tests(lost-cities): increase timeout for full-match transcript test to reduce flakiness - #2
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… simple render integration
…grate icon mapping into scene
… icons to PNG fallbacks (sharp)
… exist and map correctly
…t for better legibility when cards change shape
…leau card size a scaled version of hand card for consistent aspect ratio
…bounds (use bottom padding and origin=1)
…o 60s to avoid flakiness
SorraTheOrc
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Aug 1, 2026
…9J4VBL0037SPB) - AGENTS.md best practice #2: upgrade HandView/PileView from a suggestive 'When to use' note to a hard requirement — example games must render hands/piles through core engine components; bespoke hand rendering is not an accepted pattern. - Documented exception carve-outs: Golf 3x3 tableau grid (GolfRenderer.ts note) and Feudalism token/crop counters (CropIconRenderer), with guidance that exceptions must be justified in code comments/help text. - Blackjack (BlackjackScene.ts) cited as the canonical reference for standard hand rendering. - docs/DEVELOPER.md: new 'Hand & Pile Rendering' subsection after 'Adding an Example Game', cross-linking ui/ADAPTER-GUIDE.md and gym/GYM_INDEX.md; TOC updated.
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This small change increases the per-test timeout for the Lost Cities full-match transcript test from 15s to 60s to reduce intermittent CI/test runner flakes caused by longer-running AI match simulation runs.\n\n- File: tests/lost-cities/lost-cities-transcript.test.ts- Updated the single test timeout to 60000 ms.\n\nRationale:\n- The test runs a full AI-vs-AI match and occasionally exceeds 15s on CI or under load. Increasing the timeout stabilizes the suite without changing test logic.\n\nFollow-up:\n- Investigate and optimize the simulation path to avoid long-running behavior (separate work item).