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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@@ -305,7 +305,7 @@ fn handle_keyboard_hint(
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let Some(ref g) = game else { return };
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if g.0.is_won {
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if g.0.is_won() {
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info_toast.write(InfoToastEvent(
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"Game won! Press N for a new game".to_string(),
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));
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@@ -1153,7 +1153,7 @@ fn card_position(
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y_offset -= layout.card_size.y * step;
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}
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Vec2::new(base.x, base.y + y_offset)
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} else if matches!(pile, KlondikePile::Stock) && game.draw_mode == DrawMode::DrawThree {
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} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawMode::DrawThree {
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// In Draw-Three mode the top 3 waste cards are fanned in X to match
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// card_plugin::card_positions(). Hit-testing must use the same offsets
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// so clicking the visually rightmost (top) card actually registers.
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