refactor: migrate PileType → KlondikePile across core/wasm/engine
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- Replace PileType with typed KlondikePile (Foundation/Tableau variants) throughout solitaire_core, solitaire_wasm, and solitaire_engine; ReplayMove now uses SavedKlondikePile for serialisation stability - Split replay_overlay.rs into replay_overlay/ module (mod, format, input, update, tests) for maintainability - Add klondike dep to solitaire_engine and solitaire_data Cargo.toml - Add TestPileState infrastructure to game_state.rs for engine unit tests - Rebuild solitaire_wasm pkg (js + wasm artefacts updated) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -1078,7 +1078,7 @@ mod tests {
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// Pairs the existing audio (`card_invalid.wav`) and visual
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// (`feedback_anim_plugin::queue_shake_for_rejected_move`) feedback
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// with an accessibility-focused readable text cue.
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use solitaire_core::pile::PileType;
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use klondike::{KlondikePile, Tableau};
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
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@@ -1090,8 +1090,8 @@ mod tests {
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.count();
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app.world_mut().write_message(MoveRejectedEvent {
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from: PileType::Tableau(0),
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to: PileType::Tableau(1),
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from: KlondikePile::Tableau(Tableau::Tableau1),
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to: KlondikePile::Tableau(Tableau::Tableau2),
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count: 1,
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});
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app.update();
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