Add order-based party roster, back-navigation in battle selection, fix win-state cutscene leak

- Battle selection menu can now go back a fighter to re-decide their move,
  and battle win/loss no longer leaks the round's remaining queued move
  cutscenes into the ending state (cutsceneSystemDiscardQueued).
- Party roster is now driven by party.jsonc: every defined member always
  exists (partyInit), while party->order alone determines who's currently
  active - partyAddMember/partyRemoveMember (and their cutscene items) now
  activate/deactivate an existing roster member by index instead of
  creating/destroying one, with removal compacting order to stay packed.
- New PARTY_ADD_MEMBER/PARTY_REMOVE_MEMBER/PARTY_HEAL_MEMBER/PARTY_HEAL_ALL
  cutscene items.
- saveSlotInit/partyInit now return errorret_t and take their target
  struct directly (saveslot_t*/party_t*) instead of implicitly operating
  on SAVE.slot; saveSlotReadJSON resets through saveSlotInit rather than
  duplicating the reset logic.
- Test coverage: stub the JSON asset loader in save test fixtures so
  partyInit's real party.jsonc load runs against an in-memory doc instead
  of hanging with no asset system initialized.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
2026-09-21 22:27:46 -05:00
co-authored by Claude Sonnet 5
parent e8757c33e3
commit 7a9a2b9832
35 changed files with 838 additions and 99 deletions
+52
View File
@@ -10,6 +10,9 @@
#include "savetestfixture.h"
#include "assert/assert.h"
#include "asset/asset.h"
#include "asset/loader/assetloader.h"
#include "asset/loader/assetentry.h"
#include "util/memory.h"
#include "util/string.h"
#include <ftw.h>
@@ -22,6 +25,51 @@ static char_t SAVE_TEST_FIXTURE_HOME[PATH_MAX];
static char_t SAVE_TEST_FIXTURE_REAL_HOME[PATH_MAX];
static bool_t SAVE_TEST_FIXTURE_HAD_REAL_HOME;
static const char_t *SAVE_TEST_FIXTURE_PARTY_JSON =
"{\"members\":[{"
"\"attack\":10,\"defense\":5,\"magic\":0,\"speed\":10,\"luck\":0,"
"\"healthMax\":30,\"mpMax\":10"
"}]}";
static yyjson_doc *SAVE_TEST_FIXTURE_PARTY_DOC = NULL;
errorret_t saveTestFixturePartyJsonLoadSyncStub(assetloading_t *loading) {
loading->entry->data.json = SAVE_TEST_FIXTURE_PARTY_DOC;
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t saveTestFixturePartyJsonDisposeStub(assetentry_t *entry) {
errorOk();
}
void saveTestFixtureStubPartyAsset(void) {
memoryZero(&ASSET, sizeof(ASSET));
for(size_t i = 0; i < ASSET_LOADING_COUNT_MAX; i++) {
threadMutexInit(&ASSET.loading[i].mutex);
}
if(SAVE_TEST_FIXTURE_PARTY_DOC == NULL) {
SAVE_TEST_FIXTURE_PARTY_DOC = yyjson_read(
SAVE_TEST_FIXTURE_PARTY_JSON, strlen(SAVE_TEST_FIXTURE_PARTY_JSON), 0
);
assertNotNull(
SAVE_TEST_FIXTURE_PARTY_DOC, "Failed to parse party JSON fixture"
);
}
ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_JSON].loadSync =
saveTestFixturePartyJsonLoadSyncStub;
ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_JSON].dispose =
saveTestFixturePartyJsonDisposeStub;
}
void saveTestFixtureUnstubPartyAsset(void) {
if(SAVE_TEST_FIXTURE_PARTY_DOC == NULL) return;
yyjson_doc_free(SAVE_TEST_FIXTURE_PARTY_DOC);
SAVE_TEST_FIXTURE_PARTY_DOC = NULL;
}
static int_t saveTestFixtureRemoveEntry(
const char *path,
const struct stat *statBuffer,
@@ -49,6 +97,8 @@ int saveTestFixtureSetup(void **state) {
assertTrue(setenv("HOME", SAVE_TEST_FIXTURE_HOME, 1) == 0, "setenv failed");
saveTestFixtureStubPartyAsset();
errorret_t ret = saveInit();
assertTrue(errorIsOk(ret), "saveInit failed in test fixture");
@@ -56,6 +106,8 @@ int saveTestFixtureSetup(void **state) {
}
int saveTestFixtureTeardown(void **state) {
saveTestFixtureUnstubPartyAsset();
nftw(
SAVE_TEST_FIXTURE_HOME, saveTestFixtureRemoveEntry, 16,
FTW_DEPTH | FTW_PHYS