| Conditions | 1 |
| Paths | 1 |
| Total Lines | 88 |
| 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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| 18 | function dark(state, format, visibility, upgrade, data, util) { |
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| 19 | let ct = this; |
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| 20 | ct.state = state; |
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| 21 | ct.data = data; |
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| 22 | ct.util = util; |
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| 23 | ct.format = format; |
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| 24 | ct.cache = {breakdown:{}}; |
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| 25 | |||
| 26 | ct.update = function(player) { |
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| 27 | refresh(player); |
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| 28 | }; |
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| 29 | |||
| 30 | /* Refreshes the values in the cache */ |
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| 31 | function refresh(player){ |
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| 32 | ct.cache.breakdown = {}; |
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| 33 | for (let element in data.elements) { |
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| 34 | let exotic = data.elements[element].exotic; |
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| 35 | if (!player.resources[exotic].unlocked || !player.statistics.dark_run[exotic]) { |
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| 36 | continue; |
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| 37 | } |
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| 38 | let number = player.statistics.dark_run[exotic]; |
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| 39 | let darkProduction = Math.pow(Math.E,(-0.5+Math.sqrt(0.25+0.8686*Math.log(number/100)))/1.4427) || 0; |
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| 40 | ct.cache.breakdown[exotic] = Math.round(Math.max(0, darkProduction)); |
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| 41 | } |
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| 42 | } |
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| 43 | |||
| 44 | ct.darkProduction = function() { |
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| 45 | let production = 0; |
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| 46 | for (let resource in ct.cache.breakdown) { |
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| 47 | production += ct.cache.breakdown[resource]; |
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| 48 | } |
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| 49 | |||
| 50 | return production; |
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| 51 | }; |
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| 52 | |||
| 53 | ct.darkPrestige = function() { |
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| 54 | let production = ct.darkProduction(); |
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| 55 | |||
| 56 | util.addResource(state.player, 'all_time', 'dark_matter', production); |
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| 57 | |||
| 58 | for(let key in data.elements){ |
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| 59 | let element = data.elements[key]; |
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| 60 | state.player.resources[element.exotic].number = 0; |
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| 61 | if(!state.player.exotic_upgrades[key]){ |
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| 62 | continue; |
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| 63 | } |
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| 64 | for(let up in data.exotic_upgrades){ |
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| 65 | state.player.exotic_upgrades[key][up] = false; |
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| 66 | } |
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| 67 | } |
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| 68 | for(let slot of state.player.element_slots){ |
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| 69 | if(!slot){ |
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| 70 | continue; |
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| 71 | } |
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| 72 | upgrade.resetElement(state.player, slot.element); |
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| 73 | } |
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| 74 | |||
| 75 | for(let i in state.player.element_slots){ |
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| 76 | state.player.element_slots[i] = null; |
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| 77 | } |
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| 78 | state.player.statistics.exotic_run = {}; |
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| 79 | state.player.statistics.dark_run = {}; |
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| 80 | }; |
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| 81 | |||
| 82 | ct.buyDarkUpgrade = function(name) { |
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| 83 | let upgrades = state.player.dark_upgrades; |
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| 84 | let price = data.dark_upgrades[name].price; |
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| 85 | let currency = 'dark_matter'; |
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| 86 | upgrade.buyUpgrade(state.player, |
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| 87 | upgrades, |
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| 88 | data.dark_upgrades[name], |
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| 89 | name, |
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| 90 | price, |
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| 91 | currency); |
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| 92 | }; |
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| 93 | |||
| 94 | ct.visibleDarkUpgrades = function() { |
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| 95 | return visibility.visible(data.dark_upgrades, isDarkUpgradeVisible, 0); |
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| 96 | }; |
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| 97 | |||
| 98 | // here we receive not the name of the element, but the index in the element_slots |
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| 99 | function isDarkUpgradeVisible(name, index) { |
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| 100 | return visibility.isUpgradeVisible(name, index, data.dark_upgrades[name]); |
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| 101 | } |
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| 102 | |||
| 103 | state.registerUpdate('dark', ct.update); |
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| 104 | refresh(state.player); |
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| 105 | } |
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| 106 |