refactor(core): move solver to solitaire_data, DrawMode to klondike_adapter, remove pile/solver/schema_version
- Delete solitaire_core::solver — moved wholesale to solitaire_data::solver (re-exported at crate root) - Delete solitaire_core::pile — no external users - Move DrawMode from game_state to klondike_adapter; re-export as solitaire_core::DrawMode - Remove schema_version field from GameState (redundant — deserializer stamps it from the constant) - Update all callers across solitaire_data, solitaire_engine, solitaire_assetgen, solitaire_wasm Co-Authored-By: Claude Sonnet 4.6 <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::game_state::{DrawMode, GameState};
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use solitaire_core::{DrawMode, 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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@@ -2526,7 +2526,7 @@ 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::game_state::DrawMode::DrawOne);
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let g = GameState::new(42, solitaire_core::DrawMode::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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@@ -2534,7 +2534,7 @@ 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::game_state::DrawMode;
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::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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@@ -2572,7 +2572,7 @@ 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::game_state::DrawMode;
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::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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@@ -2625,7 +2625,7 @@ 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::game_state::DrawMode;
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::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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@@ -2667,7 +2667,7 @@ 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::game_state::DrawMode;
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::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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@@ -2698,7 +2698,7 @@ 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::game_state::DrawMode::DrawOne);
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let g = GameState::new(42, solitaire_core::DrawMode::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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@@ -3103,7 +3103,7 @@ 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::game_state::DrawMode::DrawOne);
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let g = GameState::new(42, solitaire_core::DrawMode::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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@@ -3552,7 +3552,7 @@ 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::game_state::DrawMode::DrawOne);
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let g = GameState::new(42, solitaire_core::DrawMode::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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@@ -3837,7 +3837,7 @@ 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::game_state::DrawMode;
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawThree);
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for _ in 0..5 {
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let _ = g.draw();
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@@ -3881,7 +3881,7 @@ 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::game_state::DrawMode;
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawThree);
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for _ in 0..5 {
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let _ = g.draw();
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@@ -3917,7 +3917,7 @@ 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::game_state::DrawMode;
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use solitaire_core::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawOne);
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for _ in 0..3 {
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let _ = g.draw();
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