refactor: replace local DrawMode with upstream klondike::DrawStockConfig (#82)
DrawMode was a 1:1 mirror of klondike::DrawStockConfig (DrawOne/DrawThree). Delete it and use the upstream type everywhere; re-export DrawStockConfig from solitaire_core. config_for assigns draw_stock directly and draw_mode() returns session.config().inner.draw_stock. Serde is unchanged — DrawStockConfig serialises to the same "DrawOne"/"DrawThree" named variants, so persisted game_state.json / replay JSON stay byte-compatible (no migration). Field/method/variable names containing draw_mode are unchanged. 35 files, mechanical type swap across all crates. Implemented via a multi-agent workflow (core → per-crate consumers → verify). cargo test --workspace and clippy --workspace --all-targets -- -D warnings green. Closes #82 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -18,7 +18,7 @@ use bevy::sprite::Anchor;
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use bevy::window::WindowResized;
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use solitaire_core::{Foundation, KlondikePile, Tableau};
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::{DrawMode, game_state::GameState};
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use solitaire_core::{DrawStockConfig, game_state::GameState};
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use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration};
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use crate::card_animation::CardAnimation;
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@@ -789,8 +789,8 @@ fn sync_cards(
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// and its rank/suit peek behind the incoming card.
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let waste_buffer_id: Option<Card> = {
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let visible = match game.draw_mode() {
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DrawMode::DrawOne => 1_usize,
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DrawMode::DrawThree => 3_usize,
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DrawStockConfig::DrawOne => 1_usize,
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DrawStockConfig::DrawThree => 3_usize,
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};
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let waste_cards = game.waste_cards();
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(waste_cards.len() > visible)
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@@ -958,8 +958,8 @@ fn card_positions(game: &GameState, layout: &Layout) -> Vec<((Card, bool), Vec2,
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// shows up to 3 fanned in X (matching the standard Klondike presentation).
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let render_start = if is_waste {
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let visible = match game.draw_mode() {
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DrawMode::DrawOne => 1_usize,
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DrawMode::DrawThree => 3_usize,
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DrawStockConfig::DrawOne => 1_usize,
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DrawStockConfig::DrawThree => 3_usize,
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};
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// Render one extra card so that the card sliding off the waste
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// during a draw animation is still present in the world at z=0
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@@ -972,7 +972,7 @@ fn card_positions(game: &GameState, layout: &Layout) -> Vec<((Card, bool), Vec2,
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let mut y_offset = 0.0_f32;
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let rendered_len = cards[render_start..].len();
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for (slot, (card, face_up)) in cards[render_start..].iter().enumerate() {
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let x_offset = if is_waste && matches!(game.draw_mode(), DrawMode::DrawThree) {
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let x_offset = if is_waste && matches!(game.draw_mode(), DrawStockConfig::DrawThree) {
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// When len > visible, slot 0 is a hidden buffer card kept at
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// x=0 to prevent a flash during the draw tween. When len ≤
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// visible (small pile), every card is visible and should fan
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@@ -2566,7 +2566,7 @@ mod tests {
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#[test]
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fn card_positions_includes_all_52_cards_at_game_start() {
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// At game start waste is empty, so all 52 cards are across stock + tableau.
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let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
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let g = GameState::new(42, solitaire_core::DrawStockConfig::DrawOne);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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assert_eq!(positions.len(), 52);
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@@ -2574,8 +2574,8 @@ mod tests {
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#[test]
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fn waste_draw_one_only_renders_top_card() {
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawOne);
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use solitaire_core::DrawStockConfig;
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let mut g = GameState::new(42, DrawStockConfig::DrawOne);
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// Draw 3 cards so the waste pile has 3 cards.
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for _ in 0..3 {
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let _ = g.draw();
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@@ -2612,8 +2612,8 @@ mod tests {
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#[test]
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fn waste_draw_three_renders_up_to_three_fanned_cards() {
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawThree);
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use solitaire_core::DrawStockConfig;
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let mut g = GameState::new(42, DrawStockConfig::DrawThree);
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// 5 draw() calls in Draw-Three mode accumulates multiple waste cards.
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for _ in 0..5 {
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let _ = g.draw();
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@@ -2666,8 +2666,8 @@ mod tests {
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// Regression: slot.saturating_sub(1) always hid slot-0 even when the
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// pile was too small to have a buffer card, collapsing 2 visible cards
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// onto x=0 instead of fanning them.
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawThree);
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use solitaire_core::DrawStockConfig;
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let mut g = GameState::new(42, DrawStockConfig::DrawThree);
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// Draw exactly once — in Draw-Three mode with a full stock this gives
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// 3 waste cards (still ≤ visible=3, so no hidden buffer needed).
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let _ = g.draw();
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@@ -2709,8 +2709,8 @@ mod tests {
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/// top card so that hiding it (`Visibility::Hidden`) leaves no visible gap.
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#[test]
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fn waste_draw_one_buffer_card_at_same_xy_as_top() {
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawOne);
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use solitaire_core::DrawStockConfig;
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let mut g = GameState::new(42, DrawStockConfig::DrawOne);
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// Draw 3 times so the waste pile has 3 cards and the buffer exists.
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for _ in 0..3 {
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let _ = g.draw();
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@@ -2740,7 +2740,7 @@ mod tests {
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#[test]
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fn card_positions_tableau_cards_are_fanned_downward() {
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let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
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let g = GameState::new(42, solitaire_core::DrawStockConfig::DrawOne);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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@@ -3083,7 +3083,7 @@ mod tests {
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#[test]
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fn facedown_cards_use_tighter_fan_than_uniform_faceup_fan() {
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let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
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let g = GameState::new(42, solitaire_core::DrawStockConfig::DrawOne);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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@@ -3533,7 +3533,7 @@ mod tests {
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#[test]
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fn stock_card_count_helper_reads_zero_for_empty_stock() {
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let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
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let g = GameState::new(42, solitaire_core::DrawStockConfig::DrawOne);
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let mut g_empty_stock = g.clone();
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g_empty_stock.set_test_stock_cards(Vec::new());
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assert_eq!(stock_card_count(&g_empty_stock), 0);
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@@ -3805,8 +3805,8 @@ mod tests {
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#[test]
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fn waste_pile_cards_have_strictly_increasing_z() {
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawThree);
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use solitaire_core::DrawStockConfig;
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let mut g = GameState::new(42, DrawStockConfig::DrawThree);
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for _ in 0..5 {
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let _ = g.draw();
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}
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@@ -3849,8 +3849,8 @@ mod tests {
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/// offsets or flips the fan direction is caught immediately.
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#[test]
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fn waste_cards_do_not_overlap_stock_column_on_portrait() {
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawThree);
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use solitaire_core::DrawStockConfig;
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let mut g = GameState::new(42, DrawStockConfig::DrawThree);
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for _ in 0..5 {
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let _ = g.draw();
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}
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@@ -3885,8 +3885,8 @@ mod tests {
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#[test]
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fn waste_pile_draw_one_cards_have_distinct_z() {
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawOne);
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use solitaire_core::DrawStockConfig;
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let mut g = GameState::new(42, DrawStockConfig::DrawOne);
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for _ in 0..3 {
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let _ = g.draw();
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}
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