| Conditions | 1 | 
| Paths | 1 | 
| Total Lines | 105 | 
| 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 | /** | ||
| 16 | function (state, data, visibility, util, format, reactionService) { | ||
| 17 | let ct = this; | ||
| 18 | ct.state = state; | ||
| 19 | ct.data = data; | ||
| 20 | ct.util = util; | ||
| 21 | ct.format = format; | ||
| 22 | |||
| 23 |   function update(player) { | ||
| 24 |     for (let reaction of player.reactions) { | ||
| 25 |       if (!reaction.active) { | ||
| 26 | continue; | ||
| 27 | } | ||
| 28 | reactionService.react(numberToReact(player, reaction.reaction), reaction.reaction, player); | ||
| 29 | } | ||
| 30 | } | ||
| 31 | |||
| 32 |   function numberToReact(player, reaction) { | ||
| 33 | let power = ct.reactionPower(player); | ||
| 34 | let number = power; | ||
| 35 |     for(let resource in reaction.reactants){ | ||
| 36 | number = Math.min(number, player.resources[resource].number); | ||
| 37 | } | ||
| 38 | return number; | ||
| 39 | } | ||
| 40 | |||
| 41 | /* Calculates the redox power based on the redox upgrades */ | ||
| 42 |   ct.reactionPower = function(player) { | ||
| 43 | let level = player.global_upgrades.reaction_bandwidth; | ||
| 44 | let upgrade = data.global_upgrades.reaction_bandwidth; | ||
| 45 | let basePower = upgrade.power; | ||
| 46 | let polynomial = upgrade.power_poly; | ||
| 47 | return basePower * Math.floor(Math.pow(level, polynomial)); | ||
| 48 | }; | ||
| 49 | |||
| 50 | /* Calculates the number of redox slots based on the redox upgrades */ | ||
| 51 |   ct.reactionSlots = function (player) { | ||
| 52 | let level = player.global_upgrades.reaction_slots; | ||
| 53 | let upgrade = data.global_upgrades.reaction_slots; | ||
| 54 | let basePower = upgrade.power; | ||
| 55 | let multiplier = upgrade.power_mult; | ||
| 56 | return basePower * Math.floor(multiplier * level); | ||
| 57 | }; | ||
| 58 | |||
| 59 |   ct.reactionSize = function (player) { | ||
| 60 | return player.reactions.length; | ||
| 61 | }; | ||
| 62 | |||
| 63 | /* Adds a new reaction to the player list */ | ||
| 64 |   ct.addReaction = function (player, key) { | ||
| 65 |     if(ct.reactionSize(player) >= ct.reactionSlots(player)){ | ||
| 66 | return; | ||
| 67 | } | ||
| 68 | let reaction = data.reactions[key]; | ||
| 69 |     player.reactions.push({ | ||
| 70 | active: false, | ||
| 71 | reaction: angular.copy(reaction) | ||
| 72 | }); | ||
| 73 | }; | ||
| 74 | |||
| 75 |   ct.removeReaction = function (player, item) { | ||
| 76 |     for(let i = 0; i < player.reactions.length; i++){ | ||
| 77 |       if(player.reactions[i] === item){ | ||
| 78 | player.reactions.splice(i, 1); | ||
| 79 | } | ||
| 80 | } | ||
| 81 | }; | ||
| 82 | |||
| 83 |   ct.visibleReactions = function(currentElement) { | ||
| 84 | return visibility.visible(state.player.reactions, isReactionVisible, currentElement); | ||
| 85 | }; | ||
| 86 | |||
| 87 |   function isReactionVisible(entry, currentElement) { | ||
| 88 | let reaction = entry.reaction; | ||
| 89 |     for(let resource in reaction.reactant){ | ||
| 90 | let elements = data.resources[resource].elements; | ||
| 91 |       if(Object.keys(elements).length === 0 && currentElement === ''){ | ||
| 92 | return true; | ||
| 93 | } | ||
| 94 |       for(let element in elements){ | ||
| 95 |         if(element === currentElement){ | ||
| 96 | return true; | ||
| 97 | } | ||
| 98 | } | ||
| 99 | } | ||
| 100 | return false; | ||
| 101 | } | ||
| 102 | |||
| 103 |   ct.availableReactions = function(currentElement) { | ||
| 104 | return visibility.visible(data.reactions, isReactionAvailable, currentElement); | ||
| 105 | }; | ||
| 106 | |||
| 107 |   function isReactionAvailable(entry, currentElement) { | ||
| 108 | let available = true; | ||
| 109 | let reaction = data.reactions[entry]; | ||
| 110 |     for(let resource in reaction.reactant){ | ||
| 111 | available = available && state.player.resources[resource].unlocked; | ||
| 112 | } | ||
| 113 | // Workaround to reuse the visibility function. It expects an object with the | ||
| 114 | // reaction inside | ||
| 115 |     let reactionObject = {reaction:reaction}; | ||
| 116 | return available && isReactionVisible(reactionObject, currentElement); | ||
| 117 | } | ||
| 118 | |||
| 119 |   state.registerUpdate('reactions', update); | ||
| 120 | }]); | ||
| 121 |