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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@@ -21,7 +21,7 @@
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//! active opens the overlay as normal.
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use bevy::prelude::*;
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use solitaire_core::game_state::DrawMode;
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use solitaire_core::DrawMode;
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use solitaire_data::save_game_state_to;
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use crate::events::{
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@@ -965,7 +965,7 @@ mod tests {
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/// Provides a fresh `GameStateResource` (not won) so the modal can
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/// open. `move_count` doesn't matter — the gate is just `!is_won`.
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fn forfeit_app() -> App {
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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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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
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app.init_resource::<ButtonInput<KeyCode>>();
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@@ -1020,7 +1020,7 @@ mod tests {
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/// hotkey was received but is currently a no-op.
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#[test]
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fn forfeit_request_emits_toast_and_skips_modal_when_game_is_won() {
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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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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
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app.init_resource::<ButtonInput<KeyCode>>();
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