refactor(engine,wasm,data): route all klondike/card_game imports through solitaire_core
All downstream crates now import Foundation, KlondikePile, Tableau, Klondike, Session, Suit, Rank exclusively from solitaire_core. solitaire_core is the single version-pin point for the upstream crates. - solitaire_engine: 19 files updated, klondike direct dep removed - solitaire_wasm: use statement updated, klondike direct dep removed - solitaire_data: unused klondike dep removed - Cargo.lock: klondike no longer a direct dep of engine/wasm/data - Full workspace clippy clean, all tests pass Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -26,7 +26,7 @@ use bevy::prelude::*;
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use bevy::window::PrimaryWindow;
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#[cfg(not(target_os = "android"))]
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use bevy::window::{MonitorSelection, WindowMode};
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use klondike::{Foundation, KlondikePile, Tableau};
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use solitaire_core::{Foundation, KlondikePile, Tableau};
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use solitaire_core::card::{Card, Suit};
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use solitaire_core::game_state::GameState;
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@@ -1788,7 +1788,7 @@ const _VEC3_REFERENCED: Option<Vec3> = None;
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mod tests {
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use super::*;
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use crate::layout::compute_layout;
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use klondike::{Foundation, Tableau};
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use solitaire_core::{Foundation, Tableau};
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use solitaire_core::game_state::{DrawMode, GameState};
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fn clear_test_piles(game: &mut GameState) {
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@@ -2276,8 +2276,8 @@ mod tests {
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assert_eq!(*count, 1);
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}
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/// `all_hints` must be empty when both stock and waste are empty and no
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/// pile-to-pile move exists — the game is truly stuck.
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// `all_hints` must be empty when both stock and waste are empty and no
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// pile-to-pile move exists — the game is truly stuck.
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// -----------------------------------------------------------------------
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// Drag-rejection return tween — `CardAnimation` replaces the legacy
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// `ShakeAnim` on the dragged cards. The audio cue
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