| Conditions | 1 |
| Paths | 2 |
| Total Lines | 87 |
| Lines | 0 |
| Ratio | 0 % |
| Changes | 2 | ||
| 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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| 15 | function nova(state, visibility, upgrade, data) { |
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| 16 | let ct = this; |
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| 17 | ct.state = state; |
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| 18 | ct.data = data; |
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| 19 | |||
| 20 | // tries to buy all the upgrades it can, starting from the cheapest |
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| 21 | ct.buyAll = function (element) { |
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| 22 | let currency = data.elements[element].main; |
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| 23 | let cheapest; |
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| 24 | let cheapestPrice; |
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| 25 | do{ |
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| 26 | cheapest = null; |
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| 27 | cheapestPrice = Infinity; |
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| 28 | for(let up of ct.visibleUpgrades(element, data.upgrades)){ |
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| 29 | let price = data.upgrades[up].price; |
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| 30 | if(!state.player.elements[element].upgrades[up] && |
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| 31 | price <= state.player.resources[currency].number){ |
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| 32 | if(price < cheapestPrice){ |
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| 33 | cheapest = up; |
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| 34 | cheapestPrice = price; |
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| 35 | } |
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| 36 | } |
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| 37 | } |
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| 38 | if(cheapest){ |
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| 39 | let upgrades = state.player.elements[element].upgrades; |
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| 40 | upgrade.buyUpgrade(state.player, |
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| 41 | upgrades, |
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| 42 | cheapest, |
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| 43 | cheapestPrice, |
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| 44 | currency); |
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| 45 | } |
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| 46 | }while(cheapest); |
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| 47 | }; |
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| 48 | |||
| 49 | ct.buyUpgrade = function (name, element) { |
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| 50 | let upgrades = state.player.elements[element].upgrades; |
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| 51 | let price = data.upgrades[name].price; |
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| 52 | let currency = data.elements[element].main; |
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| 53 | upgrade.buyUpgrade(state.player, |
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| 54 | upgrades, |
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| 55 | name, |
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| 56 | price, |
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| 57 | currency); |
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| 58 | }; |
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| 59 | |||
| 60 | /* Global upgrades are non-resource specific, repeatable upgrades */ |
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| 61 | ct.buyGlobalUpgrade = function (name) { |
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| 62 | if (!ct.canBuyGlobalUpgrade(name)) { |
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| 63 | return; |
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| 64 | } |
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| 65 | |||
| 66 | let up = data.global_upgrades[name]; |
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| 67 | for (let currency in up.price) { |
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| 68 | let value = up.price[currency] * ct.priceMultiplier(name); |
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| 69 | state.player.resources[currency].number -= value; |
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| 70 | } |
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| 71 | |||
| 72 | state.player.global_upgrades[name]++; |
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| 73 | }; |
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| 74 | |||
| 75 | ct.canBuyGlobalUpgrade = function (name) { |
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| 76 | let up = data.global_upgrades[name]; |
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| 77 | for (let currency in up.price) { |
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| 78 | let value = up.price[currency] * ct.priceMultiplier(name); |
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| 79 | if (state.player.resources[currency].number < value) { |
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| 80 | return false; |
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| 81 | } |
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| 82 | } |
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| 83 | |||
| 84 | return true; |
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| 85 | }; |
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| 86 | |||
| 87 | ct.priceMultiplier = function (name) { |
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| 88 | let level = state.player.global_upgrades[name]; |
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| 89 | return Math.ceil(Math.pow(data.global_upgrades[name].price_exp, level)); |
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| 90 | }; |
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| 91 | |||
| 92 | ct.visibleUpgrades = function(currentElement, source) { |
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| 93 | return visibility.visible(source, createVisibleFunction(source), currentElement); |
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| 94 | }; |
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| 95 | |||
| 96 | function createVisibleFunction(source){ |
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| 97 | return function isBasicUpgradeVisible(name, currentElement) { |
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| 98 | return visibility.isUpgradeVisible(name, currentElement, source[name]); |
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| 99 | }; |
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| 100 | } |
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| 101 | } |
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| 102 |