Conditions | 1 |
Paths | 1 |
Total Lines | 76 |
Lines | 0 |
Ratio | 0 % |
Changes | 6 | ||
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 elements($timeout, state, data, util) { |
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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.outcome = {}; |
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22 | ct.keys = Object.keys; |
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23 | ct.buyAmount = [1, 10, 25, 100, 1000]; |
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24 | |||
25 | ct.getChance = function(element, player) { |
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26 | let bonus = 1; |
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27 | for(let resource of data.elements[element].includes){ |
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28 | let allTime = player.statistics.all_time[resource]; |
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29 | if(allTime){ |
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30 | bonus *= allTime*data.constants.ELEMENT_CHANCE_BONUS+1; |
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31 | } |
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32 | } |
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33 | |||
34 | let singleChance = data.elements[element].abundance*bonus; |
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35 | let chance = 1 - Math.pow(Math.max(0, 1-singleChance), |
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36 | Math.min(player.resources.dark_matter.number, ct.buyAmount[player.options.elementBuyIndex])); |
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37 | |||
38 | return Math.min(1, chance); |
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39 | }; |
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40 | |||
41 | ct.buyElement = function (element, player) { |
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42 | if (player.elements[element]) { |
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43 | return; |
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44 | } |
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45 | if(Math.random() < ct.getChance(element, player)){ |
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46 | player.elements[element] = true; |
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47 | player.exotic_upgrades[element] = {}; |
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48 | for(let up in data.exotic_upgrades){ |
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49 | player.exotic_upgrades[element][up] = false; |
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50 | } |
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51 | player.elements_unlocked++; |
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52 | ct.outcome[element] = 'Success'; |
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53 | }else{ |
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54 | ct.outcome[element] = 'Fail'; |
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55 | } |
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56 | player.resources.dark_matter.number -= Math.min(player.resources.dark_matter.number, ct.buyAmount[player.options.elementBuyIndex]); |
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57 | |||
58 | util.delayedExec(performance.now(),performance.now(), 1000, () => ct.clearMessage(element)); |
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59 | }; |
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60 | |||
61 | ct.clearMessage = function (element) { |
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62 | ct.outcome[element] = ''; |
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63 | }; |
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64 | |||
65 | /* This function returns the class that determines on which |
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66 | colour an element card */ |
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67 | ct.elementClass = function (element, player) { |
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68 | if (player.elements[element]) { |
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69 | return 'element_purchased'; |
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70 | } |
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71 | if (isElementAvailable(element, player)) { |
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72 | return 'element_available'; |
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73 | } |
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74 | return 'element_unavailable'; |
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75 | }; |
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76 | |||
77 | function isElementAvailable(element, player) { |
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78 | for(let resource of data.elements[element].includes){ |
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79 | if(player.resources[resource].unlocked){ |
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80 | return true; |
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81 | } |
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82 | } |
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83 | return false; |
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84 | } |
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85 | |||
86 | /* This function returns the class that determines the secondary |
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87 | colour of an element card */ |
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88 | ct.elementSecondaryClass = function (element, player) { |
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89 | return ct.elementClass(element, player) + '_dark'; |
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90 | }; |
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91 | } |
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92 |
This checks looks for references to variables that have not been declared. This is most likey a typographical error or a variable has been renamed.
To learn more about declaring variables in Javascript, see the MDN.