refactor: remove card.rs / card_to_id; use card_game::Card directly (#83)
card_to_id was a frankenstein 0..=51 id shim. Replace it with card_game::Card: - feedback_anim deal jitter now seeds off a hash of the Card itself - radial_menu RightClickRadialState.cards: Vec<u32> -> Vec<Card> - wasm CardSnapshot.id: u32 -> Card (serialises transparently as a plain JS number, the same opaque key the renderer already used; new test asserts the JSON id field is a number) - wasm DebugInvariantReport deck-completeness check reworked from a [bool;52] index into a HashSet<Card> + Card::new reference deck; the out-of-range check is dropped since a Card is always valid Delete card.rs entirely: the Card/Deck/Rank/Suit re-exports move to the crate root and the 69 `solitaire_core::card::` import paths flatten to `solitaire_core::`. The JS card.id is purely an opaque identity key (Map key / dataset.cardId, no arithmetic, card faces render from rank+suit), so the value change is safe. cargo test --workspace and clippy --workspace --all-targets -- -D warnings green. Closes #83 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -27,7 +27,7 @@ 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 solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, Tableau};
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use solitaire_core::card::{Card, Suit};
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use solitaire_core::{Card, Suit};
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use solitaire_core::game_state::GameState;
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use crate::auto_complete_plugin::AutoCompleteState;
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@@ -1953,8 +1953,8 @@ mod tests {
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fn find_draggable_returns_run_when_picking_mid_stack() {
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// Manually construct a tableau with three face-up cards all stacked.
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let mut game = GameState::new(1, DrawStockConfig::DrawOne);
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use solitaire_core::card::Deck as D;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::Deck as D;
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use solitaire_core::{Card, Rank, Suit};
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let king = Card::new(D::Deck1, Suit::Spades, Rank::King);
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let queen = Card::new(D::Deck1, Suit::Hearts, Rank::Queen);
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let jack = Card::new(D::Deck1, Suit::Clubs, Rank::Jack);
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@@ -1980,8 +1980,8 @@ mod tests {
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#[test]
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fn find_draggable_skips_non_top_waste_card() {
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let mut game = GameState::new(1, DrawStockConfig::DrawOne);
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use solitaire_core::card::Deck as D;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::Deck as D;
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use solitaire_core::{Card, Rank, Suit};
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let two_spades = Card::new(D::Deck1, Suit::Spades, Rank::Two);
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let three_hearts = Card::new(D::Deck1, Suit::Hearts, Rank::Three);
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game.set_test_waste_cards(vec![two_spades, three_hearts.clone()]);
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@@ -2044,8 +2044,8 @@ mod tests {
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#[test]
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fn find_draggable_draw_three_waste_top_card_hit_at_fanned_position() {
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use solitaire_core::card::Deck as D;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::Deck as D;
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use solitaire_core::{Card, Rank, Suit};
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use solitaire_core::{DrawStockConfig, game_state::GameMode};
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let mut game = GameState::new_with_mode(1, DrawStockConfig::DrawThree, GameMode::Classic);
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// Three waste cards; top (four_clubs) is rightmost in the fan.
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@@ -2103,8 +2103,8 @@ mod tests {
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#[test]
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fn best_destination_returns_none_when_no_legal_move() {
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use solitaire_core::card::Deck as D;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::Deck as D;
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use solitaire_core::{Card, Rank, Suit};
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let mut game = GameState::new(1, DrawStockConfig::DrawOne);
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// Clear everything except one card that has nowhere to go.
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@@ -2121,8 +2121,8 @@ mod tests {
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#[test]
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fn best_tableau_destination_for_stack_skips_source_pile() {
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use solitaire_core::card::Deck as D;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::Deck as D;
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use solitaire_core::{Card, Rank, Suit};
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let mut game = GameState::new(1, DrawStockConfig::DrawOne);
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clear_test_piles(&mut game);
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@@ -2147,8 +2147,8 @@ mod tests {
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#[test]
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fn best_tableau_destination_for_stack_returns_none_when_no_legal_move() {
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use solitaire_core::card::Deck as D;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::Deck as D;
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use solitaire_core::{Card, Rank, Suit};
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let mut game = GameState::new(1, DrawStockConfig::DrawOne);
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clear_test_piles(&mut game);
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@@ -2176,8 +2176,8 @@ mod tests {
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#[test]
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fn find_hint_finds_ace_to_foundation() {
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use solitaire_core::card::Deck as D;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::Deck as D;
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use solitaire_core::{Card, Rank, Suit};
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let mut game = GameState::new(1, DrawStockConfig::DrawOne);
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// Place Ace of Clubs on top of tableau 0.
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@@ -2220,8 +2220,8 @@ mod tests {
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/// are no other moves and the stock is non-empty.
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#[test]
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fn all_hints_suggests_draw_when_no_moves_and_stock_nonempty() {
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use solitaire_core::card::Deck as D;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::Deck as D;
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use solitaire_core::{Card, Rank, Suit};
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let mut game = GameState::new(1, DrawStockConfig::DrawOne);
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// Remove all foundation, tableau, and waste cards so no pile-to-pile
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@@ -2273,8 +2273,8 @@ mod tests {
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/// gets a CardAnimation" — same coverage, new component.
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#[test]
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fn rejected_drag_inserts_card_animation_on_each_dragged_card() {
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use solitaire_core::card::Deck as D;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::Deck as D;
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use solitaire_core::{Card, Rank, Suit};
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// Simulate a stack drag of two cards.
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let dragged_cards: Vec<Card> = vec![
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Card::new(D::Deck1, Suit::Hearts, Rank::King),
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