| Conditions | 1 |
| Paths | 2 |
| Total Lines | 137 |
| 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 | 'use strict'; |
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| 10 | function (state, visibility, data, util) { |
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| 11 | let ct = this; |
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| 12 | ct.state = state; |
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| 13 | ct.visibility = visibility; |
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| 14 | ct.data = data; |
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| 15 | |||
| 16 | function processDecay(player) { |
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| 17 | for (let i = 0; i < data.radioisotopes.length; i++) { |
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| 18 | let resource = data.radioisotopes[i]; |
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| 19 | if (player.resources[resource].unlocked) { |
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| 20 | let number = player.resources[resource].number; |
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| 21 | let halfLife = data.resources[resource].decay.half_life; |
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| 22 | let production = util.randomDraw(number, Math.log(2) / halfLife); |
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| 23 | |||
| 24 | if (production === 0) { |
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| 25 | continue; |
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| 26 | } |
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| 27 | |||
| 28 | // we decrease the number of radioactive element |
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| 29 | player.resources[resource].number -= production; |
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| 30 | |||
| 31 | // and decay products |
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| 32 | for (let type of data.resources[resource].decay.decay_types) { |
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| 33 | for (let product of type.decay_product) { |
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| 34 | player.resources[product].number += Math.floor(product * production * type.ratio); |
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| 35 | if (!player.resources[product].unlocked) { |
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| 36 | player.resources[product].unlocked = true; |
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| 37 | visibility.addNew(product); |
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| 38 | } |
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| 39 | } |
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| 40 | } |
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| 41 | } |
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| 42 | } |
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| 43 | } |
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| 44 | |||
| 45 | function processGenerators(player) { |
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| 46 | // We will simulate the production of isotopes proportional to their ratio |
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| 47 | for (let element in player.elements) { |
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| 48 | if (player.elements[element].unlocked === false) { |
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| 49 | continue; |
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| 50 | } |
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| 51 | // Prepare an array with the isotopes |
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| 52 | let isotopes = Object.keys(data.elements[element].isotopes); |
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| 53 | let remaining = ct.elementProduction(element); |
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| 54 | // We will create a random draw recalculate the mean and std |
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| 55 | for (let i = 0; i < isotopes.length - 1; i++) { |
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| 56 | // First we need to adjust the ratio for the remaining isotopes |
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| 57 | let remainingRatioSum = 0; |
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| 58 | for (let j = i; j < isotopes.length; j++) { |
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| 59 | remainingRatioSum += data.resources[isotopes[j]].ratio; |
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| 60 | } |
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| 61 | |||
| 62 | let p = data.resources[isotopes[i]].ratio / remainingRatioSum; |
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| 63 | let production = util.randomDraw(remaining, p); |
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| 64 | |||
| 65 | if (production > 0) { |
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| 66 | player.resources[isotopes[i]].number += production; |
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| 67 | if (!player.resources[isotopes[i]].unlocked) { |
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| 68 | player.resources[isotopes[i]].unlocked = true; |
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| 69 | visibility.addNew(isotopes[i]); |
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| 70 | } |
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| 71 | } |
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| 72 | remaining -= production; |
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| 73 | } |
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| 74 | // The last isotope is just the remaining production that hasn't been consumed |
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| 75 | if (remaining > 0) { |
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| 76 | let last = isotopes[isotopes.length - 1]; |
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| 77 | player.resources[last].number += remaining; |
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| 78 | if (!player.resources[last].unlocked) { |
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| 79 | player.resources[last].unlocked = true; |
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| 80 | visibility.addNew(last); |
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| 81 | } |
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| 82 | } |
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| 83 | } |
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| 84 | } |
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| 85 | |||
| 86 | function update(player) { |
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| 87 | processDecay(player); |
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| 88 | processGenerators(player); |
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| 89 | } |
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| 90 | |||
| 91 | ct.generatorPrice = function(name, element) { |
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| 92 | let level = state.player.elements[element].generators[name]; |
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| 93 | let price = data.generators[name].price * Math.pow(data.generators[name].priceIncrease, level); |
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| 94 | return Math.ceil(price); |
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| 95 | }; |
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| 96 | |||
| 97 | ct.buyGenerators = function(name, element, number) { |
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| 98 | let price = this.generatorPrice(name, element); |
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| 99 | let i = 0; |
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| 100 | // we need a loop since we use the ceil operator |
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| 101 | let currency = data.elements[element].main; |
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| 102 | while (i < number && state.player.resources[currency].number >= price) { |
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| 103 | state.player.resources[currency].number -= price; |
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| 104 | state.player.elements[element].generators[name]++; |
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| 105 | price = this.generatorPrice(name, element); |
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| 106 | i++; |
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| 107 | } |
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| 108 | }; |
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| 109 | |||
| 110 | ct.generatorProduction = function(name, element) { |
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| 111 | let baseProduction = data.generators[name].power; |
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| 112 | return upgradedProduction(baseProduction, name, element); |
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| 113 | }; |
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| 114 | |||
| 115 | ct.tierProduction = function(name, element) { |
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| 116 | let baseProduction = data.generators[name].power * |
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| 117 | state.player.elements[element].generators[name]; |
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| 118 | return upgradedProduction(baseProduction, name, element); |
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| 119 | }; |
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| 120 | |||
| 121 | function upgradedProduction(production, name, element) { |
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| 122 | for (let up in data.generators[name].upgrades) { |
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| 123 | if (state.player.elements[element].upgrades[data.generators[name].upgrades[up]]) { |
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| 124 | let power = data.upgrades[data.generators[name].upgrades[up]].power; |
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| 125 | production = upgradeApply(production, power); |
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| 126 | } |
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| 127 | } |
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| 128 | let exotic = data.elements[element].exotic; |
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| 129 | production += production * state.player.resources[exotic].number * data.constants.EXOTIC_POWER; |
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| 130 | return Math.floor(production); |
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| 131 | } |
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| 132 | |||
| 133 | function upgradeApply(resource, power) { |
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| 134 | return resource * power; |
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| 135 | } |
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| 136 | |||
| 137 | ct.elementProduction = function(element) { |
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| 138 | let total = 0; |
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| 139 | for (let tier in data.generators) { |
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| 140 | total += ct.tierProduction(tier, element); |
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| 141 | } |
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| 142 | return total; |
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| 143 | }; |
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| 144 | |||
| 145 | state.registerUpdate('matter', update); |
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| 146 | }]); |
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| 147 |