Passed
Push — master ( f05eff...e96706 )
by Paweł
02:59
created

Entity::__construct()   A

Complexity

Conditions 1
Paths 1

Size

Total Lines 10
Code Lines 0

Duplication

Lines 0
Ratio 0 %

Code Coverage

Tests 0
CRAP Score 2

Importance

Changes 0
Metric Value
cc 1
eloc 0
nc 1
nop 8
dl 0
loc 10
ccs 0
cts 2
cp 0
crap 2
rs 10
c 0
b 0
f 0

How to fix   Many Parameters   

Many Parameters

Methods with many parameters are not only hard to understand, but their parameters also often become inconsistent when you need more, or different data.

There are several approaches to avoid long parameter lists:

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<?php
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declare(strict_types=1);
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namespace AardsGerds\Game\Entity;
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use AardsGerds\Game\Build\Attribute\Etherum;
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use AardsGerds\Game\Build\Attribute\Health;
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use AardsGerds\Game\Build\Attribute\Strength;
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use AardsGerds\Game\Build\Talent\TalentCollection;
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use AardsGerds\Game\Build\Talent\WeaponMastery\WeaponMasteryLevel;
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use AardsGerds\Game\Fight\Fighter;
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use AardsGerds\Game\Inventory\Inventory;
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use AardsGerds\Game\Inventory\Weapon\Weapon;
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use AardsGerds\Game\Shared\IntegerValueException;
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abstract class Entity implements Fighter
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{
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    public function __construct(
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        protected string $name,
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        protected Health $health,
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        protected Etherum $etherum,
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        protected Strength $strength,
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        protected TalentCollection $talentCollection,
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        protected Inventory $inventory,
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        protected ?Weapon $weapon,
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        protected bool $corrupted = false,
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    ) {}
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    public function getName(): string
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    {
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        return $this->name;
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    }
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    public function getHealth(): Health
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    {
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        return $this->health;
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    }
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    public function getEtherum(): Etherum
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    {
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        return $this->etherum;
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    }
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    public function getStrength(): Strength
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    {
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        return $this->strength;
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    }
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    public function getTalents(): TalentCollection
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    {
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        return $this->talentCollection;
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    }
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    public function getWeaponMasteryLevel(): WeaponMasteryLevel
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    {
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        if ($this->weapon === null) {
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            return WeaponMasteryLevel::inexperienced();
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        }
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        $weaponMastery = $this->talentCollection->findWeaponMasteryForWeaponType($this->weapon->getType());
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        if ($weaponMastery === null) {
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            return WeaponMasteryLevel::inexperienced();
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        }
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        return $weaponMastery->getLevel();
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    }
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    public function getWeapon(): ?Weapon
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    {
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        return $this->weapon;
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    }
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    public function isCorrupted(): bool
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    {
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        return $this->corrupted;
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    }
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    public function calculateCorruptionBoundary(): Etherum
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    {
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        $ascension = $this->talentCollection->findSecretKnowledge()?->getAscension();
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        if ($ascension === null) {
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            return new Etherum(2);
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        }
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        try {
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            $nextAscensionEtherum = $ascension->increment()->getRequiredEtherum();
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        } catch (IntegerValueException $exception) {
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            // entity has 8th ascension
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            $nextAscensionEtherum = new Etherum($ascension->getRequiredEtherum()->get() * 2);
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        }
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        // etherum required by next ascension + 0.5 x etherum required by next ascension
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        return $nextAscensionEtherum->increaseBy(
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            new Etherum((int) ($nextAscensionEtherum->get() * 0.5)),
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        );
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    }
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}
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