test_active6_recovery42 (test_model.Combat.test_active6_recovery42) ... ok
test_attack_survives_owner_death (test_model.Combat.test_attack_survives_owner_death) ... ok
test_diagonal_normalized (test_model.Combat.test_diagonal_normalized) ... ok
test_direction_locks_before_input (test_model.Combat.test_direction_locks_before_input) ... ok
test_dodge_not_invulnerable (test_model.Combat.test_dodge_not_invulnerable) ... ok
test_dodge_stops_at_wall (test_model.Combat.test_dodge_stops_at_wall) ... ok
test_friendly_attack_two_damage_and_direction (test_model.Combat.test_friendly_attack_two_damage_and_direction) ... ok
test_held_dodge_and_cooldown (test_model.Combat.test_held_dodge_and_cooldown) ... ok
test_held_sword_does_not_repeat (test_model.Combat.test_held_sword_does_not_repeat) ... ok
test_hidden_position_not_observed_through_pillar (test_model.Combat.test_hidden_position_not_observed_through_pillar) ... ok
test_idle_no_success (test_model.Combat.test_idle_no_success) ... ok
test_last_active_frame_is_preserved_for_render (test_model.Combat.test_last_active_frame_is_preserved_for_render) ... ok
test_memory_reaches_then_waits_and_returns (test_model.Combat.test_memory_reaches_then_waits_and_returns) ... ok
test_no_friendly_still_sword_solvable (test_model.Combat.test_no_friendly_still_sword_solvable) ... ok
test_no_sword_stagger (test_model.Combat.test_no_sword_stagger) ... ok
test_same_attack_one_hit (test_model.Combat.test_same_attack_one_hit) ... ok
test_same_observation_same_intent (test_model.Combat.test_same_observation_same_intent) ... ok
test_simultaneous_loss_has_priority (test_model.Combat.test_simultaneous_loss_has_priority) ... ok
test_solo_sword_and_friendly_solutions (test_model.Combat.test_solo_sword_and_friendly_solutions) ... ok
test_sword_phases_and_single_target_hit (test_model.Combat.test_sword_phases_and_single_target_hit) ... ok
test_telegraph_exact_36_and_42 (test_model.Combat.test_telegraph_exact_36_and_42) ... ok
test_terminal_stops (test_model.Combat.test_terminal_stops) ... ok
test_three_saved_wins (test_model.Combat.test_three_saved_wins) ... ok
test_true_circle_corner_not_square_expansion (test_model.Combat.test_true_circle_corner_not_square_expansion) ... ok
test_walk_telegraph_margin_plusminus6 (test_model.Combat.test_walk_telegraph_margin_plusminus6) ... ok
test_waypoint_goes_around_pillar (test_model.Combat.test_waypoint_goes_around_pillar) ... ok
test_all_states_demo_text_bounds (test_ui.UI.test_all_states_demo_text_bounds) ... ok
test_direction_holds_move (test_ui.UI.test_direction_holds_move) ... ok
test_hold_dodge_no_repeat (test_ui.UI.test_hold_dodge_no_repeat) ... ok
test_hold_sword_no_repeat (test_ui.UI.test_hold_sword_no_repeat) ... ok
test_last_attack_render_uses_resolved_geometry (test_ui.UI.test_last_attack_render_uses_resolved_geometry) ... ok
test_loss_restart (test_ui.UI.test_loss_restart) ... ok
test_menu_start_gate (test_ui.UI.test_menu_start_gate) ... ok
test_opposed_arrows_cancel (test_ui.UI.test_opposed_arrows_cancel) ... ok
test_pause_release_sync_without_advancing_time (test_ui.UI.test_pause_release_sync_without_advancing_time) ... ok
test_pause_resume_gate (test_ui.UI.test_pause_resume_gate) ... ok
test_reset_staggered_dodge (test_ui.UI.test_reset_staggered_dodge) ... ok
test_start_staggered_attack_and_motion (test_ui.UI.test_start_staggered_attack_and_motion) ... ok
test_terminal_next_gate (test_ui.UI.test_terminal_next_gate) ... ok

----------------------------------------------------------------------
Ran 39 tests in 9.089s

OK
