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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@@ -43,7 +43,7 @@ use std::hash::{Hash, Hasher};
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use bevy::prelude::*;
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use bevy::window::RequestRedraw;
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use solitaire_core::pile::PileType;
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use klondike::{Foundation, KlondikePile};
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use solitaire_data::AnimSpeed;
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use crate::animation_plugin::CardAnim;
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@@ -246,10 +246,8 @@ fn start_shake_anim(
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}
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let dest_pile = &ev.to;
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// Collect the card ids that belong to the destination pile.
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let Some(pile) = game.0.piles.get(dest_pile) else {
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continue;
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};
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let dest_card_ids: Vec<u32> = pile.cards.iter().map(|c| c.id).collect();
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let dest_cards = pile_cards(&game.0, dest_pile);
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let dest_card_ids: Vec<u32> = dest_cards.iter().map(|c| c.id).collect();
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if dest_card_ids.is_empty() {
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continue;
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@@ -319,19 +317,19 @@ fn start_settle_anim(
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let mut bounce_ids: Vec<u32> = Vec::new();
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for ev in moves.read() {
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if let Some(pile) = game.0.piles.get(&ev.to) {
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let pile = pile_cards(&game.0, &ev.to);
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if !pile.is_empty() {
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// The moved cards land on top — take the last `count` ids.
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let n = ev.count.min(pile.cards.len());
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let n = ev.count.min(pile.len());
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if n > 0 {
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let start = pile.cards.len() - n;
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bounce_ids.extend(pile.cards[start..].iter().map(|c| c.id));
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let start = pile.len() - n;
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bounce_ids.extend(pile[start..].iter().map(|c| c.id));
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}
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}
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}
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if draws.read().next().is_some()
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&& let Some(pile) = game.0.piles.get(&PileType::Waste)
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&& let Some(top) = pile.cards.last()
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&& let Some(top) = game.0.waste_cards().last()
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{
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bounce_ids.push(top.id);
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}
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@@ -399,7 +397,7 @@ fn start_deal_anim(
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return;
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}
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let Some(layout) = layout else { return };
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let Some(&stock_pos) = layout.0.pile_positions.get(&PileType::Stock) else {
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let Some(&stock_pos) = layout.0.pile_positions.get(&KlondikePile::Stock) else {
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return;
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};
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let stock_start = Vec3::new(stock_pos.x, stock_pos.y, 0.0);
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@@ -520,15 +518,13 @@ fn start_foundation_flourish(
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if reduce_motion {
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continue;
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}
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let pile_type = PileType::Foundation(ev.slot);
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let Some(foundation) = foundation_from_slot(ev.slot) else {
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continue;
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};
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let pile_type = KlondikePile::Foundation(foundation);
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// Top card of the completed foundation is the King.
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let Some(king_id) = game
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.0
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.piles
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.get(&pile_type)
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.and_then(|p| p.cards.last())
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.map(|c| c.id)
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else {
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let cards = game.0.pile(pile_type);
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let Some(king_id) = cards.last().map(|c| c.id) else {
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continue;
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};
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@@ -634,6 +630,26 @@ fn lerp_color(from: Color, to: Color, t: f32) -> Color {
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)
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}
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fn pile_cards(
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game: &solitaire_core::game_state::GameState,
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pile: &KlondikePile,
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) -> Vec<solitaire_core::card::Card> {
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match pile {
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KlondikePile::Stock => game.waste_cards(),
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_ => game.pile(*pile),
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}
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}
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fn foundation_from_slot(slot: u8) -> Option<Foundation> {
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match slot {
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0 => Some(Foundation::Foundation1),
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1 => Some(Foundation::Foundation2),
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2 => Some(Foundation::Foundation3),
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3 => Some(Foundation::Foundation4),
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_ => None,
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}
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}
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// ---------------------------------------------------------------------------
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// Unit tests (pure functions only — no Bevy world required)
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// ---------------------------------------------------------------------------
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@@ -834,6 +850,7 @@ mod tests {
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fn shake_anim_skipped_under_reduce_motion() {
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use bevy::ecs::message::Messages;
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use solitaire_core::game_state::{DrawMode, GameState};
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use klondike::Tableau;
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use solitaire_data::Settings;
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let mut app = App::new();
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@@ -847,14 +864,13 @@ mod tests {
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app.update();
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// Pick a card from Tableau(0) so the event refers to a real pile.
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let dest_pile = PileType::Tableau(0);
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let dest_pile = KlondikePile::Tableau(Tableau::Tableau1);
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let card_id = app
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.world()
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.resource::<GameStateResource>()
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.0
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.piles
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.get(&dest_pile)
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.and_then(|p| p.cards.last())
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.pile(dest_pile)
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.last()
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.map(|c| c.id)
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.expect("Tableau(0) should have at least one card in a fresh game");
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@@ -866,7 +882,7 @@ mod tests {
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app.world_mut()
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.resource_mut::<Messages<MoveRejectedEvent>>()
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.write(MoveRejectedEvent {
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from: PileType::Stock,
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from: KlondikePile::Stock,
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to: dest_pile,
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count: 1,
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});
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