| Conditions | 1 |
| Paths | 1 |
| Total Lines | 199 |
| 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, visibility, data, util, reaction) { |
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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 | let buyAmount = [1,10,25,100,'max']; |
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| 21 | |||
| 22 | /* Proceses the decay of radiactive isotopes. It uses a random draw based on the |
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| 23 | half life to decide how many atoms decay, and then spreads them over different |
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| 24 | decay forms proportionally. */ |
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| 25 | function processDecay(player) { |
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| 26 | // for each radiactive isotope |
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| 27 | for (let i = 0; i < data.radioisotopes.length; i++) { |
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| 28 | let resource = data.radioisotopes[i]; |
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| 29 | if (player.resources[resource].unlocked) { |
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| 30 | let number = player.resources[resource].number; |
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| 31 | let halfLife = data.resources[resource].decay.half_life; |
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| 32 | let production = util.randomDraw(number, Math.log(2) / halfLife); |
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| 33 | |||
| 34 | if (production === 0) { |
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| 35 | continue; |
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| 36 | } |
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| 37 | |||
| 38 | // we decrease the number of radioactive element |
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| 39 | //player.resources[resource].number -= production; |
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| 40 | |||
| 41 | // and decay products |
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| 42 | let type; |
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| 43 | for (type of Object.values(data.resources[resource].decay.decay_types)) { |
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| 44 | let decayNumber = Math.floor(production * type.ratio); |
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| 45 | production -= decayNumber; |
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| 46 | reaction.react(decayNumber, type.reaction, player); |
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| 47 | } |
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| 48 | reaction.react(production, type.reaction, player); |
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| 49 | } |
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| 50 | } |
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| 51 | } |
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| 52 | |||
| 53 | /* Proceses the generation for each element. It generates isotopes with a random |
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| 54 | draw proportionally to their probability. */ |
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| 55 | function processGenerators(player) { |
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| 56 | // we will simulate the production of isotopes proportional to their ratio |
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| 57 | for (let element in player.elements) { |
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| 58 | if (player.elements[element].unlocked === false) { |
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| 59 | continue; |
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| 60 | } |
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| 61 | // prepare an array with the isotopes |
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| 62 | let isotopes = Object.keys(data.elements[element].isotopes); |
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| 63 | let remaining = ct.elementProduction(player, element); |
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| 64 | // we will create a random draw recalculate the mean and std |
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| 65 | for (let i = 0; i < isotopes.length - 1; i++) { |
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| 66 | // first we need to adjust the ratio for the remaining isotopes |
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| 67 | let remainingRatioSum = 0; |
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| 68 | for (let j = i; j < isotopes.length; j++) { |
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| 69 | remainingRatioSum += data.resources[isotopes[j]].ratio; |
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| 70 | } |
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| 71 | |||
| 72 | // we calculate the production with a random draw |
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| 73 | let p = data.resources[isotopes[i]].ratio / remainingRatioSum; |
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| 74 | let production = util.randomDraw(remaining, p); |
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| 75 | |||
| 76 | if (production > 0) { |
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| 77 | // assign the player the produced isotope |
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| 78 | player.resources[isotopes[i]].number += production; |
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| 79 | if (!player.resources[isotopes[i]].unlocked) { |
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| 80 | player.resources[isotopes[i]].unlocked = true; |
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| 81 | state.addNew(isotopes[i]); |
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| 82 | } |
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| 83 | } |
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| 84 | remaining -= production; |
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| 85 | } |
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| 86 | // the last isotope is just the remaining production that hasn't been consumed |
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| 87 | if (remaining > 0) { |
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| 88 | let last = isotopes[isotopes.length - 1]; |
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| 89 | player.resources[last].number += remaining; |
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| 90 | if (!player.resources[last].unlocked) { |
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| 91 | player.resources[last].unlocked = true; |
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| 92 | state.addNew(last); |
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| 93 | } |
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| 94 | } |
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| 95 | } |
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| 96 | } |
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| 97 | |||
| 98 | function update(player) { |
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| 99 | processDecay(player); |
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| 100 | processGenerators(player); |
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| 101 | } |
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| 102 | |||
| 103 | function generatorPrice (name, level) { |
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| 104 | return data.generators[name].price * Math.pow(data.constants.GENERATOR_PRICE_INCREASE, level); |
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| 105 | } |
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| 106 | |||
| 107 | ct.maxCanBuy = function (player, name, element){ |
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| 108 | let level = player.elements[element].generators[name]; |
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| 109 | let i = 0; |
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| 110 | let currency = data.elements[element].main; |
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| 111 | let price = generatorPrice(name, level); |
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| 112 | // we need a loop since we use the ceil operator |
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| 113 | while (player.resources[currency].number >= price) { |
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| 114 | i++; |
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| 115 | price += generatorPrice(name, level + i); |
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| 116 | } |
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| 117 | return i; |
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| 118 | }; |
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| 119 | |||
| 120 | ct.generatorTotalPrice = function(player, name, element, number) { |
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| 121 | if(number === 'max'){ |
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| 122 | number = ct.maxCanBuy(player, name, element); |
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| 123 | } |
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| 124 | let level = player.elements[element].generators[name]; |
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| 125 | let totalPrice = 0; |
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| 126 | for(let i = 0; i < number; i++){ |
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| 127 | let price = generatorPrice(name, level + i); |
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| 128 | totalPrice += Math.ceil(price); |
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| 129 | } |
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| 130 | return totalPrice; |
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| 131 | }; |
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| 132 | |||
| 133 | ct.buyGenerators = function(player, name, element, number) { |
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| 134 | if(number === 'max'){ |
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| 135 | number = ct.maxCanBuy(player, name, element); |
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| 136 | } |
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| 137 | let price = this.generatorTotalPrice(player, name, element, number); |
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| 138 | let currency = data.elements[element].main; |
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| 139 | if(ct.canBuy(player, element, price)){ |
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| 140 | player.resources[currency].number -= price; |
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| 141 | player.elements[element].generators[name]+= number; |
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| 142 | } |
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| 143 | }; |
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| 144 | |||
| 145 | ct.canBuy = function(player, element, price) { |
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| 146 | let currency = data.elements[element].main; |
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| 147 | if(price > player.resources[currency].number){ |
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| 148 | return false; |
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| 149 | } |
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| 150 | return true; |
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| 151 | }; |
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| 152 | |||
| 153 | ct.generatorProduction = function(player, name, element) { |
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| 154 | let baseProduction = data.generators[name].power; |
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| 155 | return upgradedProduction(player, baseProduction, name, element); |
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| 156 | }; |
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| 157 | |||
| 158 | ct.tierProduction = function(player, name, element) { |
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| 159 | let baseProduction = data.generators[name].power * |
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| 160 | player.elements[element].generators[name]; |
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| 161 | return upgradedProduction(player, baseProduction, name, element); |
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| 162 | }; |
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| 163 | |||
| 164 | /* Upgraded production includes upgrades, exotic matter and dark matter. */ |
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| 165 | function upgradedProduction(player, production, name, element) { |
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| 166 | for (let up in data.generators[name].upgrades) { |
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| 167 | if (player.elements[element].upgrades[data.generators[name].upgrades[up]]) { |
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| 168 | let power = data.upgrades[data.generators[name].upgrades[up]].power; |
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| 169 | production = upgradeApply(production, power); |
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| 170 | } |
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| 171 | } |
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| 172 | let exotic = data.elements[element].exotic; |
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| 173 | production *= (1 + player.resources[exotic].number * data.constants.EXOTIC_POWER) * |
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| 174 | (1 + player.resources.dark_matter.number * data.constants.DARK_POWER); |
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| 175 | return Math.floor(production); |
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| 176 | } |
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| 177 | |||
| 178 | function upgradeApply(resource, power) { |
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| 179 | return resource * power; |
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| 180 | } |
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| 181 | |||
| 182 | ct.elementProduction = function(player, element) { |
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| 183 | let total = 0; |
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| 184 | for (let tier in data.generators) { |
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| 185 | total += ct.tierProduction(player, tier, element); |
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| 186 | } |
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| 187 | return total; |
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| 188 | }; |
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| 189 | |||
| 190 | ct.visibleGenerators = function(currentElement) { |
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| 191 | return visibility.visible(data.generators, isGeneratorVisible, currentElement); |
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| 192 | }; |
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| 193 | |||
| 194 | function isGeneratorVisible(name, currentElement) { |
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| 195 | let generator = data.generators[name]; |
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| 196 | for (let dep of generator.deps) { |
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| 197 | if (state.player.elements[currentElement].generators[dep] === 0) { |
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| 198 | return false; |
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| 199 | } |
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| 200 | } |
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| 201 | |||
| 202 | return true; |
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| 203 | } |
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| 204 | |||
| 205 | ct.nextBuyAmount = function() { |
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| 206 | state.buyIndex = (state.buyIndex + 1) % buyAmount.length; |
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| 207 | }; |
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| 208 | |||
| 209 | ct.getbuyAmount = function() { |
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| 210 | return buyAmount[state.buyIndex]; |
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| 211 | }; |
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| 212 | |||
| 213 | state.registerUpdate('matter', update); |
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| 214 | }]); |
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| 215 |