| Conditions | 1 | 
| Paths | 1 | 
| Total Lines | 118 | 
| 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 | /** | ||
| 16 | function (state, data, visibility, util, format, reactionService, upgradeService) { | ||
| 17 | let ct = this; | ||
| 18 | ct.state = state; | ||
| 19 | ct.data = data; | ||
| 20 | ct.util = util; | ||
| 21 | ct.format = format; | ||
| 22 | ct.upgradeService = upgradeService; | ||
| 23 | ct.adjustAmount = [1, 10, 25, 100]; | ||
| 24 | |||
| 25 |   function update(player) { | ||
| 26 |     for(let slot of player.element_slots){ | ||
| 27 |       if(!slot){ | ||
| 28 | continue; | ||
| 29 | } | ||
| 30 |       for (let reaction of slot.reactions) { | ||
| 31 |         if (!reaction.active) { | ||
| 32 | continue; | ||
| 33 | } | ||
| 34 | reactionService.react(numberToReact(player, reaction.reaction), reaction.reaction, player); | ||
| 35 | } | ||
| 36 | } | ||
| 37 | } | ||
| 38 | |||
| 39 |   function numberToReact(player, reaction) { | ||
| 40 | let power = util.calculateValue(data.global_upgrades.reaction_bandwidth.power.base, | ||
| 41 | data.global_upgrades.reaction_bandwidth.power, | ||
| 42 | player.global_upgrades_current.reaction_bandwidth); | ||
| 43 | let number = power; | ||
| 44 |     for(let resource in reaction.reactants){ | ||
| 45 | number = Math.min(number, player.resources[resource].number); | ||
| 46 | } | ||
| 47 | return number; | ||
| 48 | } | ||
| 49 | |||
| 50 |   ct.reactionSize = function (player) { | ||
| 51 | let size = 0; | ||
| 52 |     for(let slot of player.element_slots){ | ||
| 53 |       if(!slot){ | ||
| 54 | continue; | ||
| 55 | } | ||
| 56 | size += slot.reactions.length; | ||
| 57 | } | ||
| 58 | return size; | ||
| 59 | }; | ||
| 60 | |||
| 61 | /* Adds a new reaction to the player list */ | ||
| 62 |   ct.addReaction = function (player, slot, key) { | ||
| 63 | if(ct.reactionSize(player) >= util.calculateValue(data.global_upgrades.reaction_slots.power.base, | ||
| 64 | data.global_upgrades.reaction_slots.power, | ||
| 65 |             player.global_upgrades.reaction_slots)){ | ||
| 66 | return; | ||
| 67 | } | ||
| 68 | let reaction = data.reactions[key]; | ||
| 69 |     slot.reactions.push({ | ||
| 70 | active: false, | ||
| 71 | reaction: angular.copy(reaction) | ||
| 72 | }); | ||
| 73 | }; | ||
| 74 | |||
| 75 |   ct.removeReaction = function (slot, item) { | ||
| 76 |     for(let i = 0; i < slot.reactions.length; i++){ | ||
| 77 |       if(slot.reactions[i] === item){ | ||
| 78 | slot.reactions.splice(i, 1); | ||
| 79 | } | ||
| 80 | } | ||
| 81 | }; | ||
| 82 | |||
| 83 |   ct.checkAll = function(slot){ | ||
| 84 |     for(let reaction of slot.reactions){ | ||
| 85 | reaction.active = slot.active; | ||
| 86 | } | ||
| 87 | } | ||
| 88 | |||
| 89 |   ct.visibleReactions = function(slot) { | ||
| 90 | return slot.reactions; | ||
| 91 | }; | ||
| 92 | |||
| 93 |   ct.availableReactions = function(slot, player) { | ||
| 94 | return visibility.visible(data.reactions, isReactionAvailable, slot.element, null, player); | ||
| 95 | }; | ||
| 96 | |||
| 97 |   function isReactionAvailable(entry, currentElement, player) { | ||
| 98 | let available = true; | ||
| 99 | let reaction = data.reactions[entry]; | ||
| 100 |     for(let resource in reaction.reactant){ | ||
| 101 | available = available && player.resources[resource].unlocked; | ||
| 102 | } | ||
| 103 | // Workaround to reuse the visibility function. It expects an object with the | ||
| 104 | // reaction inside | ||
| 105 |     let reactionObject = {reaction:reaction}; | ||
| 106 | return available && isReactionVisible(reactionObject, currentElement); | ||
| 107 | } | ||
| 108 | |||
| 109 |   function isReactionVisible(entry, currentElement) { | ||
| 110 | let reaction = entry.reaction; | ||
| 111 |     if(reaction.elements.length === 0){ | ||
| 112 | return true; | ||
| 113 | } | ||
| 114 |     for(let element of reaction.elements){ | ||
| 115 |       if(element === currentElement){ | ||
| 116 | return true; | ||
| 117 | } | ||
| 118 | } | ||
| 119 | return false; | ||
| 120 | } | ||
| 121 | |||
| 122 |   ct.adjustLevel = function(player, upgrade, amount){ | ||
| 123 | player.global_upgrades_current[upgrade] += amount; | ||
| 124 | // We cap it between 1 and the current max level | ||
| 125 | player.global_upgrades_current[upgrade] = Math.max(1, Math.min(player.global_upgrades_current[upgrade], player.global_upgrades[upgrade])); | ||
| 126 | }; | ||
| 127 | |||
| 128 |   ct.visibleUpgrades = function() { | ||
| 129 |     return visibility.visible(data.global_upgrades, upgradeService.filterByTag('reactions')); | ||
| 130 | }; | ||
| 131 | |||
| 132 |   state.registerUpdate('reactions', update); | ||
| 133 | }]); | ||
| 134 |