Commit Graph
3 Commits
Author SHA1 Message Date
YourWishesandClaude Sonnet 5 fdfdfa3a66 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]>
2026-10-15 09:08:02 -05:00
YourWishesandClaude Sonnet 5 7a9a2b9832 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]>
2026-09-21 22:27:46 -05:00
YourWishesandClaude Sonnet 5 7a858cc424 Add a real test suite for the save system (previously had none)
Covers save.c (device discovery/orchestration), savedevice.c (the
generic device state machine and platform dispatch), and the Linux
platform backend (path building, availability checks, JSON read/write,
corrupt/missing-file handling), plus saveslot.c/savesettings.c JSON
round-trips. 88 tests across 5 files, all run against the real Linux
filesystem backend sandboxed to a temp $HOME (there's no mockable
platform layer - the hooks are compile-time macros, not function
pointers).

Deliberately locks in two existing behaviors rather than working around
them: saveSaveSettings() is a permanent no-op because nothing anywhere
ever sets SAVE.settingsDirty = true, and saveUpdate() unconditionally
rewrites settings back out the moment a device is found regardless of
that same dirty flag. Both are pre-existing, not introduced here.

Does not cover the SAVE_DEVICE_DATA_RAW blob codec (PSP/GameCube/Wii
only) or GameCube's 2-device fallback chain - neither compiles into the
Linux host test build.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-08-30 12:33:20 -05:00