refactor(core): derive draw_mode/is_won/move_count/is_auto_completable from session
Remove the draw_mode, move_count, is_won, and is_auto_completable fields from GameState; they are now &self methods deriving from the underlying card_game session (draw_mode from session config, move_count from history length, is_won/is_auto_completable from check_win/check_auto_complete). Tests previously fabricated these via direct field writes, which is no longer possible. Add gated test-support overrides on TestPileState (won/auto_completable/move_count) plus setters set_test_won, set_test_auto_completable, set_test_move_count, and set_test_draw_mode (re-deals the seed). All compiled out in production builds. Fix the field->method ripple across solitaire_data, solitaire_wasm, and solitaire_engine. Add a test-support dev-dependency to solitaire_data for the won-game storage test. cargo test --workspace and cargo clippy --workspace -- -D warnings pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -93,7 +93,7 @@ fn solve_game_state(initial: &GameState, config: &SolverConfig) -> SolveOutcome
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// Preserve the historical payload contract: winnable verdicts always carry
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// a first move. An already-won state therefore returns no recommendation.
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if initial.is_won {
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if initial.is_won() {
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return SolveOutcome {
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result: SolverResult::Unwinnable,
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first_move: None,
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@@ -101,7 +101,7 @@ fn solve_game_state(initial: &GameState, config: &SolverConfig) -> SolveOutcome
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}
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let solver_config = SessionConfig {
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inner: KlondikeAdapter::config_for(initial.draw_mode, initial.take_from_foundation),
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inner: KlondikeAdapter::config_for(initial.draw_mode(), initial.take_from_foundation),
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undo_penalty: 0,
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solve_moves_budget: config.move_budget,
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solve_states_budget: config.state_budget as u64,
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