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feat: Add evolution model and comprehensive tests for evolution requirements #105
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feat: Add evolution model and comprehensive tests for evolution requirements #105
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WalkthroughThis pull request introduces a new testing module for the Possibly related issues
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Actionable comments posted: 0
🧹 Outside diff range and nitpick comments (6)
src/models/evolution.cairo (6)
Line range hint
15-21
: Consider making rules constants publicThe rules constants are implementation details that might need to be accessed by other modules for validation or UI purposes. Consider making them public and documenting their purpose.
mod rules { - const LEVEL_REQUIREMENT: u32 = 10; - const REQUIRED_BATTLES: u32 = 5; - const REQUIRED_ITEM: u32 = 1001; + pub const LEVEL_REQUIREMENT: u32 = 10; + pub const REQUIRED_BATTLES: u32 = 5; + pub const REQUIRED_ITEM: u32 = 1001; }
Line range hint
24-33
: Fix incorrect comparison operators in can_evolveThe current implementation requires values to be greater than the requirements, which is inconsistent with typical gaming mechanics. The comparison should check if values are greater than or equal to the requirements.
fn can_evolve(self: Evolution) -> bool { let is_valid_item: bool = match self.required_item { Option::Some(val) => val == rules::REQUIRED_ITEM, Option::None => true, }; is_valid_item && - self.level_requirement > rules::LEVEL_REQUIREMENT && - self.required_battles > rules::REQUIRED_BATTLES + self.level_requirement >= rules::LEVEL_REQUIREMENT && + self.required_battles >= rules::REQUIRED_BATTLES }
51-52
: Enhance test coverage with additional scenariosWhile the current test suite is good, consider adding these critical test cases:
- Test for base_beast_id = 0 (invalid case)
- Test for maximum u32 values to verify no overflow occurs
- Test for evolution chain (multiple evolutions)
Would you like me to provide example implementations for these test cases?
59-65
: Refactor test data setup for better maintainabilityConsider these improvements for test data:
- Create helper functions for common test data setup
- Use constants instead of magic numbers
- Remove redundant evolved_beast_id initialization as it's always 0
+ #[cfg(test)] + fn create_test_evolution( + base_id: u32, + level: u32, + battles: u32, + item: Option<u32> + ) -> Evolution { + Evolution { + base_beast_id: base_id, + evolved_beast_id: 0_u32, + level_requirement: level, + required_battles: battles, + required_item: item + } + }Also applies to: 83-89, 106-112, 128-134, 150-156
69-77
: Standardize error handling and assertion messagesThe test assertions use inconsistent error messages. Consider standardizing them and adding more context about the failure conditions.
- assert(e == 'Evolution requirements not met', 'Unexpected error message'); + assert( + e == 'Evolution requirements not met', + 'Expected evolution to fail with requirements not met' + );Also applies to: 93-100, 115-122, 137-144, 160-167
Based on the gathered information, I can now provide the final response:
Overflow risk is minimal, but evolution logic needs improvement
The current implementation has several limitations:
- All test cases use
base_beast_id: 1_u32
, suggesting a small range of IDs in practice- The multiplication by 10 is predictable and limits evolved IDs to a decimal pattern
- While overflow is unlikely with u32 (max ~4.3 billion) and current small IDs, the evolution pattern is too simplistic
Consider:
- Implementing a more sophisticated evolution formula that incorporates other beast attributes
- Using a hash-based or modular arithmetic approach instead of simple multiplication
- Adding randomization as mentioned in the TODO, possibly using block-related values or other game state
🔗 Analysis chain
Line range hint
35-47
: Enhance evolved_beast_id calculation logicThe current implementation uses a simplistic multiplication by 10, which:
- Could lead to predictable evolution patterns
- Might cause overflow for large beast IDs
- Has a TODO comment about randomization
Consider implementing a more sophisticated evolution ID calculation or documenting why this simple approach is sufficient.
Let me check for any potential overflow scenarios by looking at the maximum possible beast ID values in the codebase.
Let me modify the search without file type restriction.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Check for potential overflow scenarios in the codebase rg -A 2 "base_beast_id" | grep -v "test"Length of output: 2094
Script:
#!/bin/bash # Search for any beast ID related constants or maximum values rg -i "beast.*id|max.*beast|beast.*max" --type cairo # Also check for any u32 constants or operations that might give us insight into ID ranges rg "u32::" --type cairoLength of output: 138
Script:
#!/bin/bash # Search for any beast ID related constants or maximum values rg -i "beast.*id|max.*beast|beast.*max" # Check for any u32 constants or operations that might give us insight into ID ranges rg "u32::" # Look for any numeric constants used with beast IDs rg -A 2 "[0-9]+_u32" src/Length of output: 16385
Pull Request Overview
📝 Summary
🔄 Changes Made
test_evolution_with_valid_requirements: Verifies that evolution works correctly when all requirements (level, battles, and item) are met.
test_evolution_with_invalid_level: Ensures evolution fails if the level is insufficient.
test_evolution_with_invalid_battles: Verifies evolution fails if the required battles are not met.
test_evolution_with_invalid_item: Ensures evolution fails if the provided item is incorrect.
test_evolution_with_no_item_requirement: Confirms evolution works correctly if no item is required.
🔧 Tests Results