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feat: Add evolution model and comprehensive tests for evolution requirements #105

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@JoelVR17 JoelVR17 commented Dec 11, 2024

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

Imagen de WhatsApp 2024-12-11 a las 14 03 24_7bd7db36

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coderabbitai bot commented Dec 11, 2024

Walkthrough

This pull request introduces a new testing module for the Evolution struct in the src/models/evolution.cairo file. While the definition of the Evolution struct remains unchanged, the evolve method has been enhanced to include additional error handling. The can_evolve method is updated to check evolution conditions based on parameters such as required_item, level_requirement, and required_battles. The implementation now asserts that the base_beast_id is not zero and returns an error if the evolution requirements are not met. The newly added test module includes multiple test cases that validate the evolution logic across various scenarios, ensuring that both valid and invalid conditions are tested. Each test case creates an instance of Evolution, calls the evolve method, and verifies the outcomes against expected results, thereby improving the robustness of the evolution process.

Possibly related issues

  • Add unit tests for the evolution model #92: This issue requests the addition of unit tests for the evolution model, specifically for the can_evolve and evolve methods, which aligns with the changes made in this PR that enhance testing for these functionalities.

Possibly related PRs

  • [feat] Create an evolution PoC model #97: This PR enhances the evolve and can_evolve methods of the Evolution struct, indicating a direct relationship with the evolution logic and error handling improvements introduced in this PR.

Suggested labels

enhancement, ODHack10, S, actual: 2

Suggested reviewers

  • RolandoDrRobot
  • juandiegocv27
  • danielcdz

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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 public

The 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_evolve

The 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 scenarios

While the current test suite is good, consider adding these critical test cases:

  1. Test for base_beast_id = 0 (invalid case)
  2. Test for maximum u32 values to verify no overflow occurs
  3. 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 maintainability

Consider these improvements for test data:

  1. Create helper functions for common test data setup
  2. Use constants instead of magic numbers
  3. 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 messages

The 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 logic

The current implementation uses a simplistic multiplication by 10, which:

  1. Could lead to predictable evolution patterns
  2. Might cause overflow for large beast IDs
  3. 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 cairo

Length 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

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between 0d7ac82 and 1b13490.

📒 Files selected for processing (1)
  • src/models/evolution.cairo (1 hunks)

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Add unit tests for the evolution model
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