refactor(core): use saturating_add for move_count increments (M-19)
recycle_count already used saturating_add(1); move_count was inconsistently using += 1 at all three call sites. No real-world overflow risk (u32 at ~4 billion moves), but the inconsistency was a code smell flagged by the review. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -247,7 +247,7 @@ impl GameState {
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stock.cards.push(card);
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stock.cards.push(card);
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}
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}
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self.recycle_count = self.recycle_count.saturating_add(1);
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self.recycle_count = self.recycle_count.saturating_add(1);
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self.move_count += 1;
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self.move_count = self.move_count.saturating_add(1);
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return Ok(());
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return Ok(());
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}
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}
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@@ -273,7 +273,7 @@ impl GameState {
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waste.cards.push(card);
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waste.cards.push(card);
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}
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}
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self.move_count += 1;
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self.move_count = self.move_count.saturating_add(1);
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Ok(())
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Ok(())
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}
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}
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@@ -381,7 +381,7 @@ impl GameState {
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self.piles.get_mut(&to).ok_or(MoveError::InvalidDestination)?.cards.append(&mut moved);
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self.piles.get_mut(&to).ok_or(MoveError::InvalidDestination)?.cards.append(&mut moved);
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self.score = (self.score + score_delta).max(0);
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self.score = (self.score + score_delta).max(0);
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self.move_count += 1;
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self.move_count = self.move_count.saturating_add(1);
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self.is_won = self.check_win();
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self.is_won = self.check_win();
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if !self.is_won {
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if !self.is_won {
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