Clamp keyframe interpolation to last value, add main menu scene/UI, battle HUD, and expanded test coverage
- keyframeGetValue now returns the last keyframe's value for times at or beyond it, fixes a missing util/math.h include, and asserts keyframes are sorted by time; adds test/animation/test_keyframe.c - Adds mainmenu scene/UI and a battle HUD UI frame - Adds save autosave-related fields and battle scene tweaks - Adds headless test coverage for cutscenes, entities, and map areas
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "rpg/entity/entity.h"
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/**
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* Resets ENTITIES[] to all-empty and builds a single minimal, synchronously
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* "loaded" chunk at chunk position (0, 0, 0) on the MAP global, entirely
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* TILE_SHAPE_GROUND at local Z 0. Sufficient for entityWalk/Turn/Run, chunk
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* bookkeeping, and NPC movement tests -- does not exercise the real async
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* chunk-loading pipeline (mapChunkLoad).
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*
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* World positions with x/y in [0, CHUNK_WIDTH-1]/[0, CHUNK_HEIGHT-1] and
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* z == 0 fall within the fixture chunk. Individual tests may override
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* specific columns afterward (e.g. to place a ramp).
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*/
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void entityTestFixtureReset(void);
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