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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@@ -298,7 +298,7 @@ static void test_saveSaveSlot_invalidSlotIndexAsserts(void **state) {
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static void test_saveSaveSlot_success(void **state) {
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makeDeviceAvailable();
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SAVE.slotCurrent = 1;
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saveSlotInit();
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saveSlotInit(&SAVE.slot);
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stringCopy(
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SAVE.slot.cachedData.name, "Hero", sizeof(SAVE.slot.cachedData.name)
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);
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@@ -336,7 +336,7 @@ static void test_saveLoadSlot_success(void **state) {
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// ever operates on SAVE.slot now), then reset it again below - the
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// write and the load-under-test don't overlap in time.
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SAVE.slotCurrent = 2;
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saveSlotInit();
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saveSlotInit(&SAVE.slot);
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stringCopy(
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SAVE.slot.cachedData.name, "Zelda", sizeof(SAVE.slot.cachedData.name)
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);
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@@ -345,7 +345,7 @@ static void test_saveLoadSlot_success(void **state) {
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assert_true(errorIsOk(writeRet));
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SAVE.slotCurrent = 2;
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saveSlotInit();
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saveSlotInit(&SAVE.slot);
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SAVE.slotDirty = true;
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errorret_t ret = saveLoadSlot();
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@@ -371,7 +371,7 @@ static void test_saveLoadSlot_deviceReadFails_cacheStaysStale(void **state) {
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fclose(file);
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SAVE.slotCurrent = 0;
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saveSlotInit();
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saveSlotInit(&SAVE.slot);
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SAVE.caches[0].playerLevel = 77;// sentinel
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errorret_t ret = saveLoadSlot();
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@@ -391,7 +391,7 @@ static void test_saveLoadAllSlots_loadsAllAndEndsAtLastIndex(void **state) {
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for(uint8_t i = 0; i < SAVE_SLOT_COUNT; i++) {
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SAVE.slotCurrent = i;
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saveSlotInit();
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saveSlotInit(&SAVE.slot);
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SAVE.slot.cachedData.playerLevel = (int32_t)(i + 1);
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errorret_t saveRet = saveSaveSlot();
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assert_true(errorIsOk(saveRet));
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@@ -410,7 +410,7 @@ static void test_saveLoadAllSlots_missingFileLeavesInitDefaults(void **state) {
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makeDeviceAvailable();
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SAVE.slotCurrent = 0;
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saveSlotInit();
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saveSlotInit(&SAVE.slot);
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SAVE.slot.cachedData.playerLevel = 5;
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errorret_t saveRet = saveSaveSlot();
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assert_true(errorIsOk(saveRet));
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@@ -433,7 +433,7 @@ static void test_saveLoadAllSlots_middleSlotCorrupt_stopsAtFailingIndex(
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makeDeviceAvailable();
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SAVE.slotCurrent = 0;
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saveSlotInit();
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saveSlotInit(&SAVE.slot);
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errorret_t saveRet = saveSaveSlot();
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assert_true(errorIsOk(saveRet));
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