explodorama / CI
CI failed: 805e7a9ffde3
✗ test · test · failed · 1m 17s · exit code 1
fw-runner truenas: test (test) in node:22
$ npm ci
added 47 packages, and audited 48 packages in 11s
13 packages are looking for funding
run `npm fund` for details
found 0 vulnerabilities
$ npm test
> explodorama@0.2.0 test
> vitest run
RUN v5.0.5 /builds/explodorama
✓ test/padMap.test.ts (59 tests) 40ms
✓ test/gamepad.test.ts (31 tests) 36ms
✓ test/charges.test.ts (33 tests) 47ms
✓ test/enemies.test.ts (153 tests) 236ms
✓ test/powerups.test.ts (131 tests) 249ms
✓ test/oil-slide.test.ts (24 tests) 28ms
✓ test/hazards.test.ts (17 tests) 169ms
✓ test/options.test.ts (116 tests) 128ms
✓ test/new-powers.test.ts (16 tests) 31ms
✓ test/keyCursor.test.ts (24 tests) 22ms
✓ test/padTiles.test.ts (22 tests) 26ms
✓ test/padDialog.test.ts (19 tests) 13ms
✓ test/picks.test.ts (20 tests) 31ms
✓ test/autopilot.test.ts (13 tests) 269ms
✓ test/farTiles.test.ts (27 tests) 445ms
✓ test/padGlyph.test.ts (14 tests) 18ms
✓ test/new-enemies.test.ts (13 tests) 31ms
✓ test/q75.test.ts (11 tests) 57ms
✓ test/path.test.ts (15 tests) 17ms
✓ test/turn.test.ts (12 tests) 24ms
❯ test/keyDemo.test.ts (68 tests | 1 failed) 54650ms
❯ keyPlan on the demo scenes (53)
✓ tapMove: every turn has keys that, replayed through the game's rules, play that action on that tile 36ms
✓ bombButton: every turn has keys that, replayed through the game's rules, play that action on that tile 66ms
✓ wait: every turn has keys that, replayed through the game's rules, play that action on that tile 488ms
✓ kill: every turn has keys that, replayed through the game's rules, play that action on that tile 2160ms
✓ arrows: every turn has keys that, replayed through the game's rules, play that action on that tile 1503ms
✓ escape: every turn has keys that, replayed through the game's rules, play that action on that tile 77ms
✓ chain: every turn has keys that, replayed through the game's rules, play that action on that tile 3404ms
✓ lingering: every turn has keys that, replayed through the game's rules, play that action on that tile 302ms
✓ enemies: every turn has keys that, replayed through the game's rules, play that action on that tile 64ms
✓ coins: every turn has keys that, replayed through the game's rules, play that action on that tile 2499ms
✓ gem: every turn has keys that, replayed through the game's rules, play that action on that tile 991ms
✓ bombPlus: every turn has keys that, replayed through the game's rules, play that action on that tile 1501ms
✓ firePlus: every turn has keys that, replayed through the game's rules, play that action on that tile 127ms
✓ fusePlus: every turn has keys that, replayed through the game's rules, play that action on that tile 530ms
✓ run: every turn has keys that, replayed through the game's rules, play that action on that tile 756ms
✓ kick: every turn has keys that, replayed through the game's rules, play that action on that tile 705ms
✓ throw: every turn has keys that, replayed through the game's rules, play that action on that tile 194ms
✓ teleport: every turn has keys that, replayed through the game's rules, play that action on that tile 1136ms
✓ diagonal: every turn has keys that, replayed through the game's rules, play that action on that tile 1333ms
✓ detonate: every turn has keys that, replayed through the game's rules, play that action on that tile 81ms
✓ rpg: every turn has keys that, replayed through the game's rules, play that action on that tile 262ms
✓ proximity: every turn has keys that, replayed through the game's rules, play that action on that tile 67ms
✓ slide: every turn has keys that, replayed through the game's rules, play that action on that tile 47ms
✓ icbm: every turn has keys that, replayed through the game's rules, play that action on that tile 367ms
✓ wallPass: every turn has keys that, replayed through the game's rules, play that action on that tile 74ms
✓ bombPass: every turn has keys that, replayed through the game's rules, play that action on that tile 47ms
✓ flamePass: every turn has keys that, replayed through the game's rules, play that action on that tile 136ms
✓ star: every turn has keys that, replayed through the game's rules, play that action on that tile 540ms
✓ pierce: every turn has keys that, replayed through the game's rules, play that action on that tile 3185ms
✓ power: every turn has keys that, replayed through the game's rules, play that action on that tile 3225ms
✓ nuke: every turn has keys that, replayed through the game's rules, play that action on that tile 2397ms
✓ acid: every turn has keys that, replayed through the game's rules, play that action on that tile 542ms
✓ rubble: every turn has keys that, replayed through the game's rules, play that action on that tile 2084ms
✓ shield: every turn has keys that, replayed through the game's rules, play that action on that tile 298ms
✓ freeze: every turn has keys that, replayed through the game's rules, play that action on that tile 4164ms
× decoy: every turn has keys that, replayed through the game's rules, play that action on that tile 9064ms
✓ exit: every turn has keys that, replayed through the game's rules, play that action on that tile 3305ms
✓ doorBlast: every turn has keys that, replayed through the game's rules, play that action on that tile 1175ms
✓ bush: every turn has keys that, replayed through the game's rules, play that action on that tile 350ms
✓ bushFire: every turn has keys that, replayed through the game's rules, play that action on that tile 1148ms
✓ metal: every turn has keys that, replayed through the game's rules, play that action on that tile 1022ms
✓ oil: every turn has keys that, replayed through the game's rules, play that action on that tile 845ms
✓ oilSlide: every turn has keys that, replayed through the game's rules, play that action on that tile 33ms
✓ spikes: every turn has keys that, replayed through the game's rules, play that action on that tile 49ms
✓ barrel: every turn has keys that, replayed through the game's rules, play that action on that tile 1491ms
✓ dieIntoBlast: every turn has keys that, replayed through the game's rules, play that action on that tile 44ms
✓ dieNotFar: every turn has keys that, replayed through the game's rules, play that action on that tile 42ms
✓ dieBlockedIn: every turn has keys that, replayed through the game's rules, play that action on that tile 219ms
✓ dieChain: every turn has keys that, replayed through the game's rules, play that action on that tile 309ms
✓ dieEnemy: every turn has keys that, replayed through the game's rules, play that action on that tile 51ms
✓ dieDetonator: every turn has keys that, replayed through the game's rules, play that action on that tile 34ms
✓ dieRun: every turn has keys that, replayed through the game's rules, play that action on that tile 61ms
✓ every scene the keyboard plays, whose touch caption talks of a tap, finger or hold, has a key caption 1ms
✓ keyPlan (5)
✓ Wait is the Space key 1ms
✓ a step next to you is one plain arrow 0ms
✓ a bomb next to you is B, then the arrow 0ms
✓ a far tile the nearer ones hide from M and the arrow is Shift + arrows (the first wakes the cursor), then the key 1ms
✓ choices and picks are left to the dialogs; an action with no tile has no plan 0ms
✓ runKeys (3)
✓ plays nothing before the last press, or from keys that do nothing 0ms
✓ the first Shift + arrow only shows the cursor on the player; the next hops it 0ms
✓ Space away from the cursor on the player does not wait 0ms
✓ pressParts (2)
✓ a hop holds Shift, a pan Alt; the charge key is V 0ms
✓ every part has a picture 0ms
✓ keyCaptionHtml (3)
✓ turns every token into a key picture 0ms
✓ throws on an unknown token 1ms
✓ every scene caption and still-scene caption draws 2ms
✓ keyDemoOrder (2)
✓ puts the controls first, then the keyboard's own scenes 0ms
✓ drops the touch-only scenes and the ones that need a dialog 1ms
✓ test/targetLabel.test.ts (11 tests) 20ms
❯ test/padDemo.test.ts (67 tests | 1 failed) 56143ms
❯ padPlan on the demo scenes (53)
✓ tapMove: every turn has a plan whose presses end on the action's tile with the face button that does it 65ms
✓ bombButton: every turn has a plan whose presses end on the action's tile with the face button that does it 88ms
✓ wait: every turn has a plan whose presses end on the action's tile with the face button that does it 400ms
✓ kill: every turn has a plan whose presses end on the action's tile with the face button that does it 2509ms
✓ arrows: every turn has a plan whose presses end on the action's tile with the face button that does it 1480ms
✓ escape: every turn has a plan whose presses end on the action's tile with the face button that does it 88ms
✓ chain: every turn has a plan whose presses end on the action's tile with the face button that does it 3557ms
✓ lingering: every turn has a plan whose presses end on the action's tile with the face button that does it 310ms
✓ enemies: every turn has a plan whose presses end on the action's tile with the face button that does it 76ms
✓ coins: every turn has a plan whose presses end on the action's tile with the face button that does it 2586ms
✓ gem: every turn has a plan whose presses end on the action's tile with the face button that does it 1003ms
✓ bombPlus: every turn has a plan whose presses end on the action's tile with the face button that does it 1534ms
✓ firePlus: every turn has a plan whose presses end on the action's tile with the face button that does it 110ms
✓ fusePlus: every turn has a plan whose presses end on the action's tile with the face button that does it 535ms
✓ run: every turn has a plan whose presses end on the action's tile with the face button that does it 731ms
✓ kick: every turn has a plan whose presses end on the action's tile with the face button that does it 768ms
✓ throw: every turn has a plan whose presses end on the action's tile with the face button that does it 188ms
✓ teleport: every turn has a plan whose presses end on the action's tile with the face button that does it 1136ms
✓ diagonal: every turn has a plan whose presses end on the action's tile with the face button that does it 1354ms
✓ detonate: every turn has a plan whose presses end on the action's tile with the face button that does it 81ms
✓ rpg: every turn has a plan whose presses end on the action's tile with the face button that does it 210ms
✓ proximity: every turn has a plan whose presses end on the action's tile with the face button that does it 106ms
✓ slide: every turn has a plan whose presses end on the action's tile with the face button that does it 34ms
✓ icbm: every turn has a plan whose presses end on the action's tile with the face button that does it 393ms
✓ wallPass: every turn has a plan whose presses end on the action's tile with the face button that does it 101ms
✓ bombPass: every turn has a plan whose presses end on the action's tile with the face button that does it 70ms
✓ flamePass: every turn has a plan whose presses end on the action's tile with the face button that does it 133ms
✓ star: every turn has a plan whose presses end on the action's tile with the face button that does it 556ms
✓ pierce: every turn has a plan whose presses end on the action's tile with the face button that does it 3213ms
✓ power: every turn has a plan whose presses end on the action's tile with the face button that does it 3295ms
✓ nuke: every turn has a plan whose presses end on the action's tile with the face button that does it 2411ms
✓ acid: every turn has a plan whose presses end on the action's tile with the face button that does it 565ms
✓ rubble: every turn has a plan whose presses end on the action's tile with the face button that does it 2201ms
✓ shield: every turn has a plan whose presses end on the action's tile with the face button that does it 290ms
✓ freeze: every turn has a plan whose presses end on the action's tile with the face button that does it 4230ms
× decoy: every turn has a plan whose presses end on the action's tile with the face button that does it 9217ms
✓ exit: every turn has a plan whose presses end on the action's tile with the face button that does it 3335ms
✓ doorBlast: every turn has a plan whose presses end on the action's tile with the face button that does it 1198ms
✓ bush: every turn has a plan whose presses end on the action's tile with the face button that does it 380ms
✓ bushFire: every turn has a plan whose presses end on the action's tile with the face button that does it 1148ms
✓ metal: every turn has a plan whose presses end on the action's tile with the face button that does it 1043ms
✓ oil: every turn has a plan whose presses end on the action's tile with the face button that does it 883ms
✓ oilSlide: every turn has a plan whose presses end on the action's tile with the face button that does it 45ms
✓ spikes: every turn has a plan whose presses end on the action's tile with the face button that does it 61ms
✓ barrel: every turn has a plan whose presses end on the action's tile with the face button that does it 1551ms
✓ dieIntoBlast: every turn has a plan whose presses end on the action's tile with the face button that does it 60ms
✓ dieNotFar: every turn has a plan whose presses end on the action's tile with the face button that does it 49ms
✓ dieBlockedIn: every turn has a plan whose presses end on the action's tile with the face button that does it 280ms
✓ dieChain: every turn has a plan whose presses end on the action's tile with the face button that does it 324ms
✓ dieEnemy: every turn has a plan whose presses end on the action's tile with the face button that does it 54ms
✓ dieDetonator: every turn has a plan whose presses end on the action's tile with the face button that does it 36ms
✓ dieRun: every turn has a plan whose presses end on the action's tile with the face button that does it 47ms
✓ every scene the pad plays, whose touch caption talks of a tap, finger or hold, has a pad caption 1ms
✓ cursorPath (3)
✓ is empty to the player's own tile 0ms
✓ one press to a tile next to the player 0ms
✓ null for a tile that is not actionable 0ms
✓ padPlan (5)
✓ Wait is one press, with the cursor on the player 0ms
✓ a step is a direction, then Move 1ms
✓ choices and picks are left to the dialogs 0ms
✓ a tile where no face button does the action has no plan (the pad picks per button: a tile with two options is not shown) 3ms
✓ an action with no tile, or a tile nothing can be done on, has no plan 0ms
✓ padCaptions (2)
✓ every scene caption and still-scene caption draws, with no unknown picture name 5ms
✓ the charge scenes name the charge button 0ms
✓ pressPart (1)
✓ maps the four directions, the face buttons and the rest to the controller's parts 0ms
✓ padHops (1)
✓ hops to tiles not been on, the first from the player, none twice 1ms
✓ padDemoOrder (2)
✓ puts the pad scenes first 0ms
✓ drops the touch-only scenes and the ones that need a dialog 1ms
✓ test/padTarget.test.ts (12 tests) 14ms
✓ test/danger.test.ts (4 tests) 765ms
✓ danger overlay (1)
✓ "now" is exactly what burns if the player waits, and "next" what burns the turn after 732ms
✓ test/shop.test.ts (8 tests) 36ms
✓ test/spatial.test.ts (10 tests) 13ms
✓ test/test-scenes.test.ts (18 tests) 74ms
✓ test/padHold.test.ts (8 tests) 9ms
✓ test/scores.test.ts (5 tests) 22ms
✓ test/animation.test.ts (5 tests) 15ms
✓ test/changelog.test.ts (8 tests) 15ms
✓ test/demoInput.test.ts (5 tests) 8ms
✓ test/padPlaces.test.ts (3 tests) 15ms
✓ test/routePreview.test.ts (8 tests) 216ms
✓ test/explosions.test.ts (4 tests) 11ms
✓ test/reveal.test.ts (5 tests) 9ms
✓ test/levelgen.test.ts (201 tests) 287ms
✓ test/sprites.test.ts (2 tests) 11ms
✓ test/holdRing.test.ts (4 tests) 9ms
✓ test/toast.test.ts (3 tests) 6ms
❯ test/demo.test.ts (62 tests | 1 failed) 56061ms
❯ demo scenes (62)
✓ tapMove: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 34ms
✓ holdBomb: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 47ms
✓ bombButton: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 41ms
✓ wait: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 387ms
✓ autoMove: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 56ms
✓ kill: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1903ms
✓ arrows: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1265ms
✓ escape: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 75ms
✓ chain: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 3233ms
✓ lingering: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 285ms
✓ enemies: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 60ms
✓ coins: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 2408ms
✓ gem: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 921ms
✓ bombPlus: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1626ms
✓ firePlus: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 98ms
✓ fusePlus: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 537ms
✓ run: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 676ms
✓ kick: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 701ms
✓ throw: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 181ms
✓ teleport: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1261ms
✓ diagonal: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1303ms
✓ detonate: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 74ms
✓ rpg: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 212ms
✓ proximity: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 59ms
✓ slide: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 23ms
✓ icbm: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 322ms
✓ wallPass: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 62ms
✓ bombPass: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 55ms
✓ flamePass: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 128ms
✓ star: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 511ms
✓ pierce: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 2989ms
✓ power: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 3201ms
✓ nuke: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 2461ms
✓ acid: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 640ms
✓ rubble: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1926ms
✓ shield: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 213ms
✓ freeze: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 4017ms
× decoy: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 8918ms
✓ chargeSwap: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 49ms
✓ exit: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 3246ms
✓ doorBlast: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1147ms
✓ lastEnemy: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 258ms
✓ crate: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 56ms
✓ rainbowGem: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 36ms
✓ immortal: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 32ms
✓ pillar: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 51ms
✓ bush: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 363ms
✓ bushFire: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1126ms
✓ metal: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1023ms
✓ oil: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 815ms
✓ oilSlide: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 63ms
✓ spikes: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 77ms
✓ barrel: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 1759ms
✓ dieIntoBlast: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 59ms
✓ dieNotFar: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 49ms
✓ dieBlockedIn: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 248ms
✓ dieChain: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 301ms
✓ dieEnemy: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 54ms
✓ dieDetonator: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 28ms
✓ dieRun: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene) 40ms
✓ rubble: the ceiling falls at the moment, and the aftermath shows it 958ms
✓ the same seed gives the same scene 1303ms
✓ test/channel.test.ts (2 tests) 5ms
✓ test/turnNumber.test.ts (1 test) 5ms
✓ test/version.test.ts (1 test) 5ms
✓ test/balance.test.ts (3 tests) 1103ms
✓ the balance lab (3)
✓ the Careful bot clears the first levels of a seed without stalling 509ms
✓ the same seed and bot play the same run 590ms
⎯⎯⎯⎯⎯⎯⎯ Failed Tests 3 ⎯⎯⎯⎯⎯⎯⎯
FAIL test/demo.test.ts > demo scenes > decoy: found, its moment 3-6 turns in from a calm start, each turn played by its gesture, the player alive (or dying at the end of a death scene)
Error: Test timed out in 5000ms.
If this is a long-running test, pass a timeout value as the last argument or configure it globally with "testTimeout".
❯ test/demo.test.ts:39:5
37| describe('demo scenes', () => {
38| for (const kind of SCENE_KINDS.filter((k) => !SCENES[k].fixed)) {
39| it(`${kind}: found, its moment ${MIN_STEPS}-${MAX_STEPS} turns in …
| ^
40| for (let seed = 1; seed <= 6; seed++) {
41| const scene = generateScene(kind, seed)!
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯[1/3]⎯
FAIL test/keyDemo.test.ts > keyPlan on the demo scenes > decoy: every turn has keys that, replayed through the game's rules, play that action on that tile
Error: Test timed out in 5000ms.
If this is a long-running test, pass a timeout value as the last argument or configure it globally with "testTimeout".
❯ test/keyDemo.test.ts:14:5
12| describe('keyPlan on the demo scenes', () => {
13| for (const kind of KINDS) {
14| it(`${kind}: every turn has keys that, replayed through the game's…
| ^
15| for (let seed = 1; seed <= 6; seed++) {
16| const scene = generateScene(kind, seed)!
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯[2/3]⎯
FAIL test/padDemo.test.ts > padPlan on the demo scenes > decoy: every turn has a plan whose presses end on the action's tile with the face button that does it
Error: Test timed out in 5000ms.
If this is a long-running test, pass a timeout value as the last argument or configure it globally with "testTimeout".
❯ test/padDemo.test.ts:14:5
12| describe('padPlan on the demo scenes', () => {
13| for (const kind of KINDS) {
14| it(`${kind}: every turn has a plan whose presses end on the action…
| ^
15| for (let seed = 1; seed <= 6; seed++) {
16| const scene = generateScene(kind, seed)!
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Test Files 3 failed | 43 passed (46)
Tests 3 failed | 1295 passed (1298)
Start at 06:34:02
Duration 63.39s (tests 94%, import 3%, transform 3%)