Conditions | 1 |
Paths | 1 |
Total Lines | 92 |
Lines | 0 |
Ratio | 0 % |
Changes | 1 | ||
Bugs | 0 | Features | 0 |
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
1 | /** |
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19 | function(state, format, visibility, upgrade, data, util) { |
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20 | let ct = this; |
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21 | ct.state = state; |
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22 | ct.data = data; |
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23 | ct.util = util; |
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24 | ct.format = format; |
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25 | ct.cache = { |
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26 | breakdown: {} |
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27 | }; |
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28 | |||
29 | ct.update = function(player) { |
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30 | refresh(player); |
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31 | }; |
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32 | |||
33 | /* Refreshes the values in the cache */ |
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34 | function refresh(player) { |
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35 | ct.cache.breakdown = {}; |
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36 | for (let element in data.elements) { |
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37 | let exotic = data.elements[element].exotic; |
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38 | if (player.resources[exotic] === null || !player.statistics.dark_run[exotic]) { |
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39 | continue; |
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40 | } |
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41 | let number = player.statistics.dark_run[exotic]; |
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42 | let darkProduction = util.prestigeProduction(number, data.constants.DARK_START, data.constants.DARK_STEP); |
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43 | ct.cache.breakdown[exotic] = Math.round(Math.max(0, darkProduction)); |
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44 | } |
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45 | } |
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46 | |||
47 | ct.darkProduction = function() { |
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48 | let production = 0; |
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49 | for (let resource in ct.cache.breakdown) { |
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50 | production += ct.cache.breakdown[resource]; |
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51 | } |
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52 | |||
53 | return production; |
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54 | }; |
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55 | |||
56 | ct.darkPrestige = function(player) { |
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57 | let production = ct.darkProduction(); |
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58 | |||
59 | util.addResource(player, 'all_time', 'dark_matter', production, state); |
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60 | |||
61 | for (let key in data.elements) { |
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62 | let element = data.elements[key]; |
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63 | if(player.resources[element.exotic] !== null){ |
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64 | player.resources[element.exotic] = 0; |
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65 | } |
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66 | if (!player.exotic_upgrades[key]) { |
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67 | continue; |
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68 | } |
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69 | for (let up in data.exotic_upgrades) { |
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70 | player.exotic_upgrades[key][up] = false; |
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71 | } |
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72 | } |
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73 | for (let slot of player.element_slots) { |
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74 | if (!slot) { |
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75 | continue; |
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76 | } |
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77 | upgrade.resetElement(player, slot.element); |
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78 | } |
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79 | |||
80 | for (let i in player.element_slots) { |
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81 | player.element_slots[i] = null; |
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82 | } |
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83 | player.statistics.exotic_run = {}; |
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84 | player.statistics.dark_run = {}; |
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85 | }; |
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86 | |||
87 | ct.buyDarkUpgrade = function(name, player) { |
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88 | let upgrades = player.dark_upgrades; |
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89 | let price = data.dark_upgrades[name].price; |
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90 | let currency = 'dark_matter'; |
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91 | upgrade.buyUpgrade(player, |
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92 | upgrades, |
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93 | data.dark_upgrades[name], |
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94 | name, |
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95 | price, |
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96 | currency); |
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97 | }; |
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98 | |||
99 | ct.visibleDarkUpgrades = function(player) { |
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100 | return visibility.visible(data.dark_upgrades, isDarkUpgradeVisible, 0, null, player); |
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101 | }; |
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102 | |||
103 | // here we receive not the name of the element, but the index in the element_slots |
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104 | function isDarkUpgradeVisible(name, index, player) { |
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105 | return visibility.isUpgradeVisible(name, index, data.dark_upgrades[name], player); |
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106 | } |
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107 | |||
108 | state.registerUpdate('dark', ct.update); |
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109 | refresh(state.player); |
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110 | } |
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111 | ]); |
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112 |