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The engine's real functions, taken from the sources and compiled against a fake world, so a fix can carry a test CI runs without game assets. A test is tests/<name>.c (fake world and cases, CHECK) and tests/test_<name>.py (takes the code, enums and constants from the sources, builds, runs each case under pytest). Each test has negative controls: the code with a deliberate fault must fail a named CHECK. CI runs pytest on tools/harness, so new tests need no workflow change. - test_object_bounds_cache: collision's loop over a crowded fake world gathers the same features with the cache, as objects move and after invalidation; a stale cache is detected. - test_widget_pool: widgets.c's pool fills to its size and refuses (64 slots against 128 players' rifles, #145), frees and reuses, and frees a failed widget's slot.