| Conditions | 1 | 
| Paths | 1 | 
| Total Lines | 224 | 
| Lines | 0 | 
| Ratio | 0 % | 
| Changes | 7 | ||
| 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 (state, format, visibility, data, util, reactionService, upgradeService) { | 
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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.format = format;  | 
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| 22 | ct.upgradeService = upgradeService;  | 
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| 23 | ct.adjustAmount = [1, 10, 25, 100];  | 
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| 24 | |||
| 25 |     function getFermiRadius(resource) { | 
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| 26 | let isotope = data.resources[resource];  | 
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| 27 | let A = isotope.energy/data.constants.U_TO_EV;  | 
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| 28 | return data.constants.FERMI_RADIUS * Math.pow(A, 0.3333);  | 
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| 29 | }  | 
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| 30 | |||
| 31 |     function getZ(resource){ | 
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| 32 | let isotope = data.resources[resource];  | 
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| 33 | let element = Object.keys(isotope.elements)[0];  | 
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| 34 | return data.elements[element].number;  | 
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| 35 | }  | 
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| 36 | |||
| 37 |     ct.getCapacity = function(resource, player) { | 
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| 38 | let isotope = data.resources[resource];  | 
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| 39 | let element = Object.keys(isotope.elements)[0];  | 
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| 40 | let r = data.elements[element].van_der_waals;  | 
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| 41 | let area = Math.PI*r*r;  | 
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| 42 | return util.calculateValue(data.global_upgrades.fusion_area.power.base,  | 
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| 43 | data.global_upgrades.fusion_area.power,  | 
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| 44 | player.global_upgrades_current.fusion_area)/area;  | 
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| 45 | };  | 
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| 46 | |||
| 47 |     ct.getTime = function(player) { | 
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| 48 | let time = ct.getFusionReaction(player).reactant.eV/util.calculateValue(data.global_upgrades.fusion_bandwidth.power.base,  | 
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| 49 | data.global_upgrades.fusion_bandwidth.power,  | 
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| 50 | player.global_upgrades.fusion_bandwidth);  | 
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| 51 | time = Math.floor(time);  | 
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| 52 | return Math.max(1, time);  | 
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| 53 | };  | 
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| 54 | |||
| 55 |     ct.getProductIsotope = function(beam, target) { | 
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| 56 | let beamN = parseInt(beam, 10);  | 
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| 57 | let targetN = parseInt(target, 10);  | 
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| 58 | |||
| 59 | let beamZ = getZ(beam);  | 
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| 60 | let targetZ = getZ(target);  | 
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| 61 | |||
| 62 | let productN = beamN+targetN;  | 
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| 63 | let productZ = beamZ+targetZ;  | 
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| 64 | |||
| 65 | return data.resource_matrix[productZ][productN];  | 
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| 66 | };  | 
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| 67 | |||
| 68 |     ct.getProductEnergy = function(beam, target) { | 
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| 69 | let product = ct.getProductIsotope(beam, target);  | 
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| 70 |       if(!product){ | 
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| 71 | return 0;  | 
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| 72 | }  | 
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| 73 | let beamBE = data.resources[beam].binding_energy;  | 
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| 74 | let targetBE = data.resources[target].binding_energy;  | 
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| 75 | let productBE = data.resources[product].binding_energy;  | 
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| 76 | |||
| 77 | return productBE - (beamBE + targetBE);  | 
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| 78 | };  | 
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| 79 | |||
| 80 |     ct.getCoulombBarrier = function(beam, target) { | 
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| 81 | let beamZ = getZ(beam);  | 
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| 82 | let beamR = getFermiRadius(beam);  | 
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| 83 | |||
| 84 | let targetZ = getZ(target);  | 
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| 85 | let targetR = getFermiRadius(target);  | 
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| 86 | |||
| 87 | let coulombBarrier = data.constants.COULOMB_CONSTANT*beamZ*targetZ*  | 
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| 88 | Math.pow(data.constants.ELECTRON_CHARGE, 2)/(beamR+targetR);  | 
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| 89 | return coulombBarrier * data.constants.JOULE_TO_EV;  | 
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| 90 | };  | 
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| 91 | |||
| 92 |     ct.getYieldPercent = function(player) { | 
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| 93 | let beam = state.player.fusion[0].beam;  | 
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| 94 | let target = state.player.fusion[0].target;  | 
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| 95 | let beamR = getFermiRadius(beam.name);  | 
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| 96 | let targetR = getFermiRadius(target.name);  | 
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| 97 | let beamArea = Math.PI*beamR*beamR;  | 
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| 98 | let targetArea = Math.PI*targetR*targetR;  | 
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| 99 | |||
| 100 | let reactorArea = util.calculateValue(data.global_upgrades.fusion_area.power.base,  | 
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| 101 | data.global_upgrades.fusion_area.power,  | 
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| 102 | player.global_upgrades_current.fusion_area);  | 
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| 103 | let beamPercentArea = beamArea*beam.number/reactorArea;  | 
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| 104 | let targetPercentArea = targetArea*target.number/reactorArea;  | 
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| 105 | |||
| 106 | return beamPercentArea*targetPercentArea;  | 
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| 107 | };  | 
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| 108 | |||
| 109 |     ct.getYield = function(player){ | 
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| 110 | let percentYield = ct.getYieldPercent(player);  | 
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| 111 | let target = state.player.fusion[0].target.number;  | 
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| 112 | let beam = state.player.fusion[0].beam.number;  | 
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| 113 | // the yield comes from wherever source is more abundant  | 
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| 114 | let impacted = Math.max(target, beam);  | 
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| 115 | return Math.floor(percentYield*impacted);  | 
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| 116 | };  | 
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| 117 | |||
| 118 |     ct.getFusionReaction = function(player) { | 
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| 119 |       let reaction = { | 
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| 120 |         reactant: {}, | 
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| 121 |         product: {} | 
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| 122 | };  | 
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| 123 | |||
| 124 | let beam = state.player.fusion[0].beam;  | 
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| 125 | let target = state.player.fusion[0].target;  | 
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| 126 | |||
| 127 | reaction.reactant[beam.name] = beam.number;  | 
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| 128 | reaction.reactant[target.name] = target.number;  | 
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| 129 | |||
| 130 | let coulombBarrier = ct.getCoulombBarrier(beam.name, target.name);  | 
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| 131 | reaction.reactant.eV = coulombBarrier*beam.number;  | 
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| 132 | |||
| 133 | let product = ct.getProductIsotope(beam.name, target.name);  | 
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| 134 | let numberYield = ct.getYield(player);  | 
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| 135 | |||
| 136 | reaction.product[product] = numberYield;  | 
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| 137 | |||
| 138 | // return the leftovers from the reaction  | 
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| 139 |       if(numberYield < beam.number){ | 
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| 140 | reaction.product[beam.name] = beam.number - numberYield;  | 
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| 141 | }  | 
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| 142 |       if(numberYield < target.number){ | 
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| 143 | reaction.product[target.name] = target.number - numberYield;  | 
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| 144 | }  | 
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| 145 | |||
| 146 | let energyExchange = ct.getProductEnergy(beam.name, target.name);  | 
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| 147 |       if(energyExchange < 0){ | 
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| 148 | reaction.reactant.eV += energyExchange*numberYield;  | 
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| 149 |       }else if(energyExchange > 0){ | 
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| 150 | reaction.product.eV = energyExchange*numberYield;  | 
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| 151 | }  | 
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| 152 | |||
| 153 | return reaction;  | 
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| 154 | };  | 
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| 155 | |||
| 156 |     function activateFusion(player){ | 
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| 157 | let beam = player.fusion[0].beam;  | 
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| 158 | let target = player.fusion[0].target;  | 
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| 159 | |||
| 160 | if(player.resources[beam.name].number < beam.number ||  | 
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| 161 |         player.resources[target.name].number < target.number){ | 
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| 162 | player.fusion[0].running = false;  | 
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| 163 | return;  | 
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| 164 | }  | 
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| 165 | player.resources[beam.name].number -= beam.number;  | 
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| 166 | player.resources[target.name].number -= target.number;  | 
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| 167 | |||
| 168 | player.fusion[0].running = true;  | 
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| 169 | }  | 
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| 170 | |||
| 171 |     ct.stopFusion = function(player, fusion) { | 
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| 172 |       if(fusion.running){ | 
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| 173 | let beam = state.player.fusion[0].beam;  | 
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| 174 | let target = state.player.fusion[0].target;  | 
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| 175 | |||
| 176 | player.resources[beam.name].number += fusion.beam.number;  | 
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| 177 | player.resources[target.name].number += fusion.target.number;  | 
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| 178 | }  | 
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| 179 | |||
| 180 | fusion.eV = 0;  | 
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| 181 | fusion.active = false;  | 
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| 182 | fusion.running = false;  | 
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| 183 | fusion.run = false;  | 
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| 184 | };  | 
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| 185 | |||
| 186 |     function updateFusion(player, fusion) { | 
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| 187 | let bandwidth = util.calculateValue(data.global_upgrades.fusion_bandwidth.power.base,  | 
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| 188 | data.global_upgrades.fusion_bandwidth.power,  | 
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| 189 | player.global_upgrades.fusion_bandwidth);  | 
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| 190 | let spent = Math.min(player.resources.eV.number, bandwidth);  | 
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| 191 | fusion.eV += spent;  | 
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| 192 | player.resources.eV.number -= spent;  | 
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| 193 | }  | 
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| 194 | |||
| 195 |     function endFusion(player, fusion, reaction) { | 
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| 196 | // energy is not lost! if there are leftovers, give them back to the player  | 
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| 197 | let leftover = fusion.eV - reaction.reactant.eV;  | 
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| 198 | reaction.product.eV = reaction.product.eV + leftover || leftover;  | 
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| 199 | // Reaction checks that the player has the quantity necessary  | 
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| 200 | // to react, but here eV is stored in the fusion object. By setting the cost to 0  | 
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| 201 | // we make sure that it always work  | 
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| 202 |       reaction.reactant= {eV:0}; | 
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| 203 | reactionService.react(1, reaction, player);  | 
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| 204 | |||
| 205 | fusion.eV = 0;  | 
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| 206 | player.fusion[0].running = false;  | 
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| 207 | }  | 
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| 208 | |||
| 209 |     function update(player){ | 
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| 210 |       for(let fusion of player.fusion){ | 
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| 211 |         if(!fusion.active){ | 
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| 212 | continue;  | 
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| 213 | }  | 
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| 214 |         if(fusion.eV === 0 && fusion.run){ | 
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| 215 | activateFusion(player);  | 
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| 216 | }  | 
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| 217 |         if(!fusion.running){ | 
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| 218 | continue;  | 
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| 219 | }  | 
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| 220 | updateFusion(player, fusion);  | 
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| 221 | let reaction = ct.getFusionReaction(player);  | 
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| 222 |         if(fusion.eV >= reaction.reactant.eV){ | 
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| 223 | endFusion(player, fusion, reaction);  | 
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| 224 | }  | 
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| 225 | }  | 
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| 226 | }  | 
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| 227 | |||
| 228 |     ct.adjustLevel = function(player, upgrade, amount){ | 
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| 229 | player.global_upgrades_current[upgrade] += amount;  | 
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| 230 | // We cap it between 1 and the current max level  | 
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| 231 | player.global_upgrades_current[upgrade] = Math.max(1, Math.min(player.global_upgrades_current[upgrade], player.global_upgrades[upgrade]));  | 
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| 232 | };  | 
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| 233 | |||
| 234 |     ct.visibleUpgrades = function() { | 
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| 235 |       return visibility.visible(data.global_upgrades, upgradeService.filterByTag('fusion')); | 
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| 236 | };  | 
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| 237 | |||
| 238 |     state.registerUpdate('fusion', update); | 
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| 239 | }  | 
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| 240 | ]);  | 
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| 241 |