refactor: migrate PileType → KlondikePile across core/wasm/engine
Build and Deploy / build-and-push (push) Failing after 1m24s
Build and Deploy / build-and-push (push) Failing after 1m24s
- 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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@@ -6,7 +6,7 @@ use bevy::math::Vec2;
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use bevy::prelude::Resource;
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use chrono::{DateTime, Utc};
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use solitaire_core::game_state::GameState;
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use solitaire_core::pile::PileType;
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use klondike::KlondikePile;
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/// Wraps the currently active `GameState`. Single source of truth for the in-progress game.
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#[derive(Resource, Debug, Clone)]
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@@ -29,7 +29,7 @@ pub struct DragState {
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/// IDs of the cards being dragged (bottom-to-top stacking order).
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pub cards: Vec<u32>,
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/// Pile the drag originated from.
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pub origin_pile: Option<PileType>,
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pub origin_pile: Option<KlondikePile>,
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/// World-space offset from the cursor/touch to the bottom card's centre.
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pub cursor_offset: Vec2,
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/// Z coordinate used for the dragged cards.
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