Conditions | 1 |
Paths | 1 |
Total Lines | 202 |
Lines | 0 |
Ratio | 0 % |
Changes | 3 | ||
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 | /** |
||
16 | function (state, visibility, data, util, reaction, upgrade) { |
||
17 | let ct = this; |
||
18 | ct.state = state; |
||
19 | ct.data = data; |
||
20 | ct.util = util; |
||
21 | ct.buyAmount = [1, 10, 25, 100, 'max']; |
||
22 | |||
23 | /* Proceses the decay of radiactive isotopes. It uses a random draw based on the |
||
24 | half life to decide how many atoms decay, and then spreads them over different |
||
25 | decay forms proportionally. */ |
||
26 | function processDecay(player) { |
||
27 | // for each radiactive isotope |
||
28 | for (let i = 0; i < data.radioisotopes.length; i++) { |
||
29 | let resource = data.radioisotopes[i]; |
||
30 | if (player.resources[resource] !== null) { |
||
31 | let number = player.resources[resource]; |
||
32 | let decay = data.resources[resource].decay; |
||
33 | let halfLife = decay.half_life; |
||
34 | let decayRate = Math.log(2)/halfLife; |
||
35 | let totalProduction = number * decayRate; |
||
36 | let remaining = Math.floor(totalProduction); |
||
37 | // and decay products |
||
38 | let highestRatio; |
||
39 | for (let key in decay.decay_types) { |
||
40 | let type = decay.decay_types[key]; |
||
41 | if(!highestRatio || highestRatio.ratio < type.ratio){ |
||
42 | highestRatio = type; |
||
43 | } |
||
44 | let production = totalProduction * type.ratio; |
||
45 | // if production is less than one, do a random draw |
||
46 | if(production < 1){ |
||
47 | let draw = Math.random(); |
||
48 | if(draw < production){ |
||
49 | production = 1; |
||
50 | } |
||
51 | } |
||
52 | production = Math.floor(production); |
||
53 | |||
54 | // FIXME: this is a hack to fix decay not working if the number of |
||
55 | // neutrons is lower than the decay amount. Fixing starvation |
||
56 | // should fix this one as well |
||
57 | if (type.reaction.reactant && type.reaction.reactant.n) { |
||
58 | production = Math.min(production, player.resources.n); |
||
59 | } |
||
60 | state.reactions.push({number: production, reaction:type.reaction}); |
||
61 | remaining -= production; |
||
62 | } |
||
63 | state.reactions.push({number: remaining, reaction: highestRatio.reaction}); |
||
|
|||
64 | } |
||
65 | } |
||
66 | } |
||
67 | |||
68 | /* Proceses the generation for each element. It generates isotopes with a random |
||
69 | draw proportionally to their probability. */ |
||
70 | function processGenerators(player) { |
||
71 | // we will simulate the production of isotopes proportional to their ratio |
||
72 | for (let slot of player.element_slots) { |
||
73 | if(!slot){ |
||
74 | continue; |
||
75 | } |
||
76 | let totalProduction = ct.elementProduction(player, slot); |
||
77 | let remaining = totalProduction; |
||
78 | // for each isotope |
||
79 | for (let key in data.elements[slot.element].isotopes) { |
||
80 | let isotope = data.elements[slot.element].isotopes[key]; |
||
81 | // we calculate the production proportion |
||
82 | let production = isotope.ratio * totalProduction; |
||
83 | // if production is less than one, do a random draw |
||
84 | if(production < 1){ |
||
85 | let draw = Math.random(); |
||
86 | if(draw < production){ |
||
87 | production = 1; |
||
88 | } |
||
89 | } |
||
90 | |||
91 | production = Math.floor(production); |
||
92 | |||
93 | // assign the player the produced isotope |
||
94 | util.addResource(player, [slot.element], key, production, state); |
||
95 | |||
96 | // keep track of the remaining production |
||
97 | remaining -= production; |
||
98 | } |
||
99 | // if there is remaining production, we assign it to the main isotope |
||
100 | let main = data.elements[slot.element].main; |
||
101 | // we don't want negative remaining |
||
102 | remaining = Math.max(0, remaining); |
||
103 | util.addResource(player, [slot.element], main, remaining, state); |
||
104 | } |
||
105 | } |
||
106 | |||
107 | function update(player) { |
||
108 | processDecay(player); |
||
109 | processGenerators(player); |
||
110 | } |
||
111 | |||
112 | function generatorPrice(name, level) { |
||
113 | return data.generators[name].price * Math.pow(data.generators[name].price_exp, level); |
||
114 | } |
||
115 | |||
116 | ct.maxCanBuy = function (player, name, slot) { |
||
117 | let level = slot.generators[name]; |
||
118 | let i = 0; |
||
119 | let currency = data.elements[slot.element].main; |
||
120 | let price = generatorPrice(name, level); |
||
121 | // we need a loop since we use the ceil operator |
||
122 | while (player.resources[currency] >= price) { |
||
123 | i++; |
||
124 | price += generatorPrice(name, level + i); |
||
125 | } |
||
126 | return i; |
||
127 | }; |
||
128 | |||
129 | ct.generatorTotalPrice = function (player, name, slot, number) { |
||
130 | if (number === 'max') { |
||
131 | number = ct.maxCanBuy(player, name, slot); |
||
132 | } |
||
133 | number = Math.max(number, 1); |
||
134 | |||
135 | let level = slot.generators[name]; |
||
136 | let totalPrice = 0; |
||
137 | for (let i = 0; i < number; i++) { |
||
138 | let price = generatorPrice(name, level + i); |
||
139 | totalPrice += Math.ceil(price); |
||
140 | } |
||
141 | return totalPrice; |
||
142 | }; |
||
143 | |||
144 | ct.buyGenerators = function (player, name, slot, number) { |
||
145 | if (number === 'max') { |
||
146 | number = ct.maxCanBuy(player, name, slot); |
||
147 | } |
||
148 | let price = this.generatorTotalPrice(player, name, slot, number); |
||
149 | let currency = data.elements[slot.element].main; |
||
150 | if (ct.canBuy(player, slot, price)) { |
||
151 | player.resources[currency] -= price; |
||
152 | slot.generators[name] += number; |
||
153 | } |
||
154 | }; |
||
155 | |||
156 | ct.canBuy = function (player, slot, price) { |
||
157 | let currency = data.elements[slot.element].main; |
||
158 | if (price > player.resources[currency]) { |
||
159 | return false; |
||
160 | } |
||
161 | return true; |
||
162 | }; |
||
163 | |||
164 | ct.generatorProduction = function (player, name, slot) { |
||
165 | let baseProduction = data.generators[name].power; |
||
166 | return upgradedProduction(player, baseProduction, name, slot); |
||
167 | }; |
||
168 | |||
169 | ct.tierProduction = function (player, name, slot) { |
||
170 | let baseProduction = data.generators[name].power * |
||
171 | slot.generators[name]; |
||
172 | return upgradedProduction(player, baseProduction, name, slot); |
||
173 | }; |
||
174 | |||
175 | /* Upgraded production includes upgrades, exotic matter and dark matter. */ |
||
176 | function upgradedProduction(player, production, name, slot) { |
||
177 | let args = { |
||
178 | production: production, |
||
179 | slot: slot |
||
180 | }; |
||
181 | |||
182 | upgrade.executeAll(data.upgrades, slot.upgrades, [name, 'production'], args); |
||
183 | |||
184 | // extract back the value from applying the upgrades |
||
185 | let newProduction = args.production; |
||
186 | |||
187 | let exotic = data.elements[slot.element].exotic; |
||
188 | newProduction *= (1 + player.resources[exotic] * data.constants.EXOTIC_POWER) * |
||
189 | (1 + player.resources.dark_matter * data.constants.DARK_POWER); |
||
190 | return Math.floor(newProduction); |
||
191 | } |
||
192 | |||
193 | ct.elementProduction = function (player, slot) { |
||
194 | let total = 0; |
||
195 | for (let tier in data.generators) { |
||
196 | total += ct.tierProduction(player, tier, slot); |
||
197 | } |
||
198 | return total; |
||
199 | }; |
||
200 | |||
201 | ct.visibleGenerators = function (slot) { |
||
202 | return visibility.visible(data.generators, isGeneratorVisible, slot); |
||
203 | }; |
||
204 | |||
205 | function isGeneratorVisible(name, slot) { |
||
206 | let generator = data.generators[name]; |
||
207 | for (let dep of generator.deps) { |
||
208 | if (slot.generators[dep] === 0) { |
||
209 | return false; |
||
210 | } |
||
211 | } |
||
212 | |||
213 | return true; |
||
214 | } |
||
215 | |||
216 | state.registerUpdate('generators', update); |
||
217 | } |
||
218 | ]); |
||
219 |