refactor(core): make KlondikeInstruction the move currency
Remove the (from, to, count) tuple as an internal move-passing wrapper. Game logic now stays in KlondikeInstruction space end to end: - Add GameState::apply_instruction, the native apply path. move_cards becomes a thin pile-coordinate adapter that converts to an instruction and delegates, so move bookkeeping (validation, score/recycle history, undo snapshot) lives in one place instead of being duplicated. - next_auto_complete_move matches DstFoundation directly instead of projecting every candidate to pile coordinates. - proptests and the storage round-trip test apply instructions directly rather than round-tripping instruction -> tuple -> move_cards. The single instruction -> pile decode is renamed instruction_to_highlight -> instruction_to_piles and kept in core: decoding a tableau run length needs upstream pile-stack types core does not re-export, so relocating it would duplicate the logic across engine and wasm. The two rendering edges (engine hint highlight, wasm debug move list) call this one decoder; the engine's hint_piles is a thin delegation to it. Also includes the CardEntityIndex render-side index and a SelectionPlugin init_resource fix so update_selection_highlight no longer panics in test harnesses that omit CardPlugin. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -60,27 +60,23 @@ fn draw_mode_strategy() -> impl Strategy<Value = DrawMode> {
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///
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/// Each action is `(draw_flag, move_index)`:
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/// - `draw_flag = true` → call `game.draw()`
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/// - `draw_flag = false` → pick the `move_index % len`th legal move from
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/// `possible_instructions()` and execute it.
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/// - `draw_flag = false` → pick the `move_index % len`th legal instruction
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/// from `possible_instructions()` and apply it via `apply_instruction()`.
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///
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/// `possible_instructions()` may return `(Stock, Stock, 1)` for the
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/// RotateStock / draw action. `move_cards(Stock, Stock, 1)` is rejected by
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/// the `from == to` guard, so those are dispatched to `game.draw()`.
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/// `possible_instructions()` may return `RotateStock`, which
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/// `apply_instruction()` dispatches to `game.draw()`; ordinary instructions
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/// are equivalent to `move_cards(from, to, count)`.
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fn apply_random_actions(game: &mut GameState, actions: &[(bool, usize)]) {
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for &(do_draw, idx) in actions {
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if do_draw {
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let _ = game.draw();
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} else {
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let instructions = game.possible_instructions();
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if instructions.is_empty() {
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let moves = game.possible_instructions();
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if moves.is_empty() {
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continue;
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}
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let (from, to, count) = instructions[idx % instructions.len()];
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if from == to {
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let _ = game.draw();
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} else {
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let _ = game.move_cards(from, to, count);
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}
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let instruction = moves[idx % moves.len()];
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let _ = game.apply_instruction(instruction);
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}
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}
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}
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@@ -92,16 +88,12 @@ fn apply_one_move(game: &mut GameState, move_idx: usize) -> bool {
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if game.is_won() {
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return false;
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}
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let instructions = game.possible_instructions();
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if instructions.is_empty() {
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let moves = game.possible_instructions();
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if moves.is_empty() {
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return game.draw().is_ok();
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}
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let (from, to, count) = instructions[move_idx % instructions.len()];
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if from == to {
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game.draw().is_ok()
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} else {
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game.move_cards(from, to, count).is_ok()
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}
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let instruction = moves[move_idx % moves.len()];
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game.apply_instruction(instruction).is_ok()
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}
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// ---------------------------------------------------------------------------
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@@ -258,17 +250,13 @@ proptest! {
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let mut game = GameState::new(seed, draw_mode);
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apply_random_actions(&mut game, &setup_actions);
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for (from, to, count) in game.possible_instructions() {
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for instruction in game.possible_instructions() {
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// Clone so each move is tried from the same starting state.
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let mut trial = game.clone();
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let result = if from == to {
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trial.draw()
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} else {
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trial.move_cards(from, to, count)
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};
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let result = trial.apply_instruction(instruction);
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prop_assert!(
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result.is_ok(),
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"possible_instructions() reported ({from:?} → {to:?} ×{count}) \
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"possible_instructions() reported {instruction:?} \
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as legal but the call returned Err: {result:?}",
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);
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}
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