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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@@ -36,7 +36,7 @@ use bevy::prelude::*;
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use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
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use solitaire_core::card::Card;
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use solitaire_core::{Foundation, KlondikePile, Tableau};
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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::card_plugin::RightClickHighlight;
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use crate::layout::{Layout, LayoutResource};
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@@ -437,7 +437,7 @@ fn tableau_or_stack_pos(
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base.x,
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base.y - layout.card_size.y * layout.tableau_fan_frac * (index as f32),
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)
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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() == DrawStockConfig::DrawThree {
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let pile_len = game.waste_cards().len();
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let visible_start = pile_len.saturating_sub(3);
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let slot = index.saturating_sub(visible_start) as f32;
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@@ -563,9 +563,9 @@ mod tests {
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#[test]
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fn cursor_over_draggable_returns_false_for_empty_game() {
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use crate::layout::compute_layout;
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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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let game = GameState::new(42, DrawMode::DrawOne);
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let game = GameState::new(42, DrawStockConfig::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// A cursor far off-screen should never hit anything.
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assert!(!cursor_over_draggable(
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@@ -581,7 +581,7 @@ mod tests {
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use crate::layout::compute_layout;
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use solitaire_core::card::{Card, Deck, Rank, Suit};
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use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
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use solitaire_core::{DrawStockConfig, game_state::{GameMode, GameState}};
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/// Builds an `App` with `MinimalPlugins` and the overlay system
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/// registered, plus the resources the system needs. Callers
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@@ -629,7 +629,7 @@ mod tests {
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// 5 of Spades (black) onto Tableau(2)'s 6 of Clubs (also black)
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// — same colour family, illegal. Tableau(2) must NOT be
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// highlighted.
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let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
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let mut game = GameState::new_with_mode(7, DrawStockConfig::DrawOne, GameMode::Classic);
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set_tableau_top(
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&mut game,
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2,
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