| Conditions | 1 |
| Paths | 1 |
| Total Lines | 61 |
| 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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| 18 | function dark(state, format, visibility, upgrade, data, util) { |
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| 19 | let ct = this; |
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| 20 | ct.state = state; |
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| 21 | ct.data = data; |
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| 22 | ct.util = util; |
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| 23 | ct.format = format; |
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| 24 | |||
| 25 | ct.darkProduction = function() { |
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| 26 | let production = 0; |
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| 27 | for (let element in data.elements) { |
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| 28 | let exotic = data.elements[element].exotic; |
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| 29 | if (!state.player.resources[exotic].unlocked) { |
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| 30 | continue; |
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| 31 | } |
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| 32 | production += Math.floor(Math.max(0, Math.log(state.player.resources[exotic].number))); |
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| 33 | } |
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| 34 | |||
| 35 | return production; |
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| 36 | }; |
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| 37 | |||
| 38 | ct.darkPrestige = function() { |
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| 39 | let resources = state.player.resources; |
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| 40 | let production = ct.darkProduction(); |
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| 41 | |||
| 42 | resources.dark_matter.number += production; |
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| 43 | resources.dark_matter.unlocked = true; |
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| 44 | |||
| 45 | for(let key in data.elements){ |
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| 46 | // FIXME this is only necessary until all elements are implemented |
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| 47 | if(!state.player.elements[key]){ |
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| 48 | continue; |
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| 49 | } |
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| 50 | let element = data.elements[key]; |
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| 51 | state.player.resources[element.exotic].number = 0; |
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| 52 | let exoticUpgrades = state.player.elements[key].exotic_upgrades; |
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| 53 | for (let up in exoticUpgrades) { |
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| 54 | exoticUpgrades[up] = false; |
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| 55 | } |
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| 56 | upgrade.resetElement(state.player, key); |
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| 57 | } |
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| 58 | }; |
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| 59 | |||
| 60 | ct.buyDarkUpgrade = function(name) { |
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| 61 | let upgrades = state.player.dark_upgrades; |
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| 62 | let price = data.dark_upgrades[name].price; |
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| 63 | let currency = 'dark_matter'; |
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| 64 | upgrade.buyUpgrade(state.player, |
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| 65 | upgrades, |
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| 66 | name, |
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| 67 | price, |
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| 68 | currency); |
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| 69 | }; |
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| 70 | |||
| 71 | ct.visibleDarkUpgrades = function(currentElement) { |
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| 72 | return visibility.visible(data.dark_upgrades, isDarkUpgradeVisible, currentElement); |
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| 73 | }; |
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| 74 | |||
| 75 | function isDarkUpgradeVisible(name, currentElement) { |
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| 76 | return visibility.isUpgradeVisible(name, currentElement, data.dark_upgrades[name]); |
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| 77 | } |
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| 78 | } |
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| 79 |