Conditions | 1 |
Paths | 1 |
Total Lines | 118 |
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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16 | function (state, data, visibility, util, format, reactionService, upgradeService) { |
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17 | let ct = this; |
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18 | ct.state = state; |
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19 | ct.data = data; |
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20 | ct.util = util; |
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21 | ct.format = format; |
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22 | ct.upgradeService = upgradeService; |
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23 | ct.adjustAmount = [1, 10, 25, 100]; |
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24 | |||
25 | function update(player) { |
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26 | for(let slot of player.element_slots){ |
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27 | if(!slot){ |
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28 | continue; |
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29 | } |
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30 | for (let reaction of slot.reactions) { |
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31 | if (!reaction.active) { |
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32 | continue; |
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33 | } |
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34 | state.reactions.push({number: numberToReact(player, reaction.reaction), reaction: reaction.reaction}); |
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35 | } |
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36 | } |
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37 | } |
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38 | |||
39 | function numberToReact(player, reaction) { |
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40 | let power = util.calculateValue(data.global_upgrades.reaction_bandwidth.power.base, |
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41 | data.global_upgrades.reaction_bandwidth.power, |
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42 | player.global_upgrades_current.reaction_bandwidth); |
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43 | let number = power; |
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44 | for(let resource in reaction.reactants){ |
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45 | number = Math.min(number, player.resources[resource]); |
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46 | } |
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47 | return number; |
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48 | } |
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49 | |||
50 | ct.reactionSize = function (player) { |
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51 | let size = 0; |
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52 | for(let slot of player.element_slots){ |
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53 | if(!slot){ |
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54 | continue; |
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55 | } |
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56 | size += slot.reactions.length; |
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57 | } |
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58 | return size; |
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59 | }; |
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60 | |||
61 | /* Adds a new reaction to the player list */ |
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62 | ct.addReaction = function (player, slot, key) { |
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63 | if(ct.reactionSize(player) >= util.calculateValue(data.global_upgrades.reaction_slots.power.base, |
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64 | data.global_upgrades.reaction_slots.power, |
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65 | player.global_upgrades.reaction_slots)){ |
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66 | return; |
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67 | } |
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68 | let reaction = data.reactions[key]; |
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69 | slot.reactions.push({ |
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70 | active: false, |
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71 | reaction: angular.copy(reaction) |
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72 | }); |
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73 | }; |
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74 | |||
75 | ct.removeReaction = function (slot, item) { |
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76 | for(let i = 0; i < slot.reactions.length; i++){ |
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77 | if(slot.reactions[i] === item){ |
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78 | slot.reactions.splice(i, 1); |
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79 | } |
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80 | } |
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81 | }; |
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82 | |||
83 | ct.checkAll = function(slot){ |
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84 | for(let reaction of slot.reactions){ |
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85 | reaction.active = slot.active; |
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86 | } |
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87 | } |
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88 | |||
89 | ct.visibleReactions = function(slot) { |
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90 | return slot.reactions; |
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91 | }; |
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92 | |||
93 | ct.availableReactions = function(slot, player) { |
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94 | return visibility.visible(data.reactions, isReactionAvailable, slot.element, null, player); |
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95 | }; |
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96 | |||
97 | function isReactionAvailable(entry, currentElement, player) { |
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98 | let available = true; |
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99 | let reaction = data.reactions[entry]; |
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100 | for(let resource in reaction.reactant){ |
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101 | available = available && player.resources[resource] !== null; |
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102 | } |
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103 | // Workaround to reuse the visibility function. It expects an object with the |
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104 | // reaction inside |
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105 | let reactionObject = {reaction:reaction}; |
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106 | return available && isReactionVisible(reactionObject, currentElement); |
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107 | } |
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108 | |||
109 | function isReactionVisible(entry, currentElement) { |
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110 | let reaction = entry.reaction; |
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111 | if(reaction.elements.length === 0){ |
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112 | return true; |
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113 | } |
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114 | for(let element of reaction.elements){ |
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115 | if(element === currentElement){ |
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116 | return true; |
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117 | } |
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118 | } |
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119 | return false; |
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120 | } |
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121 | |||
122 | ct.adjustLevel = function(player, upgrade, amount){ |
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123 | player.global_upgrades_current[upgrade] += amount; |
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124 | // We cap it between 1 and the current max level |
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125 | player.global_upgrades_current[upgrade] = Math.max(1, Math.min(player.global_upgrades_current[upgrade], player.global_upgrades[upgrade])); |
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126 | }; |
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127 | |||
128 | ct.visibleUpgrades = function() { |
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129 | return visibility.visible(data.global_upgrades, upgradeService.filterByTag('reactions')); |
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130 | }; |
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131 | |||
132 | state.registerUpdate('reactions', update); |
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133 | }]); |
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134 |