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@abhay-codeium abhay-codeium commented May 16, 2025

Summary

This PR adds a comprehensive test suite for the game mechanics, implements a new decay system, and adds a code style guide for the project. The decay system causes player and AI cells to gradually lose mass over time, with additional decay factors like movement and starvation.

Changes

  • Added test files for various game mechanics:
    • AI movement
    • Cell merging
    • Decay system
    • Respawn functionality
    • Spawn location safety
  • Implemented decay mechanics:
    • Cells lose mass over time when above a threshold
    • Movement increases decay rate
    • Starvation (time without food) increases decay rate
    • Larger cells decay faster than smaller ones
  • Added tracking for when entities last consumed food
  • Added code style guide documentation
  • Enhanced existing utility functions with support for decay calculations

Test Plan

N/A

Deployment Plan

N/A

Rollback Plan

N/A

!changelog

@windsurf-bot windsurf-bot bot changed the title /windsurf Add decay system and comprehensive game mechanic tests May 16, 2025
@Exafunction Exafunction deleted a comment from CLAassistant May 16, 2025
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Other comments: 0 Blocking, 3 Optional, 2 Nit, 0 FYI
  • Optional: static/js/utils.js (57-59) Using `Date.now()` directly in the function makes testing difficult and can lead to non-deterministic behavior. Consider accepting the current time as a parameter:
        // Apply starvation decay if the entity hasn't eaten recently
        if (entity.lastFoodTime !== undefined) {
            const currentTime = Date.now();
            const timeSinceFood = (currentTime - entity.lastFoodTime) / 1000; // in seconds
            if (timeSinceFood > DECAY_STARVATION_THRESHOLD) {
    

    Or better yet, pass the current time as a parameter to the function to make it more testable.

    Optional

    2

    The comment suggests improving the testability of the code by making the function accept the current time as a parameter rather than using Date.now() directly. This is a valid software engineering practice that would make the code more testable and deterministic.

  • Optional: static/js/config.js (13-13) The comment for DECAY_THRESHOLD doesn't fully explain the behavior. Does decay stop completely when score falls below 50, or does it continue at a reduced rate? Consider clarifying this in the comment.

    Optional

    3

    The comment suggests that the documentation for DECAY_THRESHOLD is unclear about whether decay stops completely or continues at a reduced rate. Looking at the implementation in utils.js (lines 39-41), decay does stop completely when the score is below or equal to the threshold. The comment is suggesting an improvement to the documentation to make this behavior clearer.

  • Optional: static/js/utils.js (39-72) This function both modifies `entity.score` directly and returns the updated score value. This mixed approach can be confusing. Consider either:
    1. Modifying the entity in-place and not returning anything (void function)
    2. Returning the new score without modifying the entity (pure function)

    The current implementation could lead to bugs if a caller ignores the return value but expects the entity to be updated, or vice versa.

    Optional

    3

    The comment critiques the design of the applyDecay function in utils.js (lines 39-72), noting that it both modifies the entity in-place and returns the updated score. This mixed approach could lead to confusion about how the function should be used. This is a valid design concern.

  • Nit: .windsurf/rules/code-style-guide.md (26-26) Consider adding a newline at the end of the file to follow the common convention of ending files with a newline character.

    Nit

    1

    The comment suggests adding a newline at the end of the code-style-guide.md file to follow common conventions. Looking at the diff, the file indeed ends without a newline. This is a very minor style issue.

  • Nit: static/js/__tests__/utils.test.js (2-2) The `DECAY_ENABLED` constant is imported but not used in any of the tests. Consider removing unused imports.

    Nit

    2

    The comment notes that DECAY_ENABLED is imported but not used in any of the tests. Looking at the imports on line 2 of the test file, I can see that DECAY_ENABLED is indeed imported, but scanning through the tests, I don't see it being used. This is a valid observation about unused imports that could be cleaned up.

test('should decay proportionally to time passed', () => {
const entity = { score: 100 };
// Update to use power function instead of sqrt
const expectedDecayFactor = Math.pow(entity.score, DECAY_SIZE_FACTOR) / 10;
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The test is using DECAY_SIZE_FACTOR on line 83, but this constant is not imported from the config file. This will cause a reference error when running the test.

Internal-only debug info
  • Category: Blocking
  • Subjectivity Score: 1
  • Thoughts:
    The comment points out that DECAY_SIZE_FACTOR is used on line 83 of the test file but is not imported from the config file. Looking at the diff, I can see that in static/js/tests/utils.test.js on line 83, there is indeed a reference to DECAY_SIZE_FACTOR in a test, but this constant is not imported at the top of the file (only DECAY_ENABLED, DECAY_RATE, and DECAY_THRESHOLD are imported). This is a clear reference error that would cause the test to fail.

// Advanced decay mechanics
export const DECAY_MOVEMENT_MULTIPLIER = 1.5; // Decay multiplier when moving (higher = more decay when moving)
export const DECAY_SIZE_FACTOR = 0.2; // How much size affects decay (higher = larger cells decay faster)
export const DECAY_STARVATION_THRESHOLD = 10; // Seconds without food before starvation decay kicks in
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There's an inconsistency in time units: DECAY_STARVATION_THRESHOLD is in seconds while DECAY_INTERVAL is in milliseconds. Consider using consistent time units or explicitly noting the units in the variable names (e.g., DECAY_STARVATION_THRESHOLD_SECONDS).

Internal-only debug info
  • Category: Optional
  • Subjectivity Score: 2
  • Thoughts:
    The comment points out an inconsistency in time units between DECAY_STARVATION_THRESHOLD (in seconds) and DECAY_INTERVAL (in milliseconds). Looking at the code in config.js and how these values are used in utils.js and game.js, this is a valid observation. The inconsistency could lead to confusion or bugs.

Comment on lines +59 to +60
const deltaTime = currentTime - lastFrameTime;
lastFrameTime = currentTime;
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The deltaTime variable is calculated but not used in the main game loop. Consider using this for time-based movement and updates to ensure consistent game speed regardless of frame rate.

Internal-only debug info
  • Category: Optional
  • Subjectivity Score: 2
  • Thoughts:
    The comment points out that deltaTime is calculated but not used in the main game loop in game.js. Looking at lines 59-60, deltaTime is indeed calculated but not used in the subsequent code. This is a valid observation about potentially unused code.

@abhay-codeium abhay-codeium changed the title Add decay system and comprehensive game mechanic tests /windsurf May 16, 2025
@abhay-codeium abhay-codeium changed the title /windsurf Add decay system and comprehensive game mechanic tests May 16, 2025
@windsurf-bot windsurf-bot bot changed the title Add decay system and comprehensive game mechanic tests Implement cell decay system and add game mechanics test suite May 16, 2025
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- Fix missing DECAY_SIZE_FACTOR import in utils.test.js
- Fix inconsistent decay calculation in tests (use power function instead of sqrt)
- Remove unused DECAY_ENABLED import from utils.test.js
- Improve DECAY_THRESHOLD documentation for clarity
@abhay-codeium
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🔧 Automated remediation applied:

  • Fixed missing DECAY_SIZE_FACTOR import in utils.test.js
  • Fixed inconsistent decay calculation in tests (now using power function consistently)
  • Removed unused DECAY_ENABLED import from utils.test.js
  • Improved DECAY_THRESHOLD documentation for clarity
  • All tests now passing ✅

Ready for re-review!

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3 participants