Const correctness for valid move checks
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@ -455,7 +455,7 @@ bool GameState::tryAutoMoveMultipleCards(const QList<PlayingCard*>& cards, int s
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return false;
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}
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bool GameState::isFoundationMoveValid(const PlayingCard& cardToMove, int foundationId) {
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bool GameState::isFoundationMoveValid(const PlayingCard& cardToMove, int foundationId) const {
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assert(foundationId >= 0 && foundationId < 4);
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const auto foundationSuit = static_cast<PlayingCard::Suit>(foundationId);
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const auto& foundationStack = m_foundation[foundationId];
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@ -484,7 +484,7 @@ bool GameState::isFoundationMoveValid(const PlayingCard& cardToMove, int foundat
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return cardToMove.value() == requiredValue;
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}
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bool GameState::isColumnMoveValid(const PlayingCard& cardToMove, int columnId) {
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bool GameState::isColumnMoveValid(const PlayingCard& cardToMove, int columnId) const {
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assert(columnId >= 0 && columnId < 7);
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const auto& columnStack = m_columns[columnId];
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@ -64,8 +64,8 @@ class GameState : public QObject {
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bool tryAutoMoveSingleCard(PlayingCard& cardToMove, int skipColumnId = -1);
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bool tryAutoMoveMultipleCards(const QList<PlayingCard*>& cards, int skipColumnId);
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bool isFoundationMoveValid(const PlayingCard& cardToMove, int foundationId);
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bool isColumnMoveValid(const PlayingCard& cardToMove, int columnId);
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bool isFoundationMoveValid(const PlayingCard& cardToMove, int foundationId) const;
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bool isColumnMoveValid(const PlayingCard& cardToMove, int columnId) const;
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void ensureColumnRevealed(int columnId);
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};
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