Fix the build after archiving rpg/ui/scene: drop their last live dependents
rpg/ui/scene moved to archive/ earlier left a handful of otherwise-generic systems with dead references into them: - asset/loader/chunk existed solely to load rpg overworld map chunks (tile_t, worldpos_t) - deleted outright, along with its ASSET_LOADER_TYPE_CHUNK entry in assetloader.c/h. - save/slot wrapped party_t/storyflagval_t/map-name/cutscene-path, which is 100% rpg save data - deleted outright (save.c/h, savedevice.c/h and the Linux save backend keep their generic settings/device-discovery logic, just lose the slot read/write pieces that only existed for it). - locale/localemanager.c and test/CMakeLists.txt/test/save/* had a few stray includes and test cases that only existed for the now-gone code. Also restores assets/locale/en_US.po (copied back from archive/assets/) - locale init still needs a real locale file to boot into, even with the asset-moving/archiving done separately. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -35,21 +35,3 @@ 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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