditMode/DrawDetectorTests.cs
T
jimmyabv f7d56066c0 feat: Purgatory Final duel vs La Muerte + SFX wiring + runtime options menu
- Duel flow: mating piece vs boss while board collapses (PurgatoryDuelManager/Rules/UI/MuerteQuotes)
- GameState.PurgatoryDuel + CampaignManager rescue/restart hooks + SquareClick routing
- Dice-based rescue of most valuable dead identity; final defeat restarts Chapter 1
- 6 SFX clips wired in Ch1/2/3 via AudioClipAssigner
- OptionsMenuController runtime audio/graphics panel, wired to MainMenu
- Tests migrated to Assets/Tests/EditMode subfolders + PurgatoryDuelRulesTests (200 total)
- Editor tools: DiagAssign, SpeakerDatabaseSetup, PurgatoryCanvasMaintenance
2026-08-24 19:39:52 -03:00

317 lines
9.4 KiB
C#

using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace AjedrezPurgatorio.Tests.Unit.Chess
{
[TestFixture]
[Category("Unit")]
[Category("Chess")]
[Category("DrawDetector")]
[Category("FastTests")]
public class DrawDetectorTests
{
private DrawDetector _detector;
private CheckDetector _checkDetector;
private Piece[,] _board;
private GameObject _root;
[SetUp]
public void Setup()
{
_detector = new DrawDetector();
_checkDetector = new CheckDetector();
_board = new Piece[8, 8];
_root = new GameObject("TestRoot");
}
[TearDown]
public void Teardown()
{
Object.DestroyImmediate(_root);
}
private T CreatePiece<T>(int x, int y, bool isWhite) where T : Piece
{
var go = new GameObject($"Piece_{typeof(T).Name}_{x}_{y}");
go.transform.SetParent(_root.transform);
var piece = go.AddComponent<T>();
piece.currentPos = new Vector2Int(x, y);
piece.isWhite = isWhite;
piece.hasMoved = true;
_board[x, y] = piece;
return piece;
}
#region IsInsufficientMaterial Tests
[Test]
public void IsInsufficientMaterial_KingVsKing_ReturnsTrue()
{
CreatePiece<King>(4, 0, true);
CreatePiece<King>(4, 7, false);
Assert.IsTrue(_detector.IsInsufficientMaterial(_board));
}
[Test]
public void IsInsufficientMaterial_KingBishopVsKing_ReturnsTrue()
{
CreatePiece<King>(4, 0, true);
CreatePiece<Bishop>(2, 0, true);
CreatePiece<King>(4, 7, false);
Assert.IsTrue(_detector.IsInsufficientMaterial(_board));
}
[Test]
public void IsInsufficientMaterial_KingKnightVsKing_ReturnsTrue()
{
CreatePiece<King>(4, 0, true);
CreatePiece<Knight>(1, 0, true);
CreatePiece<King>(4, 7, false);
Assert.IsTrue(_detector.IsInsufficientMaterial(_board));
}
[Test]
public void IsInsufficientMaterial_KingBishopVsKingBishop_SameSquareColor_ReturnsTrue()
{
CreatePiece<King>(0, 0, true);
CreatePiece<Bishop>(2, 2, true);
CreatePiece<King>(7, 7, false);
CreatePiece<Bishop>(5, 5, false);
Assert.IsTrue(_detector.IsInsufficientMaterial(_board));
}
[Test]
public void IsInsufficientMaterial_KingBishopVsKingBishop_DifferentSquareColors_ReturnsFalse()
{
CreatePiece<King>(0, 0, true);
CreatePiece<Bishop>(2, 2, true);
CreatePiece<King>(7, 7, false);
CreatePiece<Bishop>(4, 5, false);
Assert.IsFalse(_detector.IsInsufficientMaterial(_board));
}
[Test]
public void IsInsufficientMaterial_KingRookVsKing_ReturnsFalse()
{
CreatePiece<King>(4, 0, true);
CreatePiece<Rook>(0, 0, true);
CreatePiece<King>(4, 7, false);
Assert.IsFalse(_detector.IsInsufficientMaterial(_board));
}
[Test]
public void IsInsufficientMaterial_KingQueenVsKing_ReturnsFalse()
{
CreatePiece<King>(4, 0, true);
CreatePiece<Queen>(3, 0, true);
CreatePiece<King>(4, 7, false);
Assert.IsFalse(_detector.IsInsufficientMaterial(_board));
}
[Test]
public void IsInsufficientMaterial_NullBoard_ReturnsFalse()
{
LogAssert.Expect(LogType.Error, "[DrawDetector] Board es null.");
Assert.IsFalse(_detector.IsInsufficientMaterial(null));
}
#endregion
#region IsStalemate Tests
[Test]
public void IsStalemate_NullBoard_ReturnsFalse()
{
LogAssert.Expect(LogType.Error, "[DrawDetector] Board o checkDetector es null.");
Assert.IsFalse(_detector.IsStalemate(null, true, _checkDetector));
}
[Test]
public void IsStalemate_NullCheckDetector_ReturnsFalse()
{
LogAssert.Expect(LogType.Error, "[DrawDetector] Board o checkDetector es null.");
Assert.IsFalse(_detector.IsStalemate(_board, true, null));
}
#endregion
#region Fifty Move Rule Tests
[Test]
public void IsFiftyMoveRule_Initially_ReturnsFalse()
{
Assert.IsFalse(_detector.IsFiftyMoveRule());
}
[Test]
public void IsFiftyMoveRule_At99HalfMoves_ReturnsFalse()
{
for (int i = 0; i < 99; i++)
{
_detector.RecordMove(_board, i % 2 == 0, null, false);
}
Assert.IsFalse(_detector.IsFiftyMoveRule());
}
[Test]
public void IsFiftyMoveRule_At100HalfMoves_ReturnsTrue()
{
for (int i = 0; i < 100; i++)
{
_detector.RecordMove(_board, i % 2 == 0, null, false);
}
Assert.IsTrue(_detector.IsFiftyMoveRule());
}
[Test]
public void IsFiftyMoveRule_CaptureResetsClock()
{
for (int i = 0; i < 80; i++)
{
_detector.RecordMove(_board, i % 2 == 0, null, false);
}
var go = new GameObject();
var pawn = go.AddComponent<Pawn>();
pawn.isWhite = true;
_detector.RecordMove(_board, true, pawn, true);
Assert.Less(_detector.HalfmoveClock, 100);
Assert.IsFalse(_detector.IsFiftyMoveRule());
}
[Test]
public void IsFiftyMoveRule_PawnMoveResetsClock()
{
for (int i = 0; i < 80; i++)
{
_detector.RecordMove(_board, i % 2 == 0, null, false);
}
var go = new GameObject();
var pawn = go.AddComponent<Pawn>();
pawn.isWhite = true;
_detector.RecordMove(_board, true, pawn, false);
Assert.AreEqual(0, _detector.HalfmoveClock);
Assert.IsFalse(_detector.IsFiftyMoveRule());
}
#endregion
#region Threefold Repetition Tests
[Test]
public void IsThreefoldRepetition_Initially_ReturnsFalse()
{
Assert.IsFalse(_detector.IsThreefoldRepetition());
}
[Test]
public void IsThreefoldRepetition_SamePositionThreeTimes_ReturnsTrue()
{
var king = CreatePiece<King>(4, 0, true);
var bk = CreatePiece<King>(4, 7, false);
// Mismo turno en las tres repeticiones: el hash incluye el turno,
// así que alternar blancas/negras serían posiciones distintas.
for (int i = 0; i < 3; i++)
{
_detector.RecordMove(_board, true, king, false);
}
Assert.IsTrue(_detector.IsThreefoldRepetition());
}
[Test]
public void IsThreefoldRepetition_DifferentPositions_ReturnsFalse()
{
var king = CreatePiece<King>(4, 0, true);
var bk = CreatePiece<King>(4, 7, false);
_detector.RecordMove(_board, true, king, false);
king.currentPos = new Vector2Int(4, 1);
_board[4, 0] = null;
_board[4, 1] = king;
_detector.RecordMove(_board, false, bk, false);
king.currentPos = new Vector2Int(4, 2);
_board[4, 1] = null;
_board[4, 2] = king;
_detector.RecordMove(_board, true, king, false);
Assert.IsFalse(_detector.IsThreefoldRepetition());
}
#endregion
#region Reset Tests
[Test]
public void Reset_ClearsAllState()
{
for (int i = 0; i < 50; i++)
{
_detector.RecordMove(_board, i % 2 == 0, null, false);
}
_detector.Reset();
Assert.AreEqual(0, _detector.HalfmoveClock);
Assert.AreEqual(0, _detector.PositionHistoryCount);
Assert.IsFalse(_detector.IsFiftyMoveRule());
Assert.IsFalse(_detector.IsThreefoldRepetition());
}
#endregion
#region Position Hash Stability Tests
[Test]
public void PositionHash_SameBoardSameTurn_SameHash()
{
var king = CreatePiece<King>(4, 0, true);
var bk = CreatePiece<King>(4, 7, false);
_detector.RecordMove(_board, true, king, false);
int countAfterFirst = _detector.PositionHistoryCount;
_detector.RecordMove(_board, true, king, false);
int countAfterSecond = _detector.PositionHistoryCount;
Assert.AreEqual(2, countAfterSecond);
_detector.RecordMove(_board, true, king, false);
Assert.AreEqual(3, _detector.PositionHistoryCount);
Assert.IsTrue(_detector.IsThreefoldRepetition());
}
[Test]
public void PositionHash_DifferentTurn_DifferentHash()
{
var king = CreatePiece<King>(4, 0, true);
var bk = CreatePiece<King>(4, 7, false);
_detector.RecordMove(_board, true, king, false);
_detector.RecordMove(_board, false, bk, false);
_detector.RecordMove(_board, true, king, false);
Assert.IsFalse(_detector.IsThreefoldRepetition());
}
#endregion
}
}