- 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]>
21 lines
527 B
CMake
21 lines
527 B
CMake
# Copyright (c) 2026 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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include(dusktest)
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# Tests
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dusktest(test_savesettings.c)
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dusktest(test_saveslot.c)
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target_sources(test_saveslot PRIVATE savetestfixture.c)
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dusktest(test_savedevicelinux.c)
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target_sources(test_savedevicelinux PRIVATE savetestfixture.c)
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dusktest(test_savedevice.c)
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target_sources(test_savedevice PRIVATE savetestfixture.c)
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dusktest(test_save.c)
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target_sources(test_save PRIVATE savetestfixture.c)
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