explodorama / CI
CI failed: 92cc4ee3e420
✗ test · test · failed · 1m 20s · exit code 1
fw-runner truenas: test (test) in node:22
$ npm ci
added 47 packages, and audited 48 packages in 14s
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run `npm fund` for details
found 0 vulnerabilities
$ npm test
> explodorama@0.1.0 test
> vitest run
RUN v5.0.5 /builds/explodorama
✓ test/padMap.test.ts (59 tests) 36ms
✓ test/gamepad.test.ts (30 tests) 29ms
✓ test/charges.test.ts (33 tests) 48ms
✓ test/enemies.test.ts (153 tests) 258ms
✓ test/powerups.test.ts (131 tests) 248ms
✓ test/hazards.test.ts (17 tests) 137ms
✓ test/oil-slide.test.ts (24 tests) 38ms
✓ test/options.test.ts (116 tests) 119ms
✓ test/new-powers.test.ts (16 tests) 28ms
✓ test/padDialog.test.ts (19 tests) 15ms
✓ test/keyCursor.test.ts (23 tests) 20ms
✓ test/padTiles.test.ts (21 tests) 27ms
✓ test/picks.test.ts (20 tests) 36ms
✓ test/autopilot.test.ts (13 tests) 257ms
✓ test/farTiles.test.ts (27 tests) 470ms
✓ test/padGlyph.test.ts (14 tests) 22ms
✓ test/new-enemies.test.ts (13 tests) 37ms
✓ test/q75.test.ts (11 tests) 58ms
✓ test/path.test.ts (15 tests) 17ms
✓ test/turn.test.ts (12 tests) 24ms
❯ test/keyDemo.test.ts (68 tests | 1 failed) 54803ms
❯ keyPlan on the demo scenes (53)
✓ tapMove: every turn has keys that, replayed through the game's rules, play that action on that tile 39ms
✓ bombButton: every turn has keys that, replayed through the game's rules, play that action on that tile 63ms
✓ wait: every turn has keys that, replayed through the game's rules, play that action on that tile 445ms
✓ kill: every turn has keys that, replayed through the game's rules, play that action on that tile 2218ms
✓ arrows: every turn has keys that, replayed through the game's rules, play that action on that tile 1530ms
✓ escape: every turn has keys that, replayed through the game's rules, play that action on that tile 82ms
✓ chain: every turn has keys that, replayed through the game's rules, play that action on that tile 3434ms
✓ lingering: every turn has keys that, replayed through the game's rules, play that action on that tile 299ms
✓ enemies: every turn has keys that, replayed through the game's rules, play that action on that tile 59ms
✓ coins: every turn has keys that, replayed through the game's rules, play that action on that tile 2523ms
✓ gem: every turn has keys that, replayed through the game's rules, play that action on that tile 944ms
✓ bombPlus: every turn has keys that, replayed through the game's rules, play that action on that tile 1529ms
✓ firePlus: every turn has keys that, replayed through the game's rules, play that action on that tile 99ms
✓ fusePlus: every turn has keys that, replayed through the game's rules, play that action on that tile 527ms
✓ run: every turn has keys that, replayed through the game's rules, play that action on that tile 750ms
✓ kick: every turn has keys that, replayed through the game's rules, play that action on that tile 692ms
✓ throw: every turn has keys that, replayed through the game's rules, play that action on that tile 192ms
✓ teleport: every turn has keys that, replayed through the game's rules, play that action on that tile 1137ms
✓ diagonal: every turn has keys that, replayed through the game's rules, play that action on that tile 1323ms
✓ 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 215ms
✓ proximity: every turn has keys that, replayed through the game's rules, play that action on that tile 81ms
✓ slide: every turn has keys that, replayed through the game's rules, play that action on that tile 30ms
✓ icbm: every turn has keys that, replayed through the game's rules, play that action on that tile 428ms
✓ wallPass: every turn has keys that, replayed through the game's rules, play that action on that tile 71ms
✓ bombPass: every turn has keys that, replayed through the game's rules, play that action on that tile 51ms
✓ flamePass: every turn has keys that, replayed through the game's rules, play that action on that tile 124ms
✓ star: every turn has keys that, replayed through the game's rules, play that action on that tile 602ms
✓ pierce: every turn has keys that, replayed through the game's rules, play that action on that tile 3159ms
✓ power: every turn has keys that, replayed through the game's rules, play that action on that tile 3267ms
✓ nuke: every turn has keys that, replayed through the game's rules, play that action on that tile 2407ms
✓ acid: every turn has keys that, replayed through the game's rules, play that action on that tile 554ms
✓ rubble: every turn has keys that, replayed through the game's rules, play that action on that tile 2122ms
✓ shield: every turn has keys that, replayed through the game's rules, play that action on that tile 234ms
✓ freeze: every turn has keys that, replayed through the game's rules, play that action on that tile 4154ms
× decoy: every turn has keys that, replayed through the game's rules, play that action on that tile 9131ms
✓ 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 1160ms
✓ bush: every turn has keys that, replayed through the game's rules, play that action on that tile 348ms
✓ bushFire: every turn has keys that, replayed through the game's rules, play that action on that tile 1165ms
✓ metal: every turn has keys that, replayed through the game's rules, play that action on that tile 987ms
✓ oil: every turn has keys that, replayed through the game's rules, play that action on that tile 879ms
✓ oilSlide: every turn has keys that, replayed through the game's rules, play that action on that tile 34ms
✓ spikes: every turn has keys that, replayed through the game's rules, play that action on that tile 52ms
✓ barrel: every turn has keys that, replayed through the game's rules, play that action on that tile 1543ms
✓ dieIntoBlast: every turn has keys that, replayed through the game's rules, play that action on that tile 46ms
✓ 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 217ms
✓ dieChain: every turn has keys that, replayed through the game's rules, play that action on that tile 294ms
✓ dieEnemy: every turn has keys that, replayed through the game's rules, play that action on that tile 43ms
✓ dieDetonator: every turn has keys that, replayed through the game's rules, play that action on that tile 26ms
✓ dieRun: every turn has keys that, replayed through the game's rules, play that action on that tile 47ms
✓ 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 0ms
✓ 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/padDemo.test.ts (67 tests | 1 failed) 56004ms
❯ 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 55ms
✓ bombButton: every turn has a plan whose presses end on the action's tile with the face button that does it 67ms
✓ wait: every turn has a plan whose presses end on the action's tile with the face button that does it 404ms
✓ kill: every turn has a plan whose presses end on the action's tile with the face button that does it 2478ms
✓ arrows: every turn has a plan whose presses end on the action's tile with the face button that does it 1514ms
✓ escape: every turn has a plan whose presses end on the action's tile with the face button that does it 116ms
✓ chain: every turn has a plan whose presses end on the action's tile with the face button that does it 3532ms
✓ lingering: every turn has a plan whose presses end on the action's tile with the face button that does it 317ms
✓ enemies: every turn has a plan whose presses end on the action's tile with the face button that does it 75ms
✓ coins: every turn has a plan whose presses end on the action's tile with the face button that does it 2526ms
✓ gem: every turn has a plan whose presses end on the action's tile with the face button that does it 996ms
✓ bombPlus: every turn has a plan whose presses end on the action's tile with the face button that does it 1593ms
✓ firePlus: every turn has a plan whose presses end on the action's tile with the face button that does it 119ms
✓ fusePlus: every turn has a plan whose presses end on the action's tile with the face button that does it 554ms
✓ run: every turn has a plan whose presses end on the action's tile with the face button that does it 720ms
✓ kick: every turn has a plan whose presses end on the action's tile with the face button that does it 760ms
✓ throw: every turn has a plan whose presses end on the action's tile with the face button that does it 200ms
✓ teleport: every turn has a plan whose presses end on the action's tile with the face button that does it 1170ms
✓ diagonal: every turn has a plan whose presses end on the action's tile with the face button that does it 1365ms
✓ detonate: every turn has a plan whose presses end on the action's tile with the face button that does it 82ms
✓ rpg: every turn has a plan whose presses end on the action's tile with the face button that does it 218ms
✓ proximity: every turn has a plan whose presses end on the action's tile with the face button that does it 72ms
✓ slide: every turn has a plan whose presses end on the action's tile with the face button that does it 33ms
✓ icbm: every turn has a plan whose presses end on the action's tile with the face button that does it 385ms
✓ wallPass: every turn has a plan whose presses end on the action's tile with the face button that does it 85ms
✓ bombPass: every turn has a plan whose presses end on the action's tile with the face button that does it 77ms
✓ flamePass: every turn has a plan whose presses end on the action's tile with the face button that does it 141ms
✓ star: every turn has a plan whose presses end on the action's tile with the face button that does it 548ms
✓ pierce: every turn has a plan whose presses end on the action's tile with the face button that does it 3210ms
✓ power: every turn has a plan whose presses end on the action's tile with the face button that does it 3298ms
✓ nuke: every turn has a plan whose presses end on the action's tile with the face button that does it 2454ms
✓ acid: every turn has a plan whose presses end on the action's tile with the face button that does it 568ms
✓ rubble: every turn has a plan whose presses end on the action's tile with the face button that does it 2237ms
✓ shield: every turn has a plan whose presses end on the action's tile with the face button that does it 250ms
✓ freeze: every turn has a plan whose presses end on the action's tile with the face button that does it 4200ms
× decoy: every turn has a plan whose presses end on the action's tile with the face button that does it 9142ms
✓ exit: every turn has a plan whose presses end on the action's tile with the face button that does it 3281ms
✓ doorBlast: every turn has a plan whose presses end on the action's tile with the face button that does it 1187ms
✓ bush: every turn has a plan whose presses end on the action's tile with the face button that does it 374ms
✓ bushFire: every turn has a plan whose presses end on the action's tile with the face button that does it 1171ms
✓ metal: every turn has a plan whose presses end on the action's tile with the face button that does it 996ms
✓ oil: every turn has a plan whose presses end on the action's tile with the face button that does it 839ms
✓ oilSlide: every turn has a plan whose presses end on the action's tile with the face button that does it 47ms
✓ spikes: every turn has a plan whose presses end on the action's tile with the face button that does it 58ms
✓ barrel: every turn has a plan whose presses end on the action's tile with the face button that does it 1638ms
✓ dieIntoBlast: every turn has a plan whose presses end on the action's tile with the face button that does it 63ms
✓ 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 251ms
✓ dieChain: every turn has a plan whose presses end on the action's tile with the face button that does it 320ms
✓ dieEnemy: every turn has a plan whose presses end on the action's tile with the face button that does it 53ms
✓ 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 59ms
✓ 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 1ms
✓ 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 0ms
✓ 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 3ms
✓ 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/targetLabel.test.ts (11 tests) 27ms
✓ test/shop.test.ts (8 tests) 36ms
✓ test/test-scenes.test.ts (18 tests) 59ms
✓ test/spatial.test.ts (10 tests) 9ms
✓ test/danger.test.ts (4 tests) 792ms
✓ danger overlay (1)
✓ "now" is exactly what burns if the player waits, and "next" what burns the turn after 754ms
✓ test/padHold.test.ts (8 tests) 9ms
✓ test/scores.test.ts (5 tests) 15ms
✓ test/animation.test.ts (5 tests) 18ms
✓ test/changelog.test.ts (7 tests) 24ms
✓ test/padTarget.test.ts (8 tests) 13ms
✓ test/demoInput.test.ts (5 tests) 12ms
✓ test/padPlaces.test.ts (3 tests) 13ms
✓ test/explosions.test.ts (4 tests) 12ms
✓ test/routePreview.test.ts (8 tests) 193ms
✓ test/reveal.test.ts (5 tests) 9ms
✓ test/levelgen.test.ts (201 tests) 261ms
❯ test/demo.test.ts (62 tests | 1 failed) 55357ms
❯ 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) 32ms
✓ 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) 48ms
✓ 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) 42ms
✓ 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) 361ms
✓ 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) 65ms
✓ 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) 1814ms
✓ 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) 1255ms
✓ 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) 3227ms
✓ 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) 59ms
✓ 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) 2449ms
✓ 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) 950ms
✓ 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) 1663ms
✓ 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) 99ms
✓ 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) 514ms
✓ 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) 725ms
✓ 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) 665ms
✓ 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) 167ms
✓ 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) 1204ms
✓ 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) 1325ms
✓ 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) 121ms
✓ 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) 188ms
✓ 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) 72ms
✓ 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) 33ms
✓ 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) 317ms
✓ 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) 48ms
✓ 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) 125ms
✓ 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) 505ms
✓ 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) 2887ms
✓ 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) 3140ms
✓ 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) 2347ms
✓ 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) 703ms
✓ 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) 1873ms
✓ 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) 210ms
✓ 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) 3916ms
× 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) 8813ms
✓ 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) 52ms
✓ 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) 3204ms
✓ 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) 1164ms
✓ 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) 275ms
✓ 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) 54ms
✓ 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) 33ms
✓ 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) 49ms
✓ 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) 1128ms
✓ 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) 999ms
✓ 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) 879ms
✓ 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) 68ms
✓ 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) 80ms
✓ 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) 1577ms
✓ 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) 46ms
✓ 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) 42ms
✓ 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) 294ms
✓ 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) 357ms
✓ 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) 45ms
✓ 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) 35ms
✓ rubble: the ceiling falls at the moment, and the aftermath shows it 962ms
✓ the same seed gives the same scene 1194ms
✓ test/sprites.test.ts (2 tests) 11ms
✓ test/holdRing.test.ts (4 tests) 6ms
✓ test/toast.test.ts (3 tests) 6ms
✓ test/channel.test.ts (2 tests) 8ms
✓ test/version.test.ts (1 test) 5ms
✓ test/balance.test.ts (3 tests) 1083ms
✓ the balance lab (3)
✓ the Careful bot clears the first levels of a seed without stalling 585ms
✓ the same seed and bot play the same run 493ms
⎯⎯⎯⎯⎯⎯⎯ 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 | 42 passed (45)
Tests 3 failed | 1286 passed (1289)
Start at 23:04:31
Duration 63.14s (tests 94%, import 3%, transform 3%)