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@ryzen-xp ryzen-xp commented Sep 6, 2025

🚀 [Feat] Add Comprehensive Tests for PlayerTrait

🛠️ Issue Reference

📚 Description

This PR introduces unit and edge case tests for all functions in the PlayerTrait, excluding the newly introduced initialization function for players as discussed.

The focus is on ensuring correctness, stability, and preventing regressions across core player-related logic.

✅ Changes Applied

  • Added unit tests covering all existing functions in PlayerTrait
  • Implemented edge test cases (invalid inputs, boundary conditions, etc.)
  • Ensured compatibility with latest changes in [Fix][Player] Implement equip and is_equippable #57
  • Verified successful compilation and execution with:
sozo build  
sozo test -f player::tests   

🔍 Evidence

Screenshot from 2025-09-06 11-11-28
sozo build ✅  
sozo test -f player::tests  ✅  

Summary by CodeRabbit

  • Tests
    • Added comprehensive unit tests for the Player model, covering initialization, level progression, XP retrieval, inventory and equipment behavior, damage handling and armor mitigation, multipliers, utility helpers, end-to-end scenarios, and expected error cases.
  • Refactor
    • Exposed internal numeric helpers for broader reuse by making them publicly accessible.
    • Registered the new Player model test module within the test suite.

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coderabbitai bot commented Sep 6, 2025

Walkthrough

Adds a new test module for Player, exposes two u256 helper functions as public in Player model, and registers the test module in the library.

Changes

Cohort / File(s) Summary
Test module registration
src/lib.cairo
Registers pub mod test::model_test_player; by adding pub mod model_test_player; under pub mod test.
Player model helpers visibility
src/models/player.cairo
Changes fn get_high(val: u256) -> u128 and fn get_low(val: u256) -> u128 to pub fn ..., no logic changes.
Player tests
src/test/model_test_player.cairo
Adds comprehensive tests for Player behavior: initialization constraints, XP/leveling, inventory/equip rules, damage/armor handling, multipliers, item availability, and bit-extraction helpers; includes panic cases and end-to-end scenarios.

Sequence Diagram(s)

sequenceDiagram
    autonumber
    actor Tester as sozo test
    participant TestMod as test::model_test_player
    participant Player as models::player::PlayerTrait impl
    participant Helpers as models::player::get_high/get_low

    Tester->>TestMod: Run test cases
    TestMod->>Player: init/reinit, gain_xp(), get_xp(), level(), equip(), take_damage(), armor()
    alt Requires bit extraction
        TestMod->>Helpers: get_high(u256), get_low(u256)
        Helpers-->>TestMod: u128 parts
    end
    Player-->>TestMod: Updated state/assertable values
    TestMod-->>Tester: Assertions pass/fail
Loading

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~10 minutes

Assessment against linked issues

Objective Addressed Explanation
Write tests for all PlayerTrait functions except new (#64) Cannot confirm coverage of every PlayerTrait function signature without trait reference; tests appear broad but completeness is uncertain.

Assessment against linked issues: Out-of-scope changes

Code Change Explanation
Make helper functions public: get_high/get_low (src/models/player.cairo) Expands production API surface; the issue requests tests only and does not mandate changing visibility. Might be needed for tests, but not stated in objectives.

Suggested reviewers

  • KevinMB0220

Poem

In burrows of code I twitch my nose,
New tests sprout where the player grows.
Bits split high, bits split low—
Armor thunks, and XP flows.
I thump, I cheer: “All set to go!”
Carrots compiled, green lights aglow.

✨ Finishing Touches
🧪 Generate unit tests
  • Create PR with unit tests
  • Post copyable unit tests in a comment

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Actionable comments posted: 1

🧹 Nitpick comments (11)
src/models/player.cairo (1)

354-360: Publicizing helpers only for tests is fine; consider gating to avoid API creep.

Tests need get_high/get_low, but widening the API is avoidable:

  • Option A (preferred): gate the helpers for test builds to keep production surface minimal.
- pub fn get_high(val: u256) -> u128 {
+ #[cfg(test)]
+ pub fn get_high(val: u256) -> u128 {
     val.high
 }
 
- pub fn get_low(val: u256) -> u128 {
+ #[cfg(test)]
+ pub fn get_low(val: u256) -> u128 {
     val.low
 }

If these are intentionally part of the public API, add a brief comment stating they are stable exports.

src/lib.cairo (1)

89-89: Gate the test module with cfg(test).

Prevents shipping an empty test namespace in non-test builds and keeps intent clear.

 pub mod test {
@@
-    pub mod model_test_player;
+    #[cfg(test)]
+    pub mod model_test_player;
 }
src/test/model_test_player.cairo (9)

23-26: Remove unused helper.

mock_erc1155_address is defined but never used.

-    fn mock_erc1155_address() -> ContractAddress {
-        contract_address_const::<0x5678>()
-    }

140-147: Use runtime slot capacity instead of a hardcoded constant.

Keeps the test resilient to future changes.

-        while i < DEFAULT_MAX_EQUIPPABLE_SLOT {
+        let slot_cap = player.max_equip_slot;
+        while i < slot_cap {
             player.equipped.append(i.into());
             i += 1;
         };

183-187: Compute expected HP from the initialized state, not a duplicated constant.

-        assert(is_alive, 'PLAYER_SHOULD_BE_ALIVE');
-        assert(player.hp == DEFAULT_HP - 100, 'HP_SHOULD_BE_REDUCED');
+        let original_hp = player.hp + 0; // pre-damage baseline
+        assert(is_alive, 'PLAYER_SHOULD_BE_ALIVE');
+        assert(player.hp == original_hp - 100, 'HP_SHOULD_BE_REDUCED');

229-231: Minor: Assert-by-sum is good; prefer deriving expected from flags for readability.

Optional: compute expected = (10 /*upper*/ + 5 /*lower*/ + 3 /*head*/) to self-document the reasoning.


282-286: Avoid a 256-bit literal; use structured u256 init for Cairo portability.

Large hex literals may depend on compiler behavior. This form is explicit and clearer.

-        let test_val: u256 = 0x123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0;
+        let test_val: u256 = u256 {
+            low: 0x89ABCDEF01234567_u128,
+            high: 0x123456789ABCDEF0_u128,
+        };

300-307: Use baseline HP instead of a duplicated constant.

-        let is_alive = player.receive_damage(100);
+        let base_hp = player.hp;
+        let is_alive = player.receive_damage(100);
         assert(is_alive, 'SHOULD_SURVIVE_DAMAGE');
-        assert(player.hp < DEFAULT_HP, 'HP_SHOULD_BE_REDUCED');
+        assert(player.hp < base_hp, 'HP_SHOULD_BE_REDUCED');

323-325: Derive expected HP from the pre-hit baseline.

-        let expected_hp = DEFAULT_HP - 37 - 187;
+        let base_hp = player.max_hp;
+        let expected_hp = base_hp - 37 - 187;
         assert(player.hp == expected_hp, 'HP_CAL_SHOULD_BE_CORRECT');

127-149: DRY up slot-filling loops with a small helper.

Reduces repetition and clarifies intent.

// Place inside the tests module
fn fill_equipped_to_capacity(ref player: Player) {
    let cap = player.max_equip_slot;
    let mut i: u32 = 0;
    while i < cap {
        player.equipped.append(i.into());
        i += 1;
    };
}

Then call fill_equipped_to_capacity(player); in both tests.

Also applies to: 169-176


239-260: Optional: add tests for uncovered trait methods.

Consider including:

  • has_vehicle_equipped (set body.back or off_body with a Vehicle-typed id).
  • is_equippable / is_equipped (assert true/false paths per type_id).
    If helpful, I can draft minimal fixtures for vehicle and type ids.

Also applies to: 310-325

📜 Review details

Configuration used: CodeRabbit UI

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 85409da and b0df9fb.

📒 Files selected for processing (3)
  • src/lib.cairo (1 hunks)
  • src/models/player.cairo (1 hunks)
  • src/test/model_test_player.cairo (1 hunks)
🔇 Additional comments (4)
src/test/model_test_player.cairo (4)

239-244: Good coverage on armor interaction.

The assertions correctly validate fixed reductions and zero-damage behavior.

Also applies to: 255-260


262-279: Nice sanity checks for simple pass-throughs.

get_multiplier and is_available baselines are covered.


291-307: End-to-end progression test reads well.

Covers level-up, equip, and damage flow succinctly.


339-349: Duplicate-equip panics as expected The Body::equip_item call asserts self.can_equip(item_id) with Errors::CANNOT_EQUIP, so the test’s #[should_panic(expected: ('CANNOT EQUIP',))] will fire correctly.

Comment on lines +15 to +18
const DEFAULT_HP: u256 = 500;
pub const DEFAULT_MAX_EQUIPPABLE_SLOT: u32 = 10;
const WAIST_MAX_SLOTS: u32 = 8;

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🛠️ Refactor suggestion

Avoid duplicating production constants in tests (drift risk).

DEFAULT_HP and DEFAULT_MAX_EQUIPPABLE_SLOT mirror production values. If those change, tests silently become wrong. Capture runtime values from the initialized player instead.

Example adjustments:

  • Use let base_hp = player.hp; or player.max_hp instead of DEFAULT_HP.
  • Use let slot_cap = player.max_equip_slot; instead of DEFAULT_MAX_EQUIPPABLE_SLOT.

See concrete diffs below in relevant tests.

🤖 Prompt for AI Agents
In src/test/model_test_player.cairo around lines 15 to 18, the test file defines
DEFAULT_HP and DEFAULT_MAX_EQUIPPABLE_SLOT which duplicate production constants;
update tests to read these values from the initialized player instance at
runtime instead of hardcoding them: remove or stop using DEFAULT_HP and
DEFAULT_MAX_EQUIPPABLE_SLOT and replace usages with fetching player.hp (or
player.max_hp) and player.max_equip_slot (or the corresponding accessor) after
creating/initializing the player in each test so the tests always reflect the
actual production values.

@KevinMB0220 KevinMB0220 merged commit ca5bdeb into SunsetLabs-Game:main Sep 6, 2025
2 checks passed
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[Feat] Test PlayerTrait

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