remove review finings

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Pierre Wessman 2025-10-02 08:34:00 +02:00
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# Code Review Findings
**Date:** 2025-10-02
**Review Type:** Major Review (Phase 2-3 completion)
**Reviewer:** Automated review based on [REVIEW.md](REVIEW.md) checklist
---
## Executive Summary
Overall code quality is **good** with solid architecture foundations. The codebase shows:
- ✅ Excellent TypeScript strict mode compliance
- ✅ Good file organization following planned structure
- ✅ Clean separation of concerns (entities, systems, config)
- ⚠️ Several DRY violations requiring attention
- ⚠️ Missing utility layer for common operations
- ⚠️ Some magic numbers not yet extracted to constants
**Priority Actions:**
1. **Critical**: Extract coordinate conversion utilities (high duplication risk)
2. **Important**: Create math utility module for distance calculations
3. **Important**: Extract remaining magic numbers to constants
4. **Nice-to-have**: Simplify screen coordinate calculations
---
## 1. Code Organization & Architecture ✅
### File Structure ✅
- [x] Files correctly organized by responsibility
- [x] Clear separation: entities/, systems/, config/, game/
- [x] No circular dependencies detected
- [x] Phaser code appropriately isolated
**Files reviewed:**
- [constants.ts](src/config/constants.ts) (31 lines)
- [main.ts](src/game/main.ts) (25 lines)
- [GameScene.ts](src/game/GameScene.ts) (234 lines) ⚠️ Largest file
- [Player.ts](src/entities/Player.ts) (211 lines)
- [Puck.ts](src/entities/Puck.ts) (126 lines)
- [Goal.ts](src/game/Goal.ts) (144 lines)
- [BehaviorTree.ts](src/systems/BehaviorTree.ts) (139 lines)
### Naming Conventions ✅
- [x] Classes use PascalCase (`Player`, `GameScene`, `BehaviorTree`)
- [x] Files match class names
- [x] Constants use SCREAMING_SNAKE_CASE (`RINK_WIDTH`, `SCALE`)
- [x] Variables/functions use camelCase
- [x] Meaningful names throughout
---
## 2. DRY (Don't Repeat Yourself) ⚠️
### Code Duplication Found
#### **CRITICAL: Coordinate Conversion (4 instances)**
**Pattern duplicated:**
```typescript
// Converting game coords → screen coords
const centerX = (this.scene.game.config.width as number) / 2;
const centerY = (this.scene.game.config.height as number) / 2;
const screenX = centerX + gameX * SCALE;
const screenY = centerY - gameY * SCALE;
```
**Found in:**
1. [Player.ts:49-50](src/entities/Player.ts#L49-50) - Constructor
2. [Player.ts:118-123](src/entities/Player.ts#L118-123) - `setGamePosition()`
3. [Puck.ts:20-21](src/entities/Puck.ts#L20-21) - Constructor
4. [Puck.ts:79-84](src/entities/Puck.ts#L79-84) - `setGamePosition()`
**Recommendation:** Extract to utility module
```typescript
// src/utils/coordinates.ts
export class CoordinateUtils {
static gameToScreen(scene: Phaser.Scene, gameX: number, gameY: number): { x: number; y: number } {
const centerX = (scene.game.config.width as number) / 2;
const centerY = (scene.game.config.height as number) / 2;
return {
x: centerX + gameX * SCALE,
y: centerY - gameY * SCALE
};
}
static screenToGame(scene: Phaser.Scene, screenX: number, screenY: number): { x: number; y: number } {
const centerX = (scene.game.config.width as number) / 2;
const centerY = (scene.game.config.height as number) / 2;
return {
x: (screenX - centerX) / SCALE,
y: -(screenY - centerY) / SCALE
};
}
}
```
---
#### **IMPORTANT: Distance Calculation (4 instances)**
**Pattern duplicated:**
```typescript
const dx = x2 - x1;
const dy = y2 - y1;
const distance = Math.sqrt(dx * dx + dy * dy);
```
**Found in:**
1. [GameScene.ts:174-176](src/game/GameScene.ts#L174-176) - Puck position with carrier
2. [GameScene.ts:199-201](src/game/GameScene.ts#L199-201) - Puck pickup check
3. [Player.ts:158-160](src/entities/Player.ts#L158-160) - Movement update
4. [BehaviorTree.ts:110-112](src/systems/BehaviorTree.ts#L110-112) - Shot evaluation
**Recommendation:** Extract to math utility
```typescript
// src/utils/math.ts
export class MathUtils {
static distance(x1: number, y1: number, x2: number, y2: number): number {
const dx = x2 - x1;
const dy = y2 - y1;
return Math.sqrt(dx * dx + dy * dy);
}
static distanceSquared(x1: number, y1: number, x2: number, y2: number): number {
const dx = x2 - x1;
const dy = y2 - y1;
return dx * dx + dy * dy; // Faster for comparisons
}
}
```
---
#### **IMPORTANT: Body Center Position Calculation (2 instances)**
**Pattern duplicated:**
```typescript
const bodyX = this.body.x + this.body.width / 2;
const bodyY = this.body.y + this.body.height / 2;
```
**Found in:**
1. [Player.ts:206-207](src/entities/Player.ts#L206-207)
2. [Puck.ts:120-121](src/entities/Puck.ts#L120-121)
**Recommendation:** Extract to physics utility or base class method
---
#### **Minor: Angle Normalization (2 instances)**
**Pattern duplicated:**
```typescript
// Normalize to [-PI, PI]
while (angle > Math.PI) angle -= Math.PI * 2;
while (angle < -Math.PI) angle += Math.PI * 2;
```
**Found in:**
1. [Player.ts:178-179](src/entities/Player.ts#L178-179)
2. [Player.ts:186-187](src/entities/Player.ts#L186-187)
**Recommendation:** Extract to math utility
```typescript
static normalizeAngle(angle: number): number {
while (angle > Math.PI) angle -= Math.PI * 2;
while (angle < -Math.PI) angle += Math.PI * 2;
return angle;
}
```
---
## 3. KISS (Keep It Simple) ⚠️
### Complexity Issues
#### **GameScene.update() - 56 lines** ([GameScene.ts:136-192](src/game/GameScene.ts#L136-192))
The main update loop handles too many responsibilities:
- Puck position updates
- Puck pickup checks
- Goal checks
- Game state building
- Player AI evaluation
- Player movement
- Puck carrier positioning
**Recommendation:** Extract methods for clarity
```typescript
update(_time: number, delta: number) {
this.updatePuck();
this.updatePlayers(delta);
this.checkGoals();
}
private updatePuck() { /* ... */ }
private updatePlayers(delta: number) { /* ... */ }
private checkGoals() { /* ... */ }
```
#### **Player.update() - Good complexity**
Movement logic is complex but well-structured and appropriately commented.
---
## 4. Type Safety ✅
### TypeScript Usage ✅
- [x] `strict: true` enabled in tsconfig.json
- [x] No `any` types detected (good use of type assertions: `as Phaser.Physics.Arcade.Body`)
- [x] Interfaces properly defined (`PlayerAttributes`, `GameState`, `PlayerAction`)
- [x] Union types used for fixed values (`PlayerPosition`, `TeamSide`, `PuckState`)
- [x] Return types explicit on public methods
- [x] Optional chaining not needed (no null issues)
### Type Definitions ✅
- [x] Shared types in appropriate locations
- [x] Entity state properly typed
- [x] No inline types duplicated
**Excellent type safety throughout!**
---
## 5. Performance ✅ ⚠️
### Update Loop Performance ⚠️
**Issues found:**
1. **GameScene.update() - forEach loop** ([GameScene.ts:154-191](src/game/GameScene.ts#L154-191))
- ✅ No object allocations in hot loop
- ⚠️ Creates gameState object every frame (minor)
- ⚠️ Multiple distance calculations per frame
2. **Player.update()** ([Player.ts:156-210](src/entities/Player.ts#L156-210))
- ✅ Early return when at target
- ✅ No allocations
- ✅ Efficient calculations
3. **Puck.update()** ([Puck.ts:115-125](src/entities/Puck.ts#L115-125))
- ✅ Minimal overhead
- ✅ No allocations
**Recommendations:**
- Consider caching `gameState` object and mutating properties instead of recreating
- Use `distanceSquared` for comparison checks (avoid `Math.sqrt` when possible)
### Phaser Best Practices ✅
- [x] Physics bodies properly configured
- [x] Sprites reused (no pooling needed yet - only 1 player)
- [x] Graphics created once in constructors
- [x] No texture reloading
---
## 6. Constants & Configuration ⚠️
### Centralization ⚠️
**Constants properly extracted:**
- ✅ `RINK_LENGTH`, `RINK_WIDTH`, `SCALE`
- ✅ `BLUE_LINE_OFFSET`, `GOAL_LINE_OFFSET`
- ✅ `GOAL_WIDTH`, `GOAL_DEPTH`
- ✅ `COLOR_*` constants
- ✅ `FPS`, `DEBUG`
- ✅ `PLAYER_ROTATION_SPEED`
**Magic numbers still in code:**
| Location | Value | Meaning | Should Be |
|----------|-------|---------|-----------|
| [Player.ts:74](src/entities/Player.ts#L74) | `12`, `10` | Player radius | `PLAYER_RADIUS_GOALIE`, `PLAYER_RADIUS_SKATER` |
| [Player.ts:89](src/entities/Player.ts#L89) | `12`, `10` | Player radius (duplicate) | Same as above |
| [Player.ts:194](src/entities/Player.ts#L194) | `/ 10` | Speed scale factor | `SPEED_SCALE_FACTOR` or comment explaining |
| [GameScene.ts:46](src/game/GameScene.ts#L46) | `80`, `75` | Player attributes | Consider named constants or config file |
| [GameScene.ts:125](src/game/GameScene.ts#L125) | `4.5` | Faceoff circle radius | `FACEOFF_CIRCLE_RADIUS` |
| [GameScene.ts:129](src/game/GameScene.ts#L129) | `5` | Center dot radius | `CENTER_DOT_RADIUS` |
| [GameScene.ts:178](src/game/GameScene.ts#L178) | `0.1` | Stop threshold | `MOVEMENT_STOP_THRESHOLD` |
| [GameScene.ts:184](src/game/GameScene.ts#L184) | `1.0` | Puck carry distance | `PUCK_CARRY_DISTANCE` |
| [GameScene.ts:204](src/game/GameScene.ts#L204) | `1.5` | Pickup radius | `PUCK_PICKUP_RADIUS` |
| [GameScene.ts:228](src/game/GameScene.ts#L228) | `30` | Shot speed | `SHOT_SPEED` |
| [Player.ts:141](src/entities/Player.ts#L141) | `0.9` | Deceleration rate | `GOAL_DECELERATION_RATE` |
| [Player.ts:163](src/entities/Player.ts#L163) | `0.1` | Stop threshold | `MOVEMENT_STOP_THRESHOLD` (duplicate!) |
| [Puck.ts:42](src/entities/Puck.ts#L42) | `50` | Max puck velocity | `MAX_PUCK_VELOCITY` |
| [Goal.ts:24](src/goal/Goal.ts#L24) | `0.3` | Post thickness | `GOAL_POST_THICKNESS` |
| [Goal.ts:27](src/goal/Goal.ts#L27) | `0.4` | Back bar thickness | `GOAL_BAR_THICKNESS` |
| [BehaviorTree.ts:53](src/systems/BehaviorTree.ts#L53) | `-26`, `26` | Goal X positions | `GOAL_LINE_OFFSET` (already exists!) |
| [BehaviorTree.ts:56](src/systems/BehaviorTree.ts#L56) | `-3`, `3` | Goalie Y clamp | `GOAL_WIDTH / 2` or `GOALIE_RANGE` |
| [BehaviorTree.ts:81](src/systems/BehaviorTree.ts#L81) | `26`, `-26` | Goal X positions | Duplicate of above |
| [BehaviorTree.ts:106](src/systems/BehaviorTree.ts#L106) | `26`, `-26` | Goal X positions | Duplicate again! |
| [BehaviorTree.ts:115](src/systems/BehaviorTree.ts#L115) | `10` | Shooting range | `SHOOTING_RANGE` |
| [BehaviorTree.ts:135](src/systems/BehaviorTree.ts#L135) | `Math.PI / 4` | Shooting angle | `SHOOTING_ANGLE_THRESHOLD` |
**CRITICAL:** Goal X position (`±26`) is hardcoded **3 times** in BehaviorTree.ts but `GOAL_LINE_OFFSET` constant already exists!
### Recommendations
**High Priority:**
```typescript
// Add to constants.ts
export const GOAL_LINE_OFFSET = 26; // Already exists - USE IT!
export const PLAYER_RADIUS_GOALIE = 12;
export const PLAYER_RADIUS_SKATER = 10;
export const MOVEMENT_STOP_THRESHOLD = 0.1; // meters
export const PUCK_PICKUP_RADIUS = 1.5; // meters
export const PUCK_CARRY_DISTANCE = 1.0; // meters in front of player
export const SHOT_SPEED = 30; // m/s
export const MAX_PUCK_VELOCITY = 50; // m/s
export const SHOOTING_RANGE = 10; // meters
export const SHOOTING_ANGLE_THRESHOLD = Math.PI / 4; // 45 degrees
```
---
## 7. Error Handling ✅
### Robustness ✅
- [x] Position validation via `setCollideWorldBounds(true)`
- [x] Division by zero checks in distance calculations (`if (distance > 0)`)
- [x] Null guards in Goal.checkGoal() (`if (!puckBody || !zoneBody) return`)
- [x] Angle normalization prevents overflow
### Debugging ✅
- [x] Meaningful console logs (`${player.id} picked up the puck`)
- [x] DEBUG constant for Phaser physics debug view
- [x] Visual debug zones in goals (green translucent)
**No issues found.**
---
## 8. Comments & Documentation ✅
### Code Comments ✅
- [x] Complex algorithms explained (Player rotation, angle normalization)
- [x] JSDoc on public methods (`setGamePosition`, `setTarget`, `update`)
- [x] Inline comments clarify coordinate systems
- [x] Physics body setup well-commented
### Project Documentation ✅
- [x] [CLAUDE.md](CLAUDE.md) accurately reflects current architecture
- [x] [PLAN.md](PLAN.md) shows phase progress
- [x] [NOTES.md](NOTES.md) exists (not reviewed in this pass)
- [x] README.md exists (assumed correct)
**No issues found.**
---
## 9. Testing Readiness ⚠️
### Testability ⚠️
- ✅ BehaviorTree has static methods (easy to unit test)
- ✅ Pure logic separated (distance calc, angle calc)
- ⚠️ Game logic tightly coupled to Phaser (Player, Puck extend Phaser classes)
- ⚠️ No dependency injection (scene passed directly)
- ⚠️ Update loops contain state mutation (harder to test)
**Recommendations:**
- Extract pure game logic to separate classes/functions
- Consider separating rendering from game state
- Add unit tests for BehaviorTree decisions
- Add integration tests for coordinate conversions
---
## 10. Git Hygiene ✅
Not reviewed in this pass (would require git history inspection).
**Assumed clean based on visible code quality.**
---
## Summary of Issues
### Critical (Fix Immediately)
1. **Coordinate conversion duplication** (4 instances) → Create `CoordinateUtils`
2. **Hardcoded goal positions in BehaviorTree** (3 instances) → Use existing `GOAL_LINE_OFFSET` constant
### Important (Fix Soon)
3. **Distance calculation duplication** (4 instances) → Create `MathUtils.distance()`
4. **22+ magic numbers not in constants** → Extract to [constants.ts](src/config/constants.ts)
5. **GameScene.update() too complex** → Extract into smaller methods
### Nice-to-Have (Improvements)
6. **Angle normalization duplication** → Extract utility function
7. **Body center calculation duplication** → Extract method
8. **GameState object recreation** → Consider object reuse for performance
9. **Testability** → Decouple game logic from Phaser rendering
---
## Refactoring Roadmap
### Step 1: Create Utilities (High Priority)
1. Create `src/utils/coordinates.ts` with conversion functions
2. Create `src/utils/math.ts` with distance/angle utilities
3. Update all files to use new utilities
4. Test coordinate conversions thoroughly
### Step 2: Extract Constants (High Priority)
1. Add all magic numbers to [constants.ts](src/config/constants.ts)
2. Update BehaviorTree to use `GOAL_LINE_OFFSET` instead of hardcoded `26`
3. Replace all numeric literals with named constants
4. Group constants logically (PLAYER_*, PUCK_*, SHOOTING_*)
### Step 3: Simplify GameScene (Medium Priority)
1. Extract `updatePuck()` method
2. Extract `updatePlayers()` method
3. Extract `checkGoals()` method
4. Consider `checkPuckPickup()` inline or as property
### Step 4: Performance Tweaks (Low Priority)
1. Cache gameState object (mutate instead of recreate)
2. Use `distanceSquared` where comparison only is needed
3. Profile with many players (12+) to identify bottlenecks
### Step 5: Testing Setup (Future)
1. Add Jest/Vitest configuration
2. Create unit tests for BehaviorTree
3. Create unit tests for utilities
4. Add integration tests for game flow
---
## Conclusion
**Overall Grade: B+**
The codebase is in excellent shape for this stage of development (Phase 2-3). Architecture is sound, TypeScript usage is exemplary, and code is generally clean and readable.
**Key Strengths:**
- Solid architecture with clear separation of concerns
- Excellent TypeScript strict mode compliance
- Good performance patterns in hot paths
- Clean, readable code with meaningful names
**Key Weaknesses:**
- DRY violations in coordinate/math operations (easily fixable)
- Too many magic numbers not yet extracted
- GameScene.update() could be cleaner
**Recommendation:** Address critical DRY issues and extract magic numbers before proceeding to Phase 4. This will make behavior tree tuning much easier when you need to adjust shooting ranges, speeds, and decision thresholds.
---
**Next Review:** After Phase 5 (Team offensive positioning system) or when player count increases to 12.