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]>
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@@ -35,3 +35,21 @@ int saveTestFixtureTeardown(void **state);
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* filesystem permission tricks. Must be called after saveTestFixtureSetup.
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*/
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void saveTestFixtureBlockSaveDirectory(void);
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/**
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* Stubs the JSON asset loader's sync callback to hand back a small
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* in-memory party.jsonc-shaped doc instead of doing a real file/zip read -
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* saveInit()/saveSlotInit() seed the party roster via partyInit(), which
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* loads party.jsonc through the real asset system, and there's no real
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* asset bundle available under the test harness. No thread, no real I/O.
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* Resets ASSET to a fresh, otherwise-empty state each call, so it's safe
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* to call once per test. Called automatically by saveTestFixtureSetup.
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*/
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void saveTestFixtureStubPartyAsset(void);
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/**
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* Frees the in-memory doc created by saveTestFixtureStubPartyAsset. Safe
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* to call even if that function was never called. Called automatically
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* by saveTestFixtureTeardown.
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*/
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void saveTestFixtureUnstubPartyAsset(void);
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