style: cargo fmt under rustfmt 1.9 and gate formatting in CI
The repo was formatted under an older stable; rustfmt 1.9 (Rust 1.95) wraps signatures and call sites differently, so every touched file was picking up unrelated formatting hunks. One mechanical pass, and a 'cargo fmt --check' step in the test workflow (same pinned 1.95.0 toolchain) so drift can't accumulate again. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -14,8 +14,13 @@ use bevy::prelude::*;
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use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
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use bevy::window::AppLifecycle;
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use solitaire_core::KlondikePile;
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use solitaire_core::{DrawStockConfig, game_state::{GameMode, GameState}};
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use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction};
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use solitaire_core::{
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DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction,
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};
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use solitaire_core::{
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DrawStockConfig,
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game_state::{GameMode, GameState},
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};
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#[allow(deprecated)]
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use solitaire_data::latest_replay_path;
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use solitaire_data::{
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@@ -188,7 +193,9 @@ impl Plugin for GamePlugin {
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)
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} else {
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(
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saved.unwrap_or_else(|| GameState::new(seed_from_system_time(), DrawStockConfig::DrawOne)),
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saved.unwrap_or_else(|| {
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GameState::new(seed_from_system_time(), DrawStockConfig::DrawOne)
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}),
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None,
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)
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};
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@@ -1324,7 +1331,10 @@ fn auto_save_game_state(
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// or there's a pending restore the player hasn't answered — saving
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// the fresh-deal placeholder we seeded GameStateResource with at
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// startup would clobber the real saved game on disk.
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if paused.is_some_and(|p| p.0) || game.0.is_won() || game.0.move_count() == 0 || pending.0.is_some()
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if paused.is_some_and(|p| p.0)
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|| game.0.is_won()
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|| game.0.move_count() == 0
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|| pending.0.is_some()
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{
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return;
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}
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@@ -372,9 +372,7 @@ fn moving_cards_off_face_up_card_does_not_fire_card_flipped_event() {
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});
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app.update();
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let events = app
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.world()
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.resource::<Messages<CardFlippedEvent>>();
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let events = app.world().resource::<Messages<CardFlippedEvent>>();
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let mut cursor = events.get_cursor();
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let fired: Vec<_> = cursor.read(events).collect();
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assert!(
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@@ -800,7 +798,10 @@ fn replay_recording_skips_undo() {
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1,
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"only the draw is recorded; the undo does not erase it nor add a new entry",
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);
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assert!(matches!(recording.moves[0], KlondikeInstruction::RotateStock));
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assert!(matches!(
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recording.moves[0],
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KlondikeInstruction::RotateStock
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));
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}
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/// Starting a new game wipes the recording so the next deal begins
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@@ -872,8 +873,8 @@ fn replay_recording_freezes_into_replay_on_game_won() {
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});
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app.update();
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let history = load_replay_history_from(&path)
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.expect("a winning replay must be persisted to ReplayPath");
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let history =
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load_replay_history_from(&path).expect("a winning replay must be persisted to ReplayPath");
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assert_eq!(
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history.replays.len(),
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1,
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@@ -1059,7 +1060,10 @@ fn new_game_with_solver_toggle_off_random_seed_path() {
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app.update();
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// Game state was reseeded — move_count is 0 on the new game.
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assert_eq!(app.world().resource::<GameStateResource>().0.move_count(), 0);
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assert_eq!(
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app.world().resource::<GameStateResource>().0.move_count(),
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0
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);
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}
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#[test]
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@@ -1133,7 +1137,10 @@ fn new_game_with_solver_toggle_on_retries_until_winnable() {
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// The chosen seed is non-deterministic (system time),
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// but the new game must have been started cleanly:
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// move_count back to 0, undo stack empty.
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assert_eq!(app.world().resource::<GameStateResource>().0.move_count(), 0);
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assert_eq!(
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app.world().resource::<GameStateResource>().0.move_count(),
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0
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);
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assert_eq!(
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app.world()
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.resource::<GameStateResource>()
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