chore: add pedantic workspace lints (#90)
Add [workspace.lints.rust] and wire each member crate up with [lints] workspace = true: unsafe_code = "deny" (forbid would break the Android JNI build) single_use_lifetimes = "warn" trivial_casts = "warn" unused_lifetimes = "warn" unused_qualifications = "warn" variant_size_differences = "warn" unexpected_cfgs = "warn" unsafe_code is "deny" rather than the issue's "forbid" so the three Android JNI FFI modules (android_keystore, android_clipboard, safe_area) can opt back in with a scoped #![allow(unsafe_code)] — forbid cannot be locally overridden. Pure crates carry no unsafe and stay clean. Clean up the warnings the new lints surface: - 150ish unused_qualifications removed via `cargo fix` (purely syntactic redundant-path-prefix removals). - table_plugin: the TABLE_COLOUR import was #[cfg(test)]-gated while the camera clear-colour used the fully-qualified path; unqualifying it left a non-test build with no import. Made the import unconditional instead. - assets/sources: the `as &[u8]` casts in embed_*_svg! coerce each fixed-size &[u8; N] to a uniform slice so the tuples fit the &[(&str, &[u8])] arrays — load-bearing, so scoped #[allow(trivial_casts)]. Workspace clippy -D warnings and the full test suite pass. Android build not compiled here (needs the NDK; built separately per CLAUDE.md §15) — the deny + scoped-allow keeps the JNI unsafe blocks legal. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -163,7 +163,7 @@ impl Plugin for SelectionPlugin {
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update_selection_highlight.after(GameMutation).run_if(
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resource_changed::<SelectionState>
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.or(resource_changed::<KeyboardDragState>)
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.or(resource_changed::<crate::GameStateResource>),
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.or(resource_changed::<GameStateResource>),
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),
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),
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);
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@@ -534,7 +534,7 @@ fn handle_selection_keys(
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/// destination after a lift. Players who want a different column simply
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/// press the right-arrow key once or twice.
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pub(crate) fn legal_destinations_for(
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_bottom: &solitaire_core::Card,
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_bottom: &Card,
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source: &KlondikePile,
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game: &GameState,
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stack_count: usize,
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@@ -579,7 +579,7 @@ pub(crate) fn legal_destinations_for(
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/// Walks backwards from the last element and stops at the first face-down card
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/// (or when the slice is exhausted). Returns at least `1` when the top card is
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/// face-up; returns `0` for an empty slice or when the top card is face-down.
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fn face_up_run_len(cards: &[(solitaire_core::Card, bool)]) -> usize {
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fn face_up_run_len(cards: &[(Card, bool)]) -> usize {
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let mut count = 0;
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for (_, face_up) in cards.iter().rev() {
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if *face_up {
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@@ -598,8 +598,8 @@ fn face_up_run_len(cards: &[(solitaire_core::Card, bool)]) -> usize {
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/// handler can attempt a foundation move first and fall through to a
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/// multi-card stack move rather than accepting a single-card tableau move.
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fn try_foundation_dest(
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card: &solitaire_core::Card,
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game: &solitaire_core::game_state::GameState,
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card: &Card,
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game: &GameState,
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) -> Option<KlondikePile> {
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let source = game.pile_containing_card(card.clone())?;
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for foundation in [
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