| 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.